- deprecate blit(), renamed to blitDEPRECATED. It's only used in one
place in copyFrame() now. We can't void it because we don't have
access to the texture from the RenderTarget.
- add a new blit() api that works with textures instead of render
targets.
- add a new resolve() api that works with textures instead of render
targets. doesn't support scaling.
- always use a shader when scaling in the framegraph
(there was only one place where we used blit)
- use the new blit() for:
- for mipmap generation on vk (fixme)
- copying the depth buffer to avoid ssao feedback loop
- use the new resolve() for:
- manually resolving MSAA color/depth
- Simplify the resolve APIs on the filament side
- implement generateMipmaps for the vulkan backend
simplify MetalBlitter
- remove metal blit workarounds
- don't issue a blit from a renderpass, this only affect Renderer::copyFrame
- We only handle a single texture now (instead of color+depth), so we
can simplify the code a lot.
Didn't touch the "slowpath" much, but it now assumes it blits color or
depth, not both.