fetch color format, storage buffer alignment and stores/atomics support
at init
support for framebuffers used as input attachments
use Allocator instead of VulkanAllocator
return handles instead of unique handles
store texture in the cache map instead of the heap
make related functions member of the class (CollectCleanup, killtex ->
Clear)
refactor common OSD stuff into rend/osd
vulkan support for OSD
Try to find an optimal depth format then fall back to linear
Use same depth format for rtt depth attachments
Allow RenderToTextureBuffer setting to be changed at runtime
Enable vulkan on windows
align uniform buffers according to physical device requirements
destroy old swap chain before creating new one
some drivers don't support some 16-bit texture formats for optimal
tiling