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Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default. -Fixed many validation layer errors. -Added support for VkImageViewUsageCreateInfo to fix validation layer warnings. -Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
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@@ -1367,7 +1367,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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}
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if (light_count > 0) {
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RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0], true);
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RD::get_singleton()->buffer_update(state.lights_uniform_buffer, 0, sizeof(LightUniform) * light_count, &state.light_uniforms[0]);
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}
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{
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@@ -1421,7 +1421,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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//print_line("w: " + itos(ssize.width) + " s: " + rtos(canvas_scale));
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state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
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RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer, true);
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RD::get_singleton()->buffer_update(state.canvas_state_buffer, 0, sizeof(State::Buffer), &state_buffer);
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}
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{ //default filter/repeat
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