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Vulkan: Correct logic for handling target and window size changes
Should fix a possible reference to deleted framebuffers, as well as fixing the issues with the render area being correct if the game's source area changes, or auto-scaling is enabled.
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@ -25,13 +25,13 @@ class RasterFont;
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class Renderer : public ::Renderer
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{
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public:
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Renderer();
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Renderer(std::unique_ptr<SwapChain> swap_chain);
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~Renderer();
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SwapChain* GetSwapChain() const { return m_swap_chain.get(); }
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StateTracker* GetStateTracker() const { return m_state_tracker.get(); }
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BoundingBox* GetBoundingBox() const { return m_bounding_box.get(); }
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bool Initialize(FramebufferManager* framebuffer_mgr, void* window_handle, VkSurfaceKHR surface);
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bool Initialize(FramebufferManager* framebuffer_mgr);
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void RenderText(const std::string& pstr, int left, int top, u32 color) override;
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u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data) override;
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