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vk::PhysicalDeviceFeatures features = physical_device.getFeatures();
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// Check for ASTC support (widely supported on modern mobile GPUs)
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// Most games are written with knowledge of what the assets were compressed with so it's standard practice to only ensure the required format is supported.
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if (features.textureCompressionASTC_LDR) {
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return vk::Format::eAstc8x8SrgbBlock;
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}
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// Check for vendor-specific optimizations
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// Huawei devices (Mali GPUs)
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if (props.vendorID == 0x19E5) {
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// Check for ETC2 support as fallback
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if (supports_texture_format(physical_device, vk::Format::eEtc2R8G8B8A8SrgbBlock)) {
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return vk::Format::eEtc2R8G8B8A8SrgbBlock;
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}
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}
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// Otherwise, fall back to the general format selection
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