Remove duplicate .alphaToOne, add missing .shaderResourceMinLod, and
reorder a few entries to match their vulkan.h order. All the sparse
features are still left out entirely.

Signed-off-by: Ilia Mirkin <imir...@alum.mit.edu>
---

Wasn't 100% sure whether it was worth adding shaderResourceMinLod or not.
I don't think it's supportable on Intel (or, in fact, any) hw. But then again,
neither is depthBounds which also features in the list above.

 src/intel/vulkan/anv_device.c | 6 +++---
 1 file changed, 3 insertions(+), 3 deletions(-)

diff --git a/src/intel/vulkan/anv_device.c b/src/intel/vulkan/anv_device.c
index d20dc0f..860c7a2 100644
--- a/src/intel/vulkan/anv_device.c
+++ b/src/intel/vulkan/anv_device.c
@@ -433,18 +433,18 @@ void anv_GetPhysicalDeviceFeatures(
       .shaderImageGatherExtended                = true,
       .shaderStorageImageExtendedFormats        = true,
       .shaderStorageImageMultisample            = false,
+      .shaderStorageImageReadWithoutFormat      = false,
+      .shaderStorageImageWriteWithoutFormat     = true,
       .shaderUniformBufferArrayDynamicIndexing  = true,
       .shaderSampledImageArrayDynamicIndexing   = true,
       .shaderStorageBufferArrayDynamicIndexing  = true,
       .shaderStorageImageArrayDynamicIndexing   = true,
-      .shaderStorageImageReadWithoutFormat      = false,
-      .shaderStorageImageWriteWithoutFormat     = true,
       .shaderClipDistance                       = true,
       .shaderCullDistance                       = true,
       .shaderFloat64                            = false,
       .shaderInt64                              = false,
       .shaderInt16                              = false,
-      .alphaToOne                               = true,
+      .shaderResourceMinLod                     = false,
       .variableMultisampleRate                  = false,
       .inheritedQueries                         = false,
    };
-- 
2.7.3

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