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shader: Implement tessellation shaders, polygon mode and invocation id
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@ -225,7 +225,7 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
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.drawIndirectFirstInstance = false,
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.depthClamp = true,
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.depthBiasClamp = true,
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.fillModeNonSolid = false,
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.fillModeNonSolid = true,
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.depthBounds = false,
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.wideLines = false,
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.largePoints = true,
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@ -670,6 +670,7 @@ void Device::CheckSuitability(bool requires_swapchain) const {
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std::make_pair(features.largePoints, "largePoints"),
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std::make_pair(features.multiViewport, "multiViewport"),
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std::make_pair(features.depthBiasClamp, "depthBiasClamp"),
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std::make_pair(features.fillModeNonSolid, "fillModeNonSolid"),
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std::make_pair(features.geometryShader, "geometryShader"),
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std::make_pair(features.tessellationShader, "tessellationShader"),
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std::make_pair(features.occlusionQueryPrecise, "occlusionQueryPrecise"),
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