Some unification in DrawEngine

This commit is contained in:
Henrik Rydgård 2017-06-02 12:03:46 +02:00
parent 0ac979505c
commit 240e058b3b
11 changed files with 235 additions and 191 deletions

View File

@ -131,7 +131,7 @@ u32 DrawEngineCommon::NormalizeVertices(u8 *outPtr, u8 *bufPtr, const u8 *inPtr,
return DrawEngineCommon::NormalizeVertices(outPtr, bufPtr, inPtr, dec, lowerBound, upperBound, vertType);
}
// This code is HIGHLY unoptimized!
// This code has plenty of potential for optimization.
//
// It does the simplest and safest test possible: If all points of a bbox is outside a single of
// our clipping planes, we reject the box. Tighter bounds would be desirable but would take more calculations.
@ -195,7 +195,6 @@ bool DrawEngineCommon::TestBoundingBox(void* control_points, int vertexCount, u3
// Any out. For testing that the planes are in the right locations.
// if (out != 0) return false;
}
return true;
}
@ -311,7 +310,6 @@ bool DrawEngineCommon::GetCurrentSimpleVertices(int count, std::vector<GPUDebugV
return true;
}
// This normalizes a set of vertices in any format to SimpleVertex format, by processing away morphing AND skinning.
// The rest of the transform pipeline like lighting will go as normal, either hardware or software.
// The implementation is initially a bit inefficient but shouldn't be a big deal.
@ -442,3 +440,156 @@ bool DrawEngineCommon::ApplyShaderBlending() {
gstate_c.Dirty(DIRTY_SHADERBLEND);
return true;
}
void DrawEngineCommon::DecodeVertsStep(u8 *dest, int &i, int &decodedVerts) {
PROFILE_THIS_SCOPE("vertdec");
const DeferredDrawCall &dc = drawCalls[i];
indexGen.SetIndex(decodedVerts);
int indexLowerBound = dc.indexLowerBound;
int indexUpperBound = dc.indexUpperBound;
void *inds = dc.inds;
if (dc.indexType == GE_VTYPE_IDX_NONE >> GE_VTYPE_IDX_SHIFT) {
// Decode the verts and apply morphing. Simple.
dec_->DecodeVerts(dest + decodedVerts * (int)dec_->GetDecVtxFmt().stride,
dc.verts, indexLowerBound, indexUpperBound);
decodedVerts += indexUpperBound - indexLowerBound + 1;
indexGen.AddPrim(dc.prim, dc.vertexCount);
} else {
// It's fairly common that games issue long sequences of PRIM calls, with differing
// inds pointer but the same base vertex pointer. We'd like to reuse vertices between
// these as much as possible, so we make sure here to combine as many as possible
// into one nice big drawcall, sharing data.
// 1. Look ahead to find the max index, only looking as "matching" drawcalls.
// Expand the lower and upper bounds as we go.
int lastMatch = i;
const int total = numDrawCalls;
for (int j = i + 1; j < total; ++j) {
if (drawCalls[j].verts != dc.verts)
break;
indexLowerBound = std::min(indexLowerBound, (int)drawCalls[j].indexLowerBound);
indexUpperBound = std::max(indexUpperBound, (int)drawCalls[j].indexUpperBound);
lastMatch = j;
}
// 2. Loop through the drawcalls, translating indices as we go.
switch (dc.indexType) {
case GE_VTYPE_IDX_8BIT >> GE_VTYPE_IDX_SHIFT:
for (int j = i; j <= lastMatch; j++) {
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u8 *)drawCalls[j].inds, indexLowerBound);
}
break;
case GE_VTYPE_IDX_16BIT >> GE_VTYPE_IDX_SHIFT:
for (int j = i; j <= lastMatch; j++) {
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u16_le *)drawCalls[j].inds, indexLowerBound);
}
