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Expose color and depth attachments to Draw
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@ -381,6 +381,15 @@ namespace skyline::gpu::interconnect::maxwell3d {
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return pipeline.Get().pipeline;
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}
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span<TextureView *> ActiveState::GetColorAttachments() {
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return pipeline.Get().colorAttachments;
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}
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TextureView *ActiveState::GetDepthAttachment() {
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return pipeline.Get().depthAttachment;
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}
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std::shared_ptr<TextureView> ActiveState::GetColorRenderTargetForClear(InterconnectContext &ctx, size_t index) {
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return pipeline.Get().GetColorRenderTargetForClear(ctx, index);
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}
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@ -258,6 +258,10 @@ namespace skyline::gpu::interconnect::maxwell3d {
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Pipeline *GetPipeline();
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span<TextureView *> GetColorAttachments();
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TextureView *GetDepthAttachment();
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std::shared_ptr<TextureView> GetColorRenderTargetForClear(InterconnectContext &ctx, size_t index);
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std::shared_ptr<TextureView> GetDepthRenderTargetForClear(InterconnectContext &ctx);
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@ -493,12 +493,12 @@ namespace skyline::gpu::interconnect::maxwell3d {
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shaderBinaries[i] = stage.binary;
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}
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boost::container::static_vector<TextureView *, engine::ColorTargetCount> colorAttachments;
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colorAttachments.clear();
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for (auto &colorRenderTarget : colorRenderTargets)
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if (auto view{colorRenderTarget.UpdateGet(ctx, packedState).view})
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colorAttachments.push_back(view.get());
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TextureView *depthAttachment{depthRenderTarget.UpdateGet(ctx, packedState).view.get()};
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depthAttachment = depthRenderTarget.UpdateGet(ctx, packedState).view.get();
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vertexInput.Update(packedState);
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directState.inputAssembly.Update(packedState);
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@ -308,6 +308,8 @@ namespace skyline::gpu::interconnect::maxwell3d {
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public:
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DirectPipelineState directState;
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Pipeline *pipeline{};
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boost::container::static_vector<TextureView *, engine::ColorTargetCount> colorAttachments;
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TextureView *depthAttachment{};
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PipelineState(dirty::Handle dirtyHandle, DirtyManager &manager, const EngineRegisters &engine);
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