Adding texture views are first class primitives
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@@ -87,7 +87,7 @@ void UIPass::beginFrame(const Component::Camera& cam, const Component::Transform
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textDescriptorSet->updateBuffer(GLYPHINSTANCE_NAME, 0, glyphInstanceBuffer);
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textDescriptorSet->updateSampler(GLYPHSAMPLER_NAME, 0, glyphSampler);
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for (uint32 i = 0; i < usedTextures.size(); ++i) {
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textDescriptorSet->updateTexture(TEXTURES_NAME, i, usedTextures[i]);
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textDescriptorSet->updateTexture(TEXTURES_NAME, i, usedTextures[i]->getDefaultView());
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}
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textDescriptorSet->writeChanges();
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@@ -100,7 +100,7 @@ void UIPass::beginFrame(const Component::Camera& cam, const Component::Transform
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uiDescriptorSet->updateBuffer(ELEMENT_NAME, 0, elementBuffer);
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uiDescriptorSet->updateSampler(GLYPHSAMPLER_NAME, 0, glyphSampler);
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for (uint32 i = 0; i < usedTextures.size(); ++i) {
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uiDescriptorSet->updateTexture(TEXTURES_NAME, i, usedTextures[i]);
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uiDescriptorSet->updateTexture(TEXTURES_NAME, i, usedTextures[i]->getDefaultView());
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}
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uiDescriptorSet->writeChanges();
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}
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@@ -132,7 +132,7 @@ void UIPass::createRenderPass() {
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depthBuffer = graphics->createTexture2D(depthBufferInfo);
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depthAttachment =
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Gfx::RenderTargetAttachment(depthBuffer, Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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Gfx::RenderTargetAttachment(depthBuffer->getDefaultView(), Gfx::SE_IMAGE_LAYOUT_UNDEFINED, Gfx::SE_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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Gfx::SE_ATTACHMENT_LOAD_OP_CLEAR, Gfx::SE_ATTACHMENT_STORE_OP_STORE);
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depthAttachment.clear.depthStencil.depth = 0;
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