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Hi, @tryk016 ! Private color buffers are there because engine initially was build with Vulkan-like abstraction (and eventually DX12-like) over swapchain. However this abstraction no longer relevant, and rather then patch current swapchain we should move to implementation that makes more sense. |
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Adds per-swapchain options for two or three drawables and direct rendering into the drawable texture.
Defaults stay unchanged. Direct rendering avoids the private color buffers and the final copy, with a copy fallback when a matching drawable is unavailable. Recorded frames are kept alive until the GPU has finished using them.
Tested on macOS, iOS 18/27 simulators and an iPhone 15 Pro Max, including pixel readback, reset, fallback and resource lifetime checks.
Also tested in OpenGothic on macOS with Copy/Direct and both buffer counts.