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RenderTargetGroup
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using System;
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namespace GlitchyEngine.Renderer
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{
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/// Represents a reference to a texture that can be used as shader input resource.
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public struct TextureViewBinding : IRefCounted, IDisposable
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{
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/// True if the view binding actually has a texture. False otherwise.
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public extern bool IsEmpty { get; }
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public extern void AddRef();
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public extern void ReleaseRef();
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public void Dispose() => ReleaseRef();
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}
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}
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