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Reaches the first clear
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@@ -18,7 +18,10 @@
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#pragma once
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#include "GPU/GPUInterface.h"
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#include "GPU/GPUState.h"
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#include "GPU/Vulkan/FramebufferVulkan.h"
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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VulkanFramebuffer *FramebufferManagerVulkan::GetTempFBO(int width, int height, VulkanFBOColorDepth colorDepth) {
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@@ -41,10 +44,31 @@ void FramebufferManagerVulkan::CopyDisplayToOutput() {
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}
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void FramebufferManagerVulkan::DecimateFBOs() {
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}
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void FramebufferManagerVulkan::EndFrame() {
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}
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void FramebufferManagerVulkan::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) {
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// So: Allocate a temporary texture from a (very small) pool, upload content directly into it, schedule a transition
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// into the init command buffer, alloc and create an appropriate descriptor set, then bind and draw. no need for uniforms.
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}
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void FramebufferManagerVulkan::FlushBeforeCopy() {
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// Flush anything not yet drawn before blitting, downloading, or uploading.
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// This might be a stalled list, or unflushed before a block transfer, etc.
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// TODO: It's really bad that we are calling SetRenderFramebuffer here with
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// all the irrelevant state checking it'll use to decide what to do. Should
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// do something more focused here.
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SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason);
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drawEngine_->Flush(nullptr);
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}
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std::vector<FramebufferInfo> FramebufferManagerVulkan::GetFramebufferList() {
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return std::vector<FramebufferInfo>();
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}
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