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vulkan gpu: set the sample count for depth prepass
Fixes #14500
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src/gpu/vulkan/SDL_gpu_vulkan.c

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@@ -7189,6 +7189,8 @@ static VkRenderPass VULKAN_INTERNAL_FetchRenderPass(
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key.sampleCount = VK_SAMPLE_COUNT_1_BIT;
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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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} 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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key.numColorTargets = numColorTargets;

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