GPUDevice: Add support for feedback loops
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@ -107,7 +107,8 @@ public:
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void PushUniformBuffer(const void* data, u32 data_size) override;
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void* MapUniformBuffer(u32 size) override;
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void UnmapUniformBuffer(u32 size) override;
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void SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds) override;
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void SetRenderTargets(GPUTexture* const* rts, u32 num_rts, GPUTexture* ds,
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GPUPipeline::RenderPassFlag feedback_loop = GPUPipeline::NoRenderPassFlags) override;
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void SetPipeline(GPUPipeline* pipeline) override;
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void SetTextureSampler(u32 slot, GPUTexture* texture, GPUSampler* sampler) override;
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void SetTextureBuffer(u32 slot, GPUTextureBuffer* buffer) override;
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@ -115,6 +116,7 @@ public:
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void SetScissor(s32 x, s32 y, s32 width, s32 height) override;
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void Draw(u32 vertex_count, u32 base_vertex) override;
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void DrawIndexed(u32 index_count, u32 base_index, u32 base_vertex) override;
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void DrawIndexedWithBarrier(u32 index_count, u32 base_index, u32 base_vertex, DrawBarrier type) override;
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bool SetGPUTimingEnabled(bool enabled) override;
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float GetAndResetAccumulatedGPUTime() override;
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