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Vulkan: Move render pass management to ObjectCache
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@ -48,18 +48,13 @@ public:
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TLUTFormat palette_format) override;
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VkShaderModule GetCopyShader() const;
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VkRenderPass GetTextureCopyRenderPass() const;
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StreamBuffer* GetTextureUploadBuffer() const;
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private:
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bool CreateRenderPasses();
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void CopyEFBToCacheEntry(TCacheEntry* entry, bool is_depth_copy, const EFBRectangle& src_rect,
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bool scale_by_half, EFBCopyFormat dst_format,
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bool is_intensity) override;
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VkRenderPass m_render_pass = VK_NULL_HANDLE;
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std::unique_ptr<StreamBuffer> m_texture_upload_buffer;
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std::unique_ptr<TextureConverter> m_texture_converter;
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