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This is implemented by a two-subpass rendering scheme; the first subpass draws (and blends) onto a linear R16G16B16A16_SFLOAT buffer, while the second subpass performs linear->srgb conversion, writing onto the actual output buffer. |
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| .. | ||
| shaders | ||
| meson.build | ||
| pixel_format.c | ||
| renderer.c | ||
| texture.c | ||
| util.c | ||
| vulkan.c | ||