break;
case GE_VTYPE_IDX_32BIT >> GE_VTYPE_IDX_SHIFT:
for (int j = i; j <= lastMatch; j++) {
indexGen.TranslatePrim(drawCalls[j].prim, drawCalls[j].vertexCount, (const u32_le *)drawCalls[j].inds, indexLowerBound);
}
break;
}
const int vertexCount = indexUpperBound - indexLowerBound + 1;
// This check is a workaround for Pangya Fantasy Golf, which sends bogus index data when switching items in "My Room" sometimes.
if (decodedVerts + vertexCount > VERTEX_BUFFER_MAX) {
return;
}
// 3. Decode that range of vertex data.
dec_->DecodeVerts(dest + decodedVerts * (int)dec_->GetDecVtxFmt().stride,
dc.verts, indexLowerBound, indexUpperBound);
decodedVerts += vertexCount;
// 4. Advance indexgen vertex counter.
indexGen.Advance(vertexCount);
i = lastMatch;
}
}
inline u32 ComputeMiniHashRange(const void *ptr, size_t sz) {
// Switch to u32 units.
const u32 *p = (const u32 *)ptr;
sz >>= 2;
if (sz > 100) {
size_t step = sz / 4;
u32 hash = 0;
for (size_t i = 0; i < sz; i += step) {
hash += DoReliableHash32(p + i, 100, 0x3A44B9C4);
}
return hash;
} else {
return p[0] + p[sz - 1];
}
}
u32 DrawEngineCommon::ComputeMiniHash() {
u32 fullhash = 0;
const int vertexSize = dec_->GetDecVtxFmt().stride;
const int indexSize = IndexSize(dec_->VertexType());
int step;
if (numDrawCalls < 3) {
step = 1;
} else if (numDrawCalls < 8) {
step = 4;
} else {
step = numDrawCalls / 8;
}
for (int i = 0; i < numDrawCalls; i += step) {
const DeferredDrawCall &dc = drawCalls[i];
if (!dc.inds) {
fullhash += ComputeMiniHashRange(dc.verts, vertexSize * dc.vertexCount);
} else {
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
fullhash += ComputeMiniHashRange((const u8 *)dc.verts + vertexSize * indexLowerBound, vertexSize * (indexUpperBound - indexLowerBound));
fullhash += ComputeMiniHashRange(dc.inds, indexSize * dc.vertexCount);
}
}
return fullhash;
}
ReliableHashType DrawEngineCommon::ComputeHash() {
ReliableHashType fullhash = 0;
const int vertexSize = dec_->GetDecVtxFmt().stride;
const int indexSize = IndexSize(dec_->VertexType());
// TODO: Add some caps both for numDrawCalls and num verts to check?
// It is really very expensive to check all the vertex data so often.
for (int i = 0; i < numDrawCalls; i++) {
const DeferredDrawCall &dc = drawCalls[i];
if (!dc.inds) {
fullhash += DoReliableHash((const char *)dc.verts, vertexSize * dc.vertexCount, 0x1DE8CAC4);
} else {
int indexLowerBound = dc.indexLowerBound, indexUpperBound = dc.indexUpperBound;
int j = i + 1;
int lastMatch = i;
while (j < numDrawCalls) {
if (drawCalls[j].verts != dc.verts)
break;
indexLowerBound = std::min(indexLowerBound, (int)dc.indexLowerBound);
indexUpperBound = std::max(indexUpperBound, (int)dc.indexUpperBound);
lastMatch = j;
j++;
}
// This could get seriously expensive with sparse indices. Need to combine hashing ranges the same way
// we do when drawing.
fullhash += DoReliableHash((const char *)dc.verts + vertexSize * indexLowerBound,
vertexSize * (indexUpperBound - indexLowerBound), 0x029F3EE1);
// Hm, we will miss some indices when combining above, but meh, it should be fine.
fullhash += DoReliableHash((const char *)dc.inds, indexSize * dc.vertexCount, 0x955FD1CA);
i = lastMatch;
}
}
fullhash += DoReliableHash(&uvScale[0], sizeof(uvScale[0]) * numDrawCalls, 0x0123e658);
return fullhash;
}

