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Merge commit godotengine/godot@b9437c3938
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@@ -45,6 +45,8 @@ class RenderingDeviceCommons : public Object {
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// with RenderingDeviceDriver.
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////////////////////////////////////////////
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public:
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static const bool command_pool_reset_enabled = true;
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/*****************/
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/**** GENERIC ****/
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/*****************/
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@@ -361,6 +363,22 @@ public:
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TEXTURE_USAGE_CAN_COPY_TO_BIT = (1 << 8),
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TEXTURE_USAGE_INPUT_ATTACHMENT_BIT = (1 << 9),
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TEXTURE_USAGE_VRS_ATTACHMENT_BIT = (1 << 10),
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// When set, the texture is not backed by actual memory. It only ever lives in the cache.
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// This is particularly useful for:
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// 1. Depth/stencil buffers that are not needed after producing the colour output.
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// 2. MSAA surfaces that are immediately resolved (i.e. its raw content isn't needed).
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//
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// This flag heavily improves performance & saves memory on TBDR GPUs (e.g. mobile).
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// On Desktop this flag won't save memory but it still instructs the render graph that data will
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// be discarded aggressively which may still improve some performance.
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//
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// It is not valid to perform copies from/to this texture, since it doesn't occupy actual RAM.
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// It is also not valid to sample from this texture except using subpasses or via read/write
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// pixel shader extensions (e.g. VK_EXT_rasterization_order_attachment_access).
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//
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// Try to set this bit as much as possible. If you set it, validation doesn't complain
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// and it works fine on mobile, then go ahead.
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TEXTURE_USAGE_TRANSIENT_BIT = (1 << 11),
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};
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struct TextureFormat {
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