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vulkan: use dynamic rendering
This vulkan 1.3 feature will make the code simpler when dealing with off screen render targets (i.e. löve canvases)
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@@ -9,7 +9,7 @@ namespace love {
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namespace vulkan {
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class Buffer : public love::graphics::Buffer, public Volatile {
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public:
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Buffer(VmaAllocator allocator, love::graphics::Graphics* gfx, const Settings& settings, const std::vector<DataDeclaration>& format, const void* data, size_t size, size_t arraylength);
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Buffer(love::graphics::Graphics* gfx, const Settings& settings, const std::vector<DataDeclaration>& format, const void* data, size_t size, size_t arraylength);
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virtual ~Buffer();
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virtual bool loadVolatile() override;
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