Refactor engine to support double-precision vectors
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@@ -833,7 +833,7 @@ void GPUContextVulkan::ClearDepth(GPUTextureView* depthBuffer, float depthValue)
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}
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}
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void GPUContextVulkan::ClearUA(GPUBuffer* buf, const Vector4& value)
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void GPUContextVulkan::ClearUA(GPUBuffer* buf, const Float4& value)
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{
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const auto bufVulkan = static_cast<GPUBufferVulkan*>(buf);
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if (bufVulkan)
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@@ -879,7 +879,7 @@ void GPUContextVulkan::ClearUA(GPUTexture* texture, const uint32 value[4])
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}
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}
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void GPUContextVulkan::ClearUA(GPUTexture* texture, const Vector4& value)
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void GPUContextVulkan::ClearUA(GPUTexture* texture, const Float4& value)
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{
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const auto texVulkan = static_cast<GPUTextureVulkan*>(texture);
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if (texVulkan)
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