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Add render pass command function pointers
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@ -1154,6 +1154,7 @@ bool vulkan_context_init(gfx_ctx_vulkan_data_t *vk,
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/* Render Passes */
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VK_GET_INSTANCE_PROC_ADDR(vk, vk->context.instance, CreateRenderPass);
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/* Fragment operations */
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VK_GET_INSTANCE_PROC_ADDR(vk, vk->context.instance, CmdSetScissor);
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@ -1249,8 +1250,9 @@ bool vulkan_context_init(gfx_ctx_vulkan_data_t *vk,
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NULL, &vk->context.device) != VK_SUCCESS)
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return false;
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VKFUNC(vkGetDeviceQueue)(vk->context.device,
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vk->context.graphics_queue_index, 0, &vk->context.queue);
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/* Render Pass commands */
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VK_GET_INSTANCE_PROC_ADDR(vk, vk->context.instance, CmdBeginRenderPass);
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VK_GET_INSTANCE_PROC_ADDR(vk, vk->context.instance, CmdEndRenderPass);
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/* Samplers */
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VK_GET_INSTANCE_PROC_ADDR(vk, vk->context.instance, CreateSampler);
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@ -1283,6 +1285,9 @@ bool vulkan_context_init(gfx_ctx_vulkan_data_t *vk,
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VK_GET_DEVICE_PROC_ADDR(vk,
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vk->context.device, QueuePresentKHR);
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VKFUNC(vkGetDeviceQueue)(vk->context.device,
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vk->context.graphics_queue_index, 0, &vk->context.queue);
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switch (type)
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{
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case VULKAN_WSI_WAYLAND:
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@ -193,6 +193,10 @@ typedef struct vulkan_context
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/* Render Passes */
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PFN_vkCreateRenderPass vkCreateRenderPass;
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/* Render Pass commands */
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PFN_vkCmdBeginRenderPass vkCmdBeginRenderPass;
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PFN_vkCmdEndRenderPass vkCmdEndRenderPass;
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/* Clear commands */
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PFN_vkCmdClearAttachments vkCmdClearAttachments;
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@ -1549,7 +1549,7 @@ static bool vulkan_frame(void *data, const void *frame,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT);
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/* Begin render pass and set up viewport */
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vkCmdBeginRenderPass(vk->cmd, &rp_info, VK_SUBPASS_CONTENTS_INLINE);
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VKFUNC(vkCmdBeginRenderPass)(vk->cmd, &rp_info, VK_SUBPASS_CONTENTS_INLINE);
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vulkan_filter_chain_build_viewport_pass(vk->filter_chain, vk->cmd,
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&vk->vk_vp, vk->mvp.data);
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@ -1600,7 +1600,7 @@ static bool vulkan_frame(void *data, const void *frame,
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#endif
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/* End the render pass. We're done rendering to backbuffer now. */
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vkCmdEndRenderPass(vk->cmd);
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VKFUNC(vkCmdEndRenderPass)(vk->cmd);
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if (vk->readback.pending || vk->readback.streamed)
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{
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