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render depth as texture
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@@ -44,6 +44,7 @@ enum class GpuMemoryScenario
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{
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Common,
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GenerateMips,
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TextureTriplet
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};
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struct GpuMemoryObject
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@@ -98,8 +99,9 @@ void GpuMemoryFlush(GraphicContext* ctx);
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void GpuMemoryFrameDone();
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void GpuMemoryWriteBack(GraphicContext* ctx);
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bool GpuMemoryCheckAccessViolation(uint64_t vaddr, uint64_t size);
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bool GpuMemoryWatcherEnabled();
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Vector<GpuMemoryObject> GpuMemoryFindObjects(uint64_t vaddr, uint64_t size, bool exact);
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Vector<GpuMemoryObject> GpuMemoryFindObjects(uint64_t vaddr, uint64_t size, bool exact, bool only_first);
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bool VulkanAllocate(GraphicContext* ctx, VulkanMemory* mem);
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void VulkanFree(GraphicContext* ctx, VulkanMemory* mem);
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