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Start unifying BindFramebufferAsColorTexture
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@@ -268,10 +268,11 @@ void FramebufferManagerVulkan::ReformatFramebufferFrom(VirtualFramebuffer *vfb,
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}
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}
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VkImageView FramebufferManagerVulkan::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
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bool FramebufferManagerVulkan::BindFramebufferAsColorTexture(int stage, VirtualFramebuffer *framebuffer, int flags) {
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if (!framebuffer->fbo || !useBufferedRendering_) {
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draw_->BindTexture(0, nullptr);
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gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
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return VK_NULL_HANDLE;
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return false;
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}
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// currentRenderVfb_ will always be set when this is called, except from the GE debugger.
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@@ -293,14 +294,19 @@ VkImageView FramebufferManagerVulkan::BindFramebufferAsColorTexture(int stage, V
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} else {
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draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
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}
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return (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW);
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return true;
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} else if (framebuffer != currentRenderVfb_ || (flags & BINDFBCOLOR_FORCE_SELF) != 0) {
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draw_->BindFramebufferAsTexture(framebuffer->fbo, stage, Draw::FB_COLOR_BIT, 0);
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return (VkImageView)draw_->GetNativeObject(Draw::NativeObject::BOUND_TEXTURE0_IMAGEVIEW);
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return true;
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} else {
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ERROR_LOG_REPORT_ONCE(vulkanSelfTexture, G3D, "Attempting to texture from target (src=%08x / target=%08x / flags=%d)", framebuffer->fb_address, currentRenderVfb_->fb_address, flags);
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// To do this safely in Vulkan, we need to use input attachments.
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return VK_NULL_HANDLE;
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// Actually if the texture region and render regions don't overlap, this is safe, but we need
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// to transition to GENERAL image layout which will take some trickery.
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// Badness on D3D11 to bind the currently rendered-to framebuffer as a texture.
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draw_->BindTexture(0, nullptr);
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gstate_c.skipDrawReason |= SKIPDRAW_BAD_FB_TEXTURE;
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return false;
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}
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}
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