Graphics/FrameGraph: Make use of RenderPassCache
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@@ -12,6 +12,7 @@
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#include <Nazara/Graphics/TextureSamplerCache.hpp>
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#include <Nazara/Renderer/Renderer.hpp>
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#include <Nazara/Renderer/RenderDevice.hpp>
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#include <Nazara/Renderer/RenderPassCache.hpp>
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#include <Nazara/Renderer/RenderPipelineLayout.hpp>
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#include <optional>
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@@ -38,6 +39,7 @@ namespace Nz
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inline PixelFormat GetPreferredDepthStencilFormat() const;
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inline const std::shared_ptr<RenderPipelineLayout>& GetReferencePipelineLayout() const;
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inline const std::shared_ptr<RenderDevice>& GetRenderDevice() const;
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inline const RenderPassCache& GetRenderPassCache() const;
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inline TextureSamplerCache& GetSamplerCache();
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struct Config
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@@ -58,6 +60,7 @@ namespace Nz
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void BuildFullscreenVertexBuffer();
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void SelectDepthStencilFormats();
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std::optional<RenderPassCache> m_renderPassCache;
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std::optional<TextureSamplerCache> m_samplerCache;
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std::shared_ptr<AbstractBuffer> m_fullscreenVertexBuffer;
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std::shared_ptr<RenderDevice> m_renderDevice;
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