Vulkan CP: Use the color blitter
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@@ -44,6 +44,7 @@ class TextureCache {
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VkDeviceMemory image_memory;
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VkDeviceSize memory_offset;
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VkDeviceSize memory_size;
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VkFramebuffer framebuffer; // Blit target frame buffer.
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uintptr_t access_watch_handle;
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bool pending_invalidation;
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@@ -100,6 +101,8 @@ class TextureCache {
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uint32_t height, TextureFormat format,
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VkOffset2D* out_offset = nullptr);
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TextureView* DemandView(Texture* texture, uint16_t swizzle);
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// Demands a texture for the purpose of resolving from EDRAM. This either
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// creates a new texture or returns a previously created texture.
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Texture* DemandResolveTexture(const TextureInfo& texture_info,
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@@ -124,7 +127,9 @@ class TextureCache {
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void DestroyEmptySet();
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// Allocates a new texture and memory to back it on the GPU.
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Texture* AllocateTexture(const TextureInfo& texture_info);
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Texture* AllocateTexture(const TextureInfo& texture_info,
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VkFormatFeatureFlags required_flags =
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VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
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bool FreeTexture(Texture* texture);
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// Demands a texture. If command_buffer is null and the texture hasn't been
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@@ -132,7 +137,6 @@ class TextureCache {
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Texture* Demand(const TextureInfo& texture_info,
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VkCommandBuffer command_buffer = nullptr,
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VkFence completion_fence = nullptr);
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TextureView* DemandView(Texture* texture, uint16_t swizzle);
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Sampler* Demand(const SamplerInfo& sampler_info);
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void FlushPendingCommands(VkCommandBuffer command_buffer,
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