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Vulkan: Implement Quad-Buffered stereoscopy support.
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@ -41,11 +41,14 @@ void VulkanPostProcessing::BlitFromTexture(const TargetRectangle& dst, const Tar
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const Texture2D* src_tex, int src_layer,
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VkRenderPass render_pass)
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{
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// If the source layer is negative we simply copy all available layers.
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VkShaderModule geometry_shader =
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src_layer < 0 ? g_object_cache->GetPassthroughGeometryShader() : VK_NULL_HANDLE;
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VkShaderModule fragment_shader =
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m_fragment_shader != VK_NULL_HANDLE ? m_fragment_shader : m_default_fragment_shader;
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UtilityShaderDraw draw(g_command_buffer_mgr->GetCurrentCommandBuffer(),
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_STANDARD), render_pass,
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g_object_cache->GetPassthroughVertexShader(), VK_NULL_HANDLE,
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g_object_cache->GetPassthroughVertexShader(), geometry_shader,
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fragment_shader);
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// Source is always bound.
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