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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@@ -19,6 +19,7 @@ namespace Nz
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{
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class CommandBuffer;
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class CommandBufferBuilder;
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class RenderDevice;
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class UploadPool;
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class NAZARA_RENDERER_API RenderFrame
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@@ -30,11 +31,12 @@ namespace Nz
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RenderFrame(RenderFrame&&) = delete;
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~RenderFrame() = default;
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void Execute(const FunctionRef<void(CommandBufferBuilder& builder)>& callback, QueueTypeFlags queueTypeFlags);
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inline void Execute(const FunctionRef<void(CommandBufferBuilder& builder)>& callback, QueueTypeFlags queueTypeFlags);
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inline std::size_t GetFramebufferIndex() const;
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const Vector2ui& GetSize() const;
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UploadPool& GetUploadPool();
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inline RenderDevice& GetRenderDevice();
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inline UploadPool& GetUploadPool();
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inline bool IsFramebufferInvalidated() const;
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