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Vulkan: Transition EFB/XFB buffers before beginning swap render pass
Image layouts shouldn't be changed within a render pass.
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@ -87,7 +87,10 @@ private:
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bool CompileShaders();
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void DestroyShaders();
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void ResolveEFBForSwap(const TargetRectangle& scaled_rect);
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// Transitions EFB/XFB buffers to SHADER_READ_ONLY, ready for presenting/dumping.
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// If MSAA is enabled, and XFB is disabled, also resolves the EFB buffer.
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void TransitionBuffersForSwap(const TargetRectangle& scaled_rect,
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const XFBSourceBase* const* xfb_sources, u32 xfb_count);
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// Draw either the EFB, or specified XFB sources to the currently-bound framebuffer.
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void DrawFrame(VkRenderPass render_pass, const TargetRectangle& target_rect,
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