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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@@ -26,6 +26,7 @@ namespace Nz
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class RenderPipeline;
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class RenderPipelineLayout;
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class ShaderBinding;
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class Swapchain;
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class Texture;
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class NAZARA_RENDERER_API CommandBufferBuilder
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@@ -53,6 +54,7 @@ namespace Nz
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virtual void BindVertexBuffer(UInt32 binding, const RenderBuffer& vertexBuffer, UInt64 offset = 0) = 0;
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virtual void BlitTexture(const Texture& fromTexture, const Boxui& fromBox, TextureLayout fromLayout, const Texture& toTexture, const Boxui& toBox, TextureLayout toLayout, SamplerFilter filter) = 0;
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virtual void BlitTextureToSwapchain(const Texture& fromTexture, const Boxui& fromBox, TextureLayout fromLayout, const Swapchain& swapchain, std::size_t imageIndex) = 0;
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virtual void BuildMipmaps(Texture& texture, UInt8 baseLevel, UInt8 levelCount, PipelineStageFlags srcStageMask, PipelineStageFlags dstStageMask, MemoryAccessFlags srcAccessMask, MemoryAccessFlags dstAccessMask, TextureLayout oldLayout, TextureLayout newLayout) = 0;
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