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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@@ -37,6 +37,7 @@ namespace Nz
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void BindVertexBuffer(UInt32 binding, const RenderBuffer& vertexBuffer, UInt64 offset = 0) override;
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void BlitTexture(const Texture& fromTexture, const Boxui& fromBox, TextureLayout fromLayout, const Texture& toTexture, const Boxui& toBox, TextureLayout toLayout, SamplerFilter filter) override;
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void BlitTextureToSwapchain(const Texture& fromTexture, const Boxui& fromBox, TextureLayout fromLayout, const Swapchain& swapchain, std::size_t imageIndex) override;
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void BuildMipmaps(Texture& texture, UInt8 baseLevel, UInt8 levelCount, PipelineStageFlags srcStageMask, PipelineStageFlags dstStageMask, MemoryAccessFlags srcAccessMask, MemoryAccessFlags dstAccessMask, TextureLayout oldLayout, TextureLayout newLayout) override;
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