forked from MoonsideGames/Refresh
implement Clear
parent
ee91cca9f6
commit
cea9b853a4
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@ -98,7 +98,7 @@ typedef enum REFRESH_StoreOp
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typedef enum REFRESH_ClearOptions
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{
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REFRESH_CLEAROPTIONS_TARGET = 1,
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REFRESH_CLEAROPTIONS_COLOR = 1,
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REFRESH_CLEAROPTIONS_DEPTH = 2,
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REFRESH_CLEAROPTIONS_STENCIL = 4,
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} REFRESH_ClearOptions;
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@ -619,21 +619,26 @@ REFRESHAPI void REFRESH_DestroyDevice(REFRESH_Device *device);
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/* Drawing */
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/* Clears the targets of the currently bound framebuffer.
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* If fewer colors are passed than the number of color targets in the
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* framebuffer, this function will clear the first n color targets.
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*
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* NOTE:
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* It is generally recommended to clear in BeginRenderPass
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* rather than by calling this function.
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* rather than by calling this function unless necessary.
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*
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* options: Bitflags to specify color/depth/stencil buffers for clearing.
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* colors: The new values of the cleared color buffers.
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* colorCount: The amount of cleared color buffers.
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* depth: The new value of the cleared depth buffer.
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* stencil: The new value of the cleared stencil buffer.
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* clearRect: Area to clear.
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* options: Bitflags to specify color/depth/stencil buffers for clearing.
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* colors: An array of color values for the cleared color buffers.
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* colorCount: The number of colors in the above array.
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* depth: The new value of the cleared depth buffer.
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* stencil: The new value of the cleared stencil buffer.
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*/
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REFRESHAPI void REFRESH_Clear(
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REFRESH_Device *device,
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REFRESH_Rect *clearRect,
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REFRESH_ClearOptions options,
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REFRESH_Vec4 **colors,
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uint32_t colorCount,
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REFRESH_Color *colors,
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uint32_t colorCount,
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float depth,
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int32_t stencil
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);
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@ -149,14 +149,23 @@ void REFRESH_DestroyDevice(REFRESH_Device *device)
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void REFRESH_Clear(
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REFRESH_Device *device,
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REFRESH_Rect *clearRect,
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REFRESH_ClearOptions options,
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REFRESH_Vec4 **colors,
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uint32_t colorCount,
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REFRESH_Color *colors,
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uint32_t colorCount,
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float depth,
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int32_t stencil
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) {
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NULL_RETURN(device);
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device->Clear(device->driverData, options, colors, colorCount, depth, stencil);
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device->Clear(
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device->driverData,
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clearRect,
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options,
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colors,
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colorCount,
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depth,
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stencil
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);
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}
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void REFRESH_DrawIndexedPrimitives(
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@ -170,8 +170,9 @@ struct REFRESH_Device
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void (*Clear)(
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REFRESH_Renderer *driverData,
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REFRESH_Rect *clearRect,
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REFRESH_ClearOptions options,
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REFRESH_Vec4 **colors,
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REFRESH_Color *colors,
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uint32_t colorCount,
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float depth,
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int32_t stencil
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@ -738,6 +738,8 @@ typedef struct VulkanFramebuffer
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VulkanColorTarget *colorTargets[MAX_COLOR_TARGET_BINDINGS];
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uint32_t colorTargetCount;
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VulkanDepthStencilTarget *depthStencilTarget;
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uint32_t width;
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uint32_t height;
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} VulkanFramebuffer;
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/* Cache structures */
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@ -3253,13 +3255,112 @@ static void VULKAN_DestroyDevice(
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static void VULKAN_Clear(
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REFRESH_Renderer *driverData,
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REFRESH_Rect *clearRect,
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REFRESH_ClearOptions options,
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REFRESH_Vec4 **colors,
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uint32_t colorCount,
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REFRESH_Color *colors,
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uint32_t colorCount,
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float depth,
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int32_t stencil
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) {
