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AbstractTexture: Move Bind() method to Renderer
This makes state tracking simpler, and enables easier porting to command lists later on.
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@ -107,14 +107,6 @@ VkFramebuffer VKTexture::GetFramebuffer() const
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return m_framebuffer;
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}
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void VKTexture::Bind(unsigned int stage)
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{
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// Texture should always be in SHADER_READ_ONLY layout prior to use.
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// This is so we don't need to transition during render passes.
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_assert_(m_texture->GetLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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StateTracker::GetInstance()->SetTexture(stage, m_texture->GetView());
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}
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void VKTexture::CopyRectangleFromTexture(const AbstractTexture* src,
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const MathUtil::Rectangle<int>& src_rect, u32 src_layer,
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u32 src_level, const MathUtil::Rectangle<int>& dst_rect,
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