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@ -24,6 +24,7 @@
#include "GPU/GPUState.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/IndexGenerator.h"
#include "GPU/Common/VertexDecoderCommon.h"
class VertexDecoder;
@ -81,9 +82,9 @@ protected:
}
// Vertex collector buffers
u8 *decoded;
u16 *decIndex;
u8 *splineBuffer;
u8 *decoded = nullptr;
u16 *decIndex = nullptr;
u8 *splineBuffer = nullptr;
// Cached vertex decoders
u32 lastVType_ = -1;
@ -92,12 +93,39 @@ protected:
VertexDecoderJitCache *decJitCache_;
VertexDecoderOptions decOptions_;
// Defer all vertex decoding to a "Flush" (except when software skinning)
struct DeferredDrawCall {
void *verts;
void *inds;
u32 vertType;
u8 indexType;
s8 prim;
u32 vertexCount;
u16 indexLowerBound;
u16 indexUpperBound;
};
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls = 0;
int vertexCountInDrawCalls_ = 0;
UVScale uvScale[MAX_DEFERRED_DRAW_CALLS];
int decimationCounter_ = 0;
int decodeCounter_ = 0;
u32 dcid_ = 0;
// Vertex collector state
IndexGenerator indexGen;
int decodedVerts_ = 0;
GEPrimitiveType prevPrim_ = GE_PRIM_INVALID;
// Fixed index buffer for easy quad generation from spline/bezier
u16 *quadIndices_;
u16 *quadIndices_ = nullptr;
// Shader blending state
bool fboTexNeedBind_;
bool fboTexBound_;
bool fboTexNeedBind_ = false;
bool fboTexBound_ = false;
// Hardware tessellation
int numPatches;

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@ -15,6 +15,7 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cstring>
#include "IndexGenerator.h"
#include "Common/Common.h"
@ -211,16 +212,24 @@ void IndexGenerator::TranslateLineStrip(int numInds, const ITypeLE *inds, int in
template <class ITypeLE, int flag>
void IndexGenerator::TranslateList(int numInds, const ITypeLE *inds, int indexOffset) {
indexOffset = index_ - indexOffset;
u16 *outInds = inds_;
int numTris = numInds / 3; // Round to whole triangles
numInds = numTris * 3;
for (int i = 0; i < numInds; i += 3) {
*outInds++ = indexOffset + inds[i];
*outInds++ = indexOffset + inds[i + 1];
*outInds++ = indexOffset + inds[i + 2];
// We only bother doing this minor optimization in triangle list, since it's by far the most
// common operation that can benefit.
if (sizeof(ITypeLE) == sizeof(inds_[0]) && indexOffset == 0) {
memcpy(inds_, inds, numInds * sizeof(ITypeLE));
inds_ += numInds;
count_ += numInds;
} else {
u16 *outInds = inds_;
int numTris = numInds / 3; // Round to whole triangles
numInds = numTris * 3;
for (int i = 0; i < numInds; i += 3) {
*outInds++ = indexOffset + inds[i];
*outInds++ = indexOffset + inds[i + 1];
*outInds++ = indexOffset + inds[i + 2];
}
inds_ = outInds;
count_ += numInds;
}
inds_ = outInds;
count_ += numInds;
prim_ = GE_PRIM_TRIANGLES;
seenPrims_ |= (1 << GE_PRIM_TRIANGLES) | flag;
}

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@ -76,16 +76,8 @@ static const D3D11_INPUT_ELEMENT_DESC TransformedVertexElements[] = {
DrawEngineD3D11::DrawEngineD3D11(Draw::DrawContext *draw, ID3D11Device *device, ID3D11DeviceContext *context)
: draw_(draw),
device_(device),
context_(context),
decodedVerts_(0),
prevPrim_(GE_PRIM_INVALID),
shaderManager_(0),
textureCache_(0),
framebufferManager_(0),
numDrawCalls(0),
vertexCountInDrawCalls_(0),
decodeCounter_(0),
dcid_(0) {
context_(context)
{
device1_ = (ID3D11Device1 *)draw->GetNativeObject(Draw::NativeObject::DEVICE_EX);
context1_ = (ID3D11DeviceContext1 *)draw->GetNativeObject(Draw::NativeObject::CONTEXT_EX);
decOptions_.expandAllWeightsToFloat = true;

