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https://github.com/MobileGL-Dev/MobileGL
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[Chore] (MG_Backend/DirectVulkan): get rid of junk
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@@ -173,29 +173,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return false;
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}
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Bool VkRenderTargetManager::GetOffscreenColorImage(Uint glFboExternalIndex, VkImage& outImage,
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VkExtent2D& outExtent) const {
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auto it = m_offscreenColorTargets.find(glFboExternalIndex);
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if (it == m_offscreenColorTargets.end() || it->second.image == VK_NULL_HANDLE) {
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return false;
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}
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outImage = it->second.image;
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outExtent = it->second.extent;
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return true;
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}
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Bool VkRenderTargetManager::GetOffscreenDepthStencilImage(Uint glFboExternalIndex, VkImage& outImage,
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VkExtent2D& outExtent, VkFormat& outFormat) const {
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auto it = m_offscreenColorTargets.find(glFboExternalIndex);
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if (it == m_offscreenColorTargets.end() || it->second.depthStencilImage == VK_NULL_HANDLE) {
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return false;
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}
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outImage = it->second.depthStencilImage;
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outExtent = it->second.extent;
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outFormat = it->second.depthStencilFormat;
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return true;
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}
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Bool VkRenderTargetManager::GetOffscreenColorViewByTexture(Uint textureExternalIndex,
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VkImageView& outImageView) const {
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for (const auto& [_, target] : m_offscreenColorTargets) {
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@@ -45,9 +45,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool EnsureOffscreenColorTarget(Uint glFboExternalIndex, const MG_State::GLState::FramebufferObject& glFbo);
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Bool Transition(VkCommandBuffer commandBuffer, TransitionResource resource, TransitionUsage usage,
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Uint externalIndex);
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Bool GetOffscreenColorImage(Uint glFboExternalIndex, VkImage& outImage, VkExtent2D& outExtent) const;
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Bool GetOffscreenDepthStencilImage(Uint glFboExternalIndex, VkImage& outImage, VkExtent2D& outExtent,
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VkFormat& outFormat) const;
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Bool GetOffscreenColorViewByTexture(Uint textureExternalIndex, VkImageView& outImageView) const;
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Bool GetOffscreenRenderSurface(Uint glFboExternalIndex, VkImageView& outColorView, VkFormat& outColorFormat,
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VkImageView& outDepthStencilView, VkFormat& outDepthStencilFormat,
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