3663c8147c
Textures that are GPU-compressed already (in practice: from DDS files that are DXT1/DXT3/DXT5 compressed) now can stay GPU compressed in Vulkan, similar to how that works on OpenGL. Additionally, fixed lack of mipmaps in Vulkan textures. The textures were created with mipmaps (good), the sampler too (good), but the vulkan image view was always saying "yo, this is mip 0 only" because mip range variables were never set to anything than zero. Pull Request: https://projects.blender.org/blender/blender/pulls/119866