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@ -179,24 +179,6 @@ private:
ID3D11DeviceContext *context_;
ID3D11DeviceContext1 *context1_;
// Defer all vertex decoding to a Flush, so that we can hash and cache the
// generated buffers without having to redecode them every time.
struct DeferredDrawCall {
void *verts;
void *inds;
u32 vertType;
u8 indexType;
s8 prim;
u32 vertexCount;
u16 indexLowerBound;
u16 indexUpperBound;
};
// Vertex collector state
IndexGenerator indexGen;
int decodedVerts_;
GEPrimitiveType prevPrim_;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
@ -217,26 +199,14 @@ private:
std::map<InputLayoutKey, ID3D11InputLayout *> inputLayoutMap_;
// Other
ShaderManagerD3D11 *shaderManager_;
TextureCacheD3D11 *textureCache_;
FramebufferManagerD3D11 *framebufferManager_;
ShaderManagerD3D11 *shaderManager_ = nullptr;
TextureCacheD3D11 *textureCache_ = nullptr;
FramebufferManagerD3D11 *framebufferManager_ = nullptr;
// Pushbuffers
PushBufferD3D11 *pushVerts_;
PushBufferD3D11 *pushInds_;
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls;
int vertexCountInDrawCalls_;
int decimationCounter_;
int decodeCounter_;
u32 dcid_;
UVScale uvScale[MAX_DEFERRED_DRAW_CALLS];
// D3D11 state object caches
std::map<uint64_t, ID3D11BlendState *> blendCache_;
std::map<uint64_t, ID3D11BlendState1 *> blendCache1_;

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@ -85,16 +85,7 @@ static const D3DVERTEXELEMENT9 TransformedVertexElements[] = {
D3DDECL_END()
};
DrawEngineDX9::DrawEngineDX9(Draw::DrawContext *draw)
: decodedVerts_(0),
prevPrim_(GE_PRIM_INVALID),
shaderManager_(0),
textureCache_(0),
framebufferManager_(0),
numDrawCalls(0),
vertexCountInDrawCalls(0),
decodeCounter_(0),
dcid_(0) {
DrawEngineDX9::DrawEngineDX9(Draw::DrawContext *draw) {
device_ = (LPDIRECT3DDEVICE9)draw->GetNativeObject(Draw::NativeObject::DEVICE);
decOptions_.expandAllWeightsToFloat = true;
decOptions_.expand8BitNormalsToFloat = true;
@ -267,7 +258,7 @@ inline void DrawEngineDX9::SetupVertexDecoderInternal(u32 vertType) {
}
void DrawEngineDX9::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls + vertexCount > VERTEX_BUFFER_MAX)
if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX)
Flush();
// TODO: Is this the right thing to do?
@ -314,7 +305,7 @@ void DrawEngineDX9::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, in
uvScale[numDrawCalls] = gstate_c.uv;
numDrawCalls++;
vertexCountInDrawCalls += vertexCount;
vertexCountInDrawCalls_ += vertexCount;
if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) {
DecodeVertsStep();
@ -880,12 +871,12 @@ rotateVBO:
}
gpuStats.numDrawCalls += numDrawCalls;
gpuStats.numVertsSubmitted += vertexCountInDrawCalls;
gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
indexGen.Reset();
decodedVerts_ = 0;
numDrawCalls = 0;
vertexCountInDrawCalls = 0;
vertexCountInDrawCalls_ = 0;
decodeCounter_ = 0;
dcid_ = 0;
prevPrim_ = GE_PRIM_INVALID;

