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Technically we can generate every possible render-pass up-front based on the possible combinations of ColorFmt and DepthFmt, but we should only allocate what the game asks for. Save that pattern for pipelines. |
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.. | ||
core | ||
host_shaders | ||
config.cpp | ||
discord_rpc.cpp | ||
emulator.cpp | ||
http_server.cpp | ||
io_file.cpp | ||
main.cpp | ||
renderer.cpp | ||
stb_image_write.c |