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Add GENERAL resource usage to the render graph. Fixes texture initialization in D3D12.
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@@ -244,6 +244,7 @@ public:
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CALLBACK_RESOURCE_USAGE_ATTACHMENT_DEPTH_STENCIL_READ_WRITE,
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CALLBACK_RESOURCE_USAGE_ATTACHMENT_FRAGMENT_SHADING_RATE_READ,
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CALLBACK_RESOURCE_USAGE_ATTACHMENT_FRAGMENT_DENSITY_MAP_READ,
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CALLBACK_RESOURCE_USAGE_GENERAL,
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CALLBACK_RESOURCE_USAGE_MAX
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};
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@@ -349,7 +350,7 @@ public:
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Vector<uint8_t> _texture_get_data(Texture *tex, uint32_t p_layer, bool p_2d = false);
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uint32_t _texture_layer_count(Texture *p_texture) const;
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uint32_t _texture_alignment(Texture *p_texture) const;
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Error _texture_initialize(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, bool p_immediate_flush = false);
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Error _texture_initialize(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, RDD::TextureLayout p_dst_layout, bool p_immediate_flush);
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void _texture_check_shared_fallback(Texture *p_texture);
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void _texture_update_shared_fallback(RID p_texture_rid, Texture *p_texture, bool p_for_writing);
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void _texture_free_shared_fallback(Texture *p_texture);
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