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Add a way to query the current renderpass (for debug checks)
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@ -322,6 +322,7 @@ enum class NativeObject {
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BACKBUFFER_DEPTH_TEX,
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FEATURE_LEVEL,
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COMPATIBLE_RENDERPASS,
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CURRENT_RENDERPASS,
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RENDERPASS_COMMANDBUFFER,
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BOUND_TEXTURE_IMAGEVIEW,
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};
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@ -456,6 +456,8 @@ public:
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return (uintptr_t)curRenderPass_;
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else
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return (uintptr_t)renderPasses_[0];
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case NativeObject::CURRENT_RENDERPASS:
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return (uintptr_t)curRenderPass_;
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case NativeObject::RENDERPASS_COMMANDBUFFER:
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return (uintptr_t)cmd_;
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case NativeObject::BOUND_TEXTURE_IMAGEVIEW:
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@ -1467,6 +1469,8 @@ void CreateImage(VulkanContext *vulkan, VKImage &img, int width, int height, VkF
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}
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vkCreateImage(vulkan->GetDevice(), &ici, nullptr, &img.image);
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// TODO: If available, use nVidia's VK_NV_dedicated_allocation for framebuffers
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VkMemoryRequirements memreq;
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vkGetImageMemoryRequirements(vulkan->GetDevice(), img.image, &memreq);
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