GPUDevice: Pool textures
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@ -28,6 +28,7 @@ public:
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RenderTarget,
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DepthStencil,
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Texture,
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DynamicTexture,
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RWTexture,
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};
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@ -100,7 +101,8 @@ public:
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}
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ALWAYS_INLINE bool IsRenderTarget() const { return (m_type == Type::RenderTarget); }
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ALWAYS_INLINE bool IsDepthStencil() const { return (m_type == Type::DepthStencil); }
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ALWAYS_INLINE bool IsTexture() const { return (m_type == Type::Texture); }
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ALWAYS_INLINE bool IsTexture() const { return (m_type == Type::Texture || m_type == Type::DynamicTexture); }
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ALWAYS_INLINE bool IsDynamicTexture() const { return (m_type == Type::DynamicTexture); }
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ALWAYS_INLINE const ClearValue& GetClearValue() const { return m_clear_value; }
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ALWAYS_INLINE u32 GetClearColor() const { return m_clear_value.color; }
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@ -152,6 +154,7 @@ protected:
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u8 m_samples = 0;
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Type m_type = Type::Unknown;
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Format m_format = Format::Unknown;
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State m_state = State::Dirty;
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ClearValue m_clear_value = {};
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