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 TransientResources
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@@ -33,6 +34,7 @@ namespace Nz
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inline void FlushReleaseQueue();
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inline RenderDevice& GetRenderDevice();
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virtual UploadPool& GetUploadPool() = 0;
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template<typename T> void PushForRelease(const T& value) = delete;
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@@ -42,7 +44,7 @@ namespace Nz
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virtual void SubmitCommandBuffer(CommandBuffer* commandBuffer, QueueTypeFlags queueTypeFlags) = 0;
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protected:
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TransientResources() = default;
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inline TransientResources(RenderDevice& renderDvice);
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TransientResources(const TransientResources&) = delete;
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TransientResources(TransientResources&&) = delete;
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@@ -53,6 +55,7 @@ namespace Nz
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std::vector<Releasable*> m_releaseQueue;
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std::vector<Block> m_releaseMemoryPool;
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RenderDevice& m_renderDevice;
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};
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class NAZARA_RENDERER_API TransientResources::Releasable
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