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Vulkan: Implement StagingTexture2D on top of StagingBuffer
Greatly simplifies things, and we weren't using the linear texture implementation anyway.
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5 changed files with 91 additions and 510 deletions
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@ -1007,10 +1007,8 @@ bool FramebufferManager::CreateReadbackTextures()
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VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT);
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// We can't copy to/from color<->depth formats, so using a linear texture is not an option here.
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// TODO: Investigate if vkCmdBlitImage can be used. The documentation isn't that clear.
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m_depth_readback_texture = StagingTexture2DBuffer::Create(STAGING_BUFFER_TYPE_READBACK, EFB_WIDTH,
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EFB_HEIGHT, EFB_DEPTH_TEXTURE_FORMAT);
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m_depth_readback_texture = StagingTexture2D::Create(STAGING_BUFFER_TYPE_READBACK, EFB_WIDTH,
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EFB_HEIGHT, EFB_DEPTH_TEXTURE_FORMAT);
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if (!m_depth_copy_texture || !m_depth_readback_texture)
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{
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ERROR_LOG(VIDEO, "Failed to create EFB depth readback texture");
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