GPUDevice: Get rid of framebuffer abstraction
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@ -126,25 +126,6 @@ private:
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VkSampler m_sampler;
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};
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class VulkanFramebuffer final : public GPUFramebuffer
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{
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friend VulkanDevice;
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public:
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~VulkanFramebuffer() override;
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ALWAYS_INLINE VkFramebuffer GetFramebuffer() const { return m_framebuffer; }
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void SetDebugName(const std::string_view& name) override;
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// TODO: Maybe render passes should be in here to avoid the map lookup...
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private:
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VulkanFramebuffer(GPUTexture* rt, GPUTexture* ds, u32 width, u32 height, VkFramebuffer fb);
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VkFramebuffer m_framebuffer;
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};
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class VulkanTextureBuffer final : public GPUTextureBuffer
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{
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friend VulkanDevice;
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