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Vulkan: Use render-pass based clears where possible
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@ -30,7 +30,8 @@ public:
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bool Initialize();
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VkRenderPass GetEFBRenderPass() const { return m_efb_render_pass; }
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VkRenderPass GetEFBLoadRenderPass() const { return m_efb_load_render_pass; }
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VkRenderPass GetEFBClearRenderPass() const { return m_efb_clear_render_pass; }
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u32 GetEFBWidth() const { return m_efb_width; }
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u32 GetEFBHeight() const { return m_efb_height; }
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u32 GetEFBLayers() const { return m_efb_layers; }
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@ -118,7 +119,8 @@ private:
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void DrawPokeVertices(StateTracker* state_tracker, const EFBPokeVertex* vertices,
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size_t vertex_count, bool write_color, bool write_depth);
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VkRenderPass m_efb_render_pass = VK_NULL_HANDLE;
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VkRenderPass m_efb_load_render_pass = VK_NULL_HANDLE;
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VkRenderPass m_efb_clear_render_pass = VK_NULL_HANDLE;
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VkRenderPass m_depth_resolve_render_pass = VK_NULL_HANDLE;
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u32 m_efb_width = 0;
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