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Vulkan: Transition texture cache entries before usage
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@ -416,7 +416,8 @@ bool TextureConverter::SupportsTextureDecoding(TextureFormat format, TlutFormat
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return true;
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}
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void TextureConverter::DecodeTexture(TextureCache::TCacheEntry* entry, u32 dst_level,
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void TextureConverter::DecodeTexture(VkCommandBuffer command_buffer,
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TextureCache::TCacheEntry* entry, u32 dst_level,
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const u8* data, size_t data_size, TextureFormat format,
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u32 width, u32 height, u32 aligned_width, u32 aligned_height,
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u32 row_stride, const u8* palette, TlutFormat palette_format)
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@ -498,11 +499,6 @@ void TextureConverter::DecodeTexture(TextureCache::TCacheEntry* entry, u32 dst_l
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break;
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}
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// Place compute shader dispatches together in the init command buffer.
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// That way we don't have to pay a penalty for switching from graphics->compute,
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// or end/restart our render pass.
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VkCommandBuffer command_buffer = g_command_buffer_mgr->GetCurrentInitCommandBuffer();
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// Dispatch compute to temporary texture.
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ComputeShaderDispatcher dispatcher(command_buffer,
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g_object_cache->GetPipelineLayout(PIPELINE_LAYOUT_COMPUTE),
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