Graphics/Graphics: Create default depth texture in preferred depth format
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@@ -89,9 +89,9 @@ namespace Nz
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void BuildBlitPipeline();
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void BuildDefaultMaterials();
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void BuildDefaultTextures();
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template<std::size_t N> void RegisterEmbedShaderModule(const UInt8(&content)[N]);
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void RegisterMaterialPasses();
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void RegisterShaderModules();
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template<std::size_t N> void RegisterEmbedShaderModule(const UInt8(&content)[N]);
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void SelectDepthStencilFormats();
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std::optional<RenderPassCache> m_renderPassCache;
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