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VideoBackends: add support to allow rendering to multiple output textures
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@ -126,7 +126,8 @@ private:
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class VKFramebuffer final : public AbstractFramebuffer
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{
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public:
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VKFramebuffer(VKTexture* color_attachment, VKTexture* depth_attachment, u32 width, u32 height,
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VKFramebuffer(VKTexture* color_attachment, VKTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments, u32 width, u32 height,
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u32 layers, u32 samples, VkFramebuffer fb, VkRenderPass load_render_pass,
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VkRenderPass discard_render_pass, VkRenderPass clear_render_pass);
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~VKFramebuffer() override;
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@ -137,10 +138,20 @@ public:
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VkRenderPass GetLoadRenderPass() const { return m_load_render_pass; }
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VkRenderPass GetDiscardRenderPass() const { return m_discard_render_pass; }
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VkRenderPass GetClearRenderPass() const { return m_clear_render_pass; }
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void Unbind();
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void TransitionForRender();
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static std::unique_ptr<VKFramebuffer> Create(VKTexture* color_attachments,
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VKTexture* depth_attachment);
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void SetAndClear(const VkRect2D& rect, const VkClearValue& color_value,
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const VkClearValue& depth_value);
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std::size_t GetNumberOfAdditonalAttachments() const
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{
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return m_additional_color_attachments.size();
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}
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static std::unique_ptr<VKFramebuffer>
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Create(VKTexture* color_attachments, VKTexture* depth_attachment,
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std::vector<AbstractTexture*> additional_color_attachments);
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protected:
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VkFramebuffer m_fb;
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