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@ -167,51 +167,21 @@ private:
ReliableHashType ComputeHash(); // Reads deferred vertex data.
void MarkUnreliable(VertexArrayInfoDX9 *vai);
LPDIRECT3DDEVICE9 device_;
// Defer all vertex decoding to a Flush, so that we can hash and cache the
// generated buffers without having to redecode them every time.
struct DeferredDrawCall {
void *verts;
void *inds;
u32 vertType;
u8 indexType;
s8 prim;
u32 vertexCount;
u16 indexLowerBound;
u16 indexUpperBound;
};
// Vertex collector state
IndexGenerator indexGen;
int decodedVerts_;
GEPrimitiveType prevPrim_;
LPDIRECT3DDEVICE9 device_ = nullptr;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
TransformedVertex *transformed = nullptr;
TransformedVertex *transformedExpanded = nullptr;
std::unordered_map<u32, VertexArrayInfoDX9 *> vai_;
std::unordered_map<u32, IDirect3DVertexDeclaration9 *> vertexDeclMap_;
// SimpleVertex
IDirect3DVertexDeclaration9* transformedVertexDecl_;
IDirect3DVertexDeclaration9* transformedVertexDecl_ = nullptr;
// Other
ShaderManagerDX9 *shaderManager_;
TextureCacheDX9 *textureCache_;
FramebufferManagerDX9 *framebufferManager_;
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls;
int vertexCountInDrawCalls;
int decimationCounter_;
int decodeCounter_;
u32 dcid_;
UVScale uvScale[MAX_DEFERRED_DRAW_CALLS];
ShaderManagerDX9 *shaderManager_ = nullptr;
TextureCacheDX9 *textureCache_ = nullptr;
FramebufferManagerDX9 *framebufferManager_ = nullptr;
// Hardware tessellation
class TessellationDataTransferDX9 : public TessellationDataTransfer {

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@ -115,16 +115,7 @@ enum {
enum { VAI_KILL_AGE = 120, VAI_UNRELIABLE_KILL_AGE = 240, VAI_UNRELIABLE_KILL_MAX = 4 };
DrawEngineGLES::DrawEngineGLES()
: decodedVerts_(0),
prevPrim_(GE_PRIM_INVALID),
shaderManager_(nullptr),
textureCache_(nullptr),
framebufferManager_(nullptr),
numDrawCalls(0),
vertexCountInDrawCalls(0),
decodeCounter_(0),
dcid_(0) {
DrawEngineGLES::DrawEngineGLES() {
decOptions_.expandAllWeightsToFloat = false;
decOptions_.expand8BitNormalsToFloat = false;
@ -282,7 +273,7 @@ inline void DrawEngineGLES::SetupVertexDecoderInternal(u32 vertType) {
}
void DrawEngineGLES::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) {
if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls + vertexCount > VERTEX_BUFFER_MAX)
if (!indexGen.PrimCompatible(prevPrim_, prim) || numDrawCalls >= MAX_DEFERRED_DRAW_CALLS || vertexCountInDrawCalls_ + vertexCount > VERTEX_BUFFER_MAX)
Flush();
// TODO: Is this the right thing to do?
@ -329,7 +320,7 @@ void DrawEngineGLES::SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, i
uvScale[numDrawCalls] = gstate_c.uv;
numDrawCalls++;
vertexCountInDrawCalls += vertexCount;
vertexCountInDrawCalls_ += vertexCount;
if (g_Config.bSoftwareSkinning && (vertType & GE_VTYPE_WEIGHT_MASK)) {
DecodeVertsStep();
@ -984,12 +975,12 @@ rotateVBO:
}
gpuStats.numDrawCalls += numDrawCalls;
gpuStats.numVertsSubmitted += vertexCountInDrawCalls;
gpuStats.numVertsSubmitted += vertexCountInDrawCalls_;
indexGen.Reset();
decodedVerts_ = 0;
numDrawCalls = 0;
vertexCountInDrawCalls = 0;
vertexCountInDrawCalls_ = 0;
decodeCounter_ = 0;
dcid_ = 0;
prevPrim_ = GE_PRIM_INVALID;

