message: Don't require D32S8 format for deferred shadows sample
  The format is not mandatory by the spec and the sample doesn't
  require stencil, so just choose a supported depth/stencil format
  instead to allow this to run on more platforms.
diff: #else
  #define SHADOWMAP_DIM 2048
  #endif
  -// 16 bits of depth is enough for such a small scene
  -#define SHADOWMAP_FORMAT VK_FORMAT_D32_SFLOAT_S8_UINT
  #if defined(__ANDROID__)
  // Use max. screen dimension as deferred framebuffer size
  @@ -218,12 +216,17 @@ public:
  frameBuffers.shadow->width = SHADOWMAP_DIM;
  frameBuffers.shadow->height = SHADOWMAP_DIM;
  + // Find a suitable depth format
  + VkFormat shadowMapFormat;
  + VkBool32 validShadowMapFormat = vks::tools::getSupportedDepthFormat(physicalDevice, &shadowMapFormat);
  + assert(validShadowMapFormat);
  +
  // Create a layered depth attachment for rendering the depth maps from the lights' point of view
  // Each layer corresponds to one of the lights
  // The actual output to the separate layers is done in the geometry shader using shader instancing
  // We will pass the matrices of the lights to the GS that selects the layer by the current invocation
  vks::AttachmentCreateInfo attachmentInfo = {};
  - attachmentInfo.format = SHADOWMAP_FORMAT;
  + attachmentInfo.format = shadowMapFormat;
  attachmentInfo.width = SHADOWMAP_DIM;
  attachmentInfo.height = SHADOWMAP_DIM;
  attachmentInfo.layerCount = LIGHT_COUNT;
  