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Vulkan: Fix invalid resolve at swap time when MSAA is enabled
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@ -67,6 +67,9 @@ public:
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Texture2D* ResolveEFBColorTexture(const VkRect2D& region);
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Texture2D* ResolveEFBDepthTexture(const VkRect2D& region);
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// Returns the texture that the EFB color texture is resolved to when multisampling is enabled.
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// Ensure ResolveEFBColorTexture is called before this method.
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Texture2D* GetResolvedEFBColorTexture() const { return m_efb_resolve_color_texture.get(); }
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// Reads a framebuffer value back from the GPU. This may block if the cache is not current.
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u32 PeekEFBColor(u32 x, u32 y);
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float PeekEFBDepth(u32 x, u32 y);
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