Split raster barrier into vertex and fragment barrier
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@ -341,7 +341,7 @@ public:
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void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
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void set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region);
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void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
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void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip, BitField<RD::BarrierMask> p_post_barrier = RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_TRANSFER);
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void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
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void cubemap_downsample_raster(RID p_source_cubemap, RID p_dest_framebuffer, uint32_t p_face_id, const Size2i &p_size);
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void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
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