Add Renderer::deinitGraphicsContext
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@@ -1581,3 +1581,11 @@ void RendererVK::drawVertices(PICA::PrimType primType, std::span<const PICA::Ver
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}
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void RendererVK::screenshot(const std::string& name) {}
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void RendererVK::deinitGraphicsContext() {
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// Invalidate the entire texture cache since they'll no longer be valid
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textureCache.clear();
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// TODO: Make it so that depth and colour buffers get written back to 3DS memory
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printf("RendererVK::DeinitGraphicsContext called\n");
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}
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