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Vulkan: Move render pass management to ObjectCache
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@ -35,8 +35,8 @@ public:
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// Applies palette to dst_entry, using indices from src_entry.
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void ConvertTexture(TextureCacheBase::TCacheEntry* dst_entry,
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TextureCache::TCacheEntry* src_entry, VkRenderPass render_pass,
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const void* palette, TLUTFormat palette_format);
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TextureCache::TCacheEntry* src_entry, const void* palette,
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TLUTFormat palette_format);
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// Uses an encoding shader to copy src_texture to dest_ptr.
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// NOTE: Executes the current command buffer.
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@ -76,7 +76,6 @@ private:
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VkShaderModule CompileEncodingShader(const EFBCopyParams& params);
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VkShaderModule GetEncodingShader(const EFBCopyParams& params);
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bool CreateEncodingRenderPass();
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bool CreateEncodingTexture();
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bool CreateDecodingTexture();
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@ -109,7 +108,6 @@ private:
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std::map<EFBCopyParams, VkShaderModule> m_encoding_shaders;
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std::unique_ptr<AbstractTexture> m_encoding_render_texture;
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std::unique_ptr<AbstractStagingTexture> m_encoding_readback_texture;
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VkRenderPass m_encoding_render_pass = VK_NULL_HANDLE;
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// Texture decoding - GX format in memory->RGBA8
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struct TextureDecodingPipeline
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