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Make deviceRank an Uint64 to avoid potential overflow issues in case of future GPUs with huge VRAM
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@@ -11252,7 +11252,7 @@ static Uint8 VULKAN_INTERNAL_IsDeviceSuitable(
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VkPhysicalDevice physicalDevice,
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VkPhysicalDevice physicalDevice,
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VulkanExtensions *physicalDeviceExtensions,
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VulkanExtensions *physicalDeviceExtensions,
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Uint32 *queueFamilyIndex,
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Uint32 *queueFamilyIndex,
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Uint16 *deviceRank)
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Uint64 *deviceRank)
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{
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{
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Uint32 queueFamilyCount, queueFamilyRank, queueFamilyBest;
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Uint32 queueFamilyCount, queueFamilyRank, queueFamilyBest;
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VkQueueFamilyProperties *queueProps;
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VkQueueFamilyProperties *queueProps;
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@@ -11411,7 +11411,7 @@ static Uint8 VULKAN_INTERNAL_DeterminePhysicalDevice(VulkanRenderer *renderer)
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Uint32 i, physicalDeviceCount;
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Uint32 i, physicalDeviceCount;
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Sint32 suitableIndex;
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Sint32 suitableIndex;
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Uint32 queueFamilyIndex, suitableQueueFamilyIndex;
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Uint32 queueFamilyIndex, suitableQueueFamilyIndex;
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Uint16 deviceRank, highestRank;
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Uint64 deviceRank, highestRank;
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vulkanResult = renderer->vkEnumeratePhysicalDevices(
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vulkanResult = renderer->vkEnumeratePhysicalDevices(
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renderer->instance,
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renderer->instance,
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