1D textures. Maybe.
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@@ -148,12 +148,16 @@ class TextureCache {
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void FlushPendingCommands(VkCommandBuffer command_buffer,
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VkFence completion_fence);
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void ConvertTexture1D(uint8_t* dest, const TextureInfo& src);
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void ConvertTexture2D(uint8_t* dest, const TextureInfo& src);
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void ConvertTextureCube(uint8_t* dest, const TextureInfo& src);
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// Queues commands to upload a texture from system memory, applying any
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// conversions necessary. This may flush the command buffer to the GPU if we
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// run out of staging memory.
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bool UploadTexture1D(VkCommandBuffer command_buffer, VkFence completion_fence,
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Texture* dest, const TextureInfo& src);
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bool UploadTexture2D(VkCommandBuffer command_buffer, VkFence completion_fence,
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Texture* dest, const TextureInfo& src);
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