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graphics: handle default textures in high level code.
Previously each backend had to set up default textures with its own code, which needs some care for it to be robust.
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@@ -367,7 +367,6 @@ private:
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void createCommandPool();
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void createCommandBuffers();
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void createSyncObjects();
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void createDefaultTexture();
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void cleanup();
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void cleanupSwapChain();
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void recreateSwapChain();
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@@ -442,7 +441,6 @@ private:
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bool swapChainRecreationRequested = false;
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bool transitionColorDepthLayouts = false;
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VmaAllocator vmaAllocator = VK_NULL_HANDLE;
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StrongRef<love::graphics::Texture> defaultTexture;
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StrongRef<love::graphics::Buffer> defaultConstantColor;
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StrongRef<love::graphics::Buffer> defaultConstantTexCoord;
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// functions that need to be called to cleanup objects that were needed for rendering a frame.
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