GPUDevice: Pool textures
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@ -100,6 +100,7 @@ std::unique_ptr<VulkanTexture> VulkanTexture::Create(u32 width, u32 height, u32
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switch (type)
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{
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case Type::Texture:
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case Type::DynamicTexture:
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{
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ici.usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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}
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@ -716,8 +717,7 @@ void VulkanTexture::MakeReadyForSampling()
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std::unique_ptr<GPUTexture> VulkanDevice::CreateTexture(u32 width, u32 height, u32 layers, u32 levels, u32 samples,
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GPUTexture::Type type, GPUTexture::Format format,
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const void* data /* = nullptr */, u32 data_stride /* = 0 */,
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bool dynamic /* = false */)
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const void* data /* = nullptr */, u32 data_stride /* = 0 */)
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{
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const VkFormat vk_format = VulkanDevice::TEXTURE_FORMAT_MAPPING[static_cast<u8>(format)];
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std::unique_ptr<VulkanTexture> tex =
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