vulkan gpu: set the sample count for depth prepass
Fixes https://github.com/libsdl-org/SDL/issues/14500
(cherry picked from commit 1fc093491a)
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@@ -7169,6 +7169,8 @@ static VkRenderPass VULKAN_INTERNAL_FetchRenderPass(
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key.sampleCount = VK_SAMPLE_COUNT_1_BIT;
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key.sampleCount = VK_SAMPLE_COUNT_1_BIT;
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if (numColorTargets > 0) {
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if (numColorTargets > 0) {
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key.sampleCount = SDLToVK_SampleCount[((VulkanTextureContainer *)colorTargetInfos[0].texture)->header.info.sample_count];
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key.sampleCount = SDLToVK_SampleCount[((VulkanTextureContainer *)colorTargetInfos[0].texture)->header.info.sample_count];
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} else if (numColorTargets == 0 && depthStencilTargetInfo != NULL) {
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key.sampleCount = SDLToVK_SampleCount[((VulkanTextureContainer *)depthStencilTargetInfo->texture)->header.info.sample_count];
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}
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}
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key.numColorTargets = numColorTargets;
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key.numColorTargets = numColorTargets;
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