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Vulkan: Implement post-processing backend
No new features, just parity with OpenGL.
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@ -136,7 +136,7 @@ private:
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// Copies/scales an image to the currently-bound framebuffer.
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void BlitScreen(VkRenderPass render_pass, const TargetRectangle& dst_rect,
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const TargetRectangle& src_rect, const Texture2D* src_tex, bool linear_filter);
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const TargetRectangle& src_rect, const Texture2D* src_tex);
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bool ResizeFrameDumpBuffer(u32 new_width, u32 new_height);
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void DestroyFrameDumpResources();
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@ -154,11 +154,6 @@ private:
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// Shaders used for clear/blit.
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VkShaderModule m_clear_fragment_shader = VK_NULL_HANDLE;
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// NOTE: The blit shader here is used for the final copy from the source buffer(s) to the swap
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// chain buffer for presentation. It ignores the alpha channel of the input image and sets the
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// alpha channel to 1.0 to avoid issues with frame dumping and screenshots.
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VkShaderModule m_blit_fragment_shader = VK_NULL_HANDLE;
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// Texture used for screenshot/frame dumping
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std::unique_ptr<Texture2D> m_frame_dump_render_texture;
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VkFramebuffer m_frame_dump_framebuffer = VK_NULL_HANDLE;
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