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Add some comments.
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@ -135,6 +135,8 @@ public:
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return blocks_[curBlockIndex_].writePtr;
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}
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// NOTE: If you can avoid this by writing the data directly into memory returned from Allocate,
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// do so. Savings from avoiding memcpy can be significant.
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VkDeviceSize Push(const void *data, VkDeviceSize numBytes, int alignment, VkBuffer *vkbuf) {
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uint32_t bindOffset;
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uint8_t *ptr = Allocate(numBytes, alignment, vkbuf, &bindOffset);
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@ -825,6 +825,8 @@ void DrawEngineVulkan::DoFlush() {
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VkDescriptorSet ds = GetOrCreateDescriptorSet(imageView, sampler, baseBuf, lightBuf, boneBuf, tess);
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// TODO: Can we avoid binding all three when not needed? Same below for hardware transform.
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// Think this will require different descriptor set layouts.
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const uint32_t dynamicUBOOffsets[3] = {
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baseUBOOffset, lightUBOOffset, boneUBOOffset,
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};
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