Renderer: Blit texture to window instead of using a full renderpass
This may improve performance and allow for render targets to customize how they blit the final texture (allowing for render-to-texture)
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@@ -121,7 +121,6 @@ namespace Nz
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{
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std::size_t finalAttachment;
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std::vector<const ViewerData*> viewers;
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ShaderBindingPtr blitShaderBinding;
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};
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struct SkeletonInstanceData
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@@ -9,6 +9,7 @@
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#include <NazaraUtils/Prerequisites.hpp>
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#include <Nazara/Graphics/Config.hpp>
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#include <Nazara/Renderer/Enums.hpp>
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#include <Nazara/Utility/PixelFormat.hpp>
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#include <string>
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@@ -24,6 +25,7 @@ namespace Nz
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{
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std::string name;
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PixelFormat format;
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TextureUsage additionalUsage = TextureUsage::TransferSource;
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FramePassAttachmentSize size = FramePassAttachmentSize::SwapchainFactor;
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unsigned int width = 100'000;
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unsigned int height = 100'000;
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