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gpu: introduce driver.Device.PrepareTexture and use it in renderers
Vulkan textures (VkImage) are always in a particular layout, where each layout is optimized for a particular use (transfer, sampling, compute storage). Vulkan allows layout transitions everywhere except inside render passes. This change adds driver.Device.PrepareTexture for instructing the driver to switch a texture to a layout for sampling in preparation for using it in a render pass. Signed-off-by: Elias Naur <mail@eliasnaur.com>
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@@ -37,6 +37,7 @@ type Device interface {
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BeginRenderPass(f Framebuffer, desc LoadDesc)
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EndRenderPass()
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PrepareTexture(t Texture)
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BindProgram(p Program)
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BindPipeline(p Pipeline)
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BindTexture(unit int, t Texture)
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