OpenGLRenderer: Implement face filling
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@@ -54,6 +54,7 @@ namespace Nz
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deviceInfo.name = physDevice.properties.deviceName;
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deviceInfo.features.anisotropicFiltering = physDevice.features.samplerAnisotropy;
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deviceInfo.features.nonSolidFaceFilling = physDevice.features.fillModeNonSolid;
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deviceInfo.limits.minUniformBufferOffsetAlignment = physDevice.properties.limits.minUniformBufferOffsetAlignment;
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@@ -274,7 +275,7 @@ namespace Nz
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VkValidationFeaturesEXT features = { VK_STRUCTURE_TYPE_VALIDATION_FEATURES_EXT };
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std::vector<VkValidationFeatureEnableEXT> enabledFeatures = {
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std::array<VkValidationFeatureEnableEXT, 1> enabledFeatures = {
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//VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_EXT,
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//VK_VALIDATION_FEATURE_ENABLE_GPU_ASSISTED_RESERVE_BINDING_SLOT_EXT,
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VK_VALIDATION_FEATURE_ENABLE_SYNCHRONIZATION_VALIDATION_EXT
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