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SDL_assert(0);
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VulkanRenderer *renderer = (VulkanRenderer*) driverData;
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uint32_t attachmentCount, i;
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VkClearAttachment clearAttachments[MAX_COLOR_TARGET_BINDINGS + 1];
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VkClearRect vulkanClearRect;
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VkClearValue clearValues[4];
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uint8_t shouldClearColor = options & REFRESH_CLEAROPTIONS_COLOR;
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uint8_t shouldClearDepth = options & REFRESH_CLEAROPTIONS_DEPTH;
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uint8_t shouldClearStencil = options & REFRESH_CLEAROPTIONS_STENCIL;
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uint8_t shouldClearDepthStencil = (
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(shouldClearDepth || shouldClearStencil) &&
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renderer->currentFramebuffer->depthStencilTarget != NULL
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);
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if (!shouldClearColor && !shouldClearDepthStencil)
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{
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return;
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}
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vulkanClearRect.baseArrayLayer = 0;
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vulkanClearRect.layerCount = 1;
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vulkanClearRect.rect.offset.x = clearRect->x;
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vulkanClearRect.rect.offset.y = clearRect->y;
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vulkanClearRect.rect.extent.width = clearRect->w;
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vulkanClearRect.rect.extent.height = clearRect->h;
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attachmentCount = 0;
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if (shouldClearColor)
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{
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for (i = 0; i < colorCount; i += 1)
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{
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clearValues[i].color.float32[0] = colors[i].r / 255.0f;
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clearValues[i].color.float32[1] = colors[i].g / 255.0f;
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clearValues[i].color.float32[2] = colors[i].b / 255.0f;
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clearValues[i].color.float32[3] = colors[i].a / 255.0f;
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}
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for (i = 0; i < colorCount; i += 1)
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{
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clearAttachments[attachmentCount].aspectMask =
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VK_IMAGE_ASPECT_COLOR_BIT;
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clearAttachments[attachmentCount].colorAttachment =
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attachmentCount;
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clearAttachments[attachmentCount].clearValue =
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clearValues[attachmentCount];
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attachmentCount += 1;
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/* Do NOT clear the multisample image here!
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* Vulkan treats them both as the same color attachment.
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* Vulkan is a very good and not confusing at all API.
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*/
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}
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}
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if (shouldClearDepthStencil)
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{
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clearAttachments[attachmentCount].aspectMask = 0;
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clearAttachments[attachmentCount].colorAttachment = 0;
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if (shouldClearDepth)
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{
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if (depth < 0.0f)
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{
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depth = 0.0f;
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}
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else if (depth > 1.0f)
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{
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depth = 1.0f;
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}
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clearAttachments[attachmentCount].aspectMask |= VK_IMAGE_ASPECT_DEPTH_BIT;
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clearAttachments[attachmentCount].clearValue.depthStencil.depth = depth;
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}
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else
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{
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clearAttachments[attachmentCount].clearValue.depthStencil.depth = 0.0f;
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}
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if (shouldClearStencil)
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{
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clearAttachments[attachmentCount].aspectMask |= VK_IMAGE_ASPECT_STENCIL_BIT;
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clearAttachments[attachmentCount].clearValue.depthStencil.stencil = stencil;
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}
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else
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{
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clearAttachments[attachmentCount].clearValue.depthStencil.stencil = 0;
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}
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attachmentCount += 1;
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}
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RECORD_CMD(renderer->vkCmdClearAttachments(
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renderer->currentCommandBuffer,
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attachmentCount,
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clearAttachments,
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1,
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&vulkanClearRect
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));
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}
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static void VULKAN_DrawInstancedPrimitives(
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@ -4474,6 +4575,9 @@ static REFRESH_Framebuffer* VULKAN_CreateFramebuffer(
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vulkanFramebuffer->depthStencilTarget =
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(VulkanDepthStencilTarget*) framebufferCreateInfo->pDepthStencilTarget;
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vulkanFramebuffer->width = framebufferCreateInfo->width;
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vulkanFramebuffer->height = framebufferCreateInfo->height;
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SDL_stack_free(imageViews);
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return (REFRESH_Framebuffer*) vulkanFramebuffer;
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}
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