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@ -179,24 +179,6 @@ private:
ReliableHashType ComputeHash(); // Reads deferred vertex data.
void MarkUnreliable(VertexArrayInfo *vai);
// Defer all vertex decoding to a Flush, so that we can hash and cache the
// generated buffers without having to redecode them every time.
struct DeferredDrawCall {
void *verts;
void *inds;
u32 vertType;
u8 indexType;
s8 prim;
u32 vertexCount;
u16 indexLowerBound;
u16 indexUpperBound;
};
// Vertex collector state
IndexGenerator indexGen;
int decodedVerts_;
GEPrimitiveType prevPrim_;
TransformedVertex *transformed;
TransformedVertex *transformedExpanded;
@ -215,26 +197,16 @@ private:
std::multimap<size_t, GLuint> freeSizedBuffers_;
std::unordered_map<GLuint, BufferNameInfo> bufferNameInfo_;
std::vector<GLuint> buffersThisFrame_;
size_t bufferNameCacheSize_;
GLuint sharedVao_;
size_t bufferNameCacheSize_ = 0;
GLuint sharedVao_ = 0;
// Other
ShaderManagerGLES *shaderManager_;
TextureCacheGLES *textureCache_;
FramebufferManagerGLES *framebufferManager_;
FragmentTestCacheGLES *fragmentTestCache_;
ShaderManagerGLES *shaderManager_ = nullptr;
TextureCacheGLES *textureCache_ = nullptr;
FramebufferManagerGLES *framebufferManager_ = nullptr;
FragmentTestCacheGLES *fragmentTestCache_ = nullptr;
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls;
int vertexCountInDrawCalls;
int decimationCounter_;
int bufferDecimationCounter_;
int decodeCounter_;
u32 dcid_;
UVScale uvScale[MAX_DEFERRED_DRAW_CALLS];
int bufferDecimationCounter_ = 0;
// Hardware tessellation
class TessellationDataTransferGLES : public TessellationDataTransfer {

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@ -67,8 +67,6 @@ enum {
DrawEngineVulkan::DrawEngineVulkan(VulkanContext *vulkan, Draw::DrawContext *draw)
: vulkan_(vulkan),
draw_(draw),
prevPrim_(GE_PRIM_INVALID),
numDrawCalls(0),
curFrame_(0),
stats_{} {
decOptions_.expandAllWeightsToFloat = false;

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@ -181,23 +181,6 @@ private:
int curFrame_;
FrameData frame_[2];
// Defer all vertex decoding to a "Flush" (except when software skinning)
struct DeferredDrawCall {
void *verts;
void *inds;
u32 vertType;
u8 indexType;
s8 prim;
u32 vertexCount;
u16 indexLowerBound;
u16 indexUpperBound;
};
// Vertex collector state
IndexGenerator indexGen;
int decodedVerts_ = 0;
GEPrimitiveType prevPrim_;
TransformedVertex *transformed = nullptr;
TransformedVertex *transformedExpanded = nullptr;
@ -209,8 +192,6 @@ private:
VkSampler depalSampler_;
enum { MAX_DEFERRED_DRAW_CALLS = 128 };
// State cache
uint64_t dirtyUniforms_;
uint32_t baseUBOOffset;
@ -224,15 +205,6 @@ private:
VulkanTexture *nullTexture_ = nullptr;
VkSampler nullSampler_ = VK_NULL_HANDLE;
DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
int numDrawCalls = 0;
int vertexCountInDrawCalls_ = 0;
UVScale uvScale[MAX_DEFERRED_DRAW_CALLS];
int decimationCounter_ = 0;
int decodeCounter_ = 0;
u32 dcid_;
DrawEngineVulkanStats stats_;
VulkanPipelineRasterStateKey pipelineKey_{};