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VideoBackends: add support to allow rendering to multiple output textures
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@@ -60,7 +60,7 @@ public:
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// Render pass cache.
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VkRenderPass GetRenderPass(VkFormat color_format, VkFormat depth_format, u32 multisamples,
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VkAttachmentLoadOp load_op);
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VkAttachmentLoadOp load_op, u8 additional_attachment_count = 0);
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// Pipeline cache. Used when creating pipelines for drivers to store compiled programs.
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VkPipelineCache GetPipelineCache() const { return m_pipeline_cache; }
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@@ -102,7 +102,7 @@ private:
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std::unique_ptr<VKTexture> m_dummy_texture;
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// Render pass cache
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using RenderPassCacheKey = std::tuple<VkFormat, VkFormat, u32, VkAttachmentLoadOp>;
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using RenderPassCacheKey = std::tuple<VkFormat, VkFormat, u32, VkAttachmentLoadOp, std::size_t>;
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std::map<RenderPassCacheKey, VkRenderPass> m_render_pass_cache;
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// pipeline cache
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