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Implement texture binding in draw batches. Framebuffer viewer now works in Vulkan.
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@@ -20,6 +20,7 @@
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#include <cmath>
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#include "ext/imgui/imgui.h"
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#include "ext/imgui/imgui_impl_thin3d.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/GPU/OpenGL/GLFeatures.h"
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@@ -3704,5 +3705,10 @@ void FramebufferManagerCommon::DrawImGuiDebug(int &selected) const {
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}
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ImGui::EndTable();
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// Now, draw the actual framebuffer image. This could be refined a lot.
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if (selected != -1) {
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// Now, draw the image of the selected framebuffer.
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Draw::Framebuffer *fb = vfbs_[selected]->fbo;
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ImTextureID texId = ImGui_ImplThin3d_AddFBAsTextureTemp(fb);
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ImGui::Image(texId, ImVec2(fb->Width(), fb->Height()));
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}
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}
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