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Vulkan: Fix possible mismatch between EFB framebuffer and render pass
This could happen when changing MSAA settings or internal resolution at runtime.
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@@ -45,10 +45,9 @@ public:
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VkSampleCountFlagBits GetEFBSamples() const;
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MultisamplingState GetEFBMultisamplingState() const;
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void ResizeEFBTextures();
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void RecreateEFBFramebuffer();
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// Recompile shaders, use when MSAA mode changes.
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void RecreateRenderPass();
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void RecompileShaders();
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// Reinterpret pixel format of EFB color texture.
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