mirror of
https://github.com/hrydgard/ppsspp.git
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254 lines
7.5 KiB
C++
254 lines
7.5 KiB
C++
// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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// The Descriptor Set used for the majority of PSP rendering looks like this:
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//
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// * binding 0: Texture/Sampler (the PSP texture)
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// * binding 1: Secondary texture sampler for shader blending or depal palettes
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// * binding 2: Base Uniform Buffer (includes fragment state)
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// * binding 3: Light uniform buffer
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// * binding 4: Bone uniform buffer
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//
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// All shaders conform to this layout, so they are all compatible with the same descriptor set.
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// The format of the various uniform buffers may vary though - vertex shaders that don't skin
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// won't get any bone data, etc.
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#include <map>
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#include <unordered_map>
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#include "GPU/Vulkan/VulkanUtil.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Common/IndexGenerator.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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struct DecVtxFormat;
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struct UVScale;
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class ShaderManagerVulkan;
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class PipelineManagerVulkan;
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class TextureCacheVulkan;
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class FramebufferManagerVulkan;
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class CachedTextureVulkan;
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// Avoiding the full include of TextureDecoder.h.
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#if (defined(_M_SSE) && defined(_M_X64)) || defined(ARM64)
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typedef u64 ReliableHashType;
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#else
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typedef u32 ReliableHashType;
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#endif
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class VulkanContext;
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class VulkanPushBuffer;
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// Handles transform, lighting and drawing.
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class DrawEngineVulkan : public DrawEngineCommon {
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public:
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DrawEngineVulkan(VulkanContext *vulkan);
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virtual ~DrawEngineVulkan();
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void SubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead);
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void SetShaderManager(ShaderManagerVulkan *shaderManager) {
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shaderManager_ = shaderManager;
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}
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void SetPipelineManager(PipelineManagerVulkan *pipelineManager) {
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pipelineManager_ = pipelineManager;
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}
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void SetTextureCache(TextureCacheVulkan *textureCache) {
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textureCache_ = textureCache;
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}
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void SetFramebufferManager(FramebufferManagerVulkan *fbManager) {
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framebufferManager_ = fbManager;
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}
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void Resized(); // TODO: Call
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void SetupVertexDecoder(u32 vertType);
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void SetupVertexDecoderInternal(u32 vertType);
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// This requires a SetupVertexDecoder call first.
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int EstimatePerVertexCost() {
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// TODO: This is transform cost, also account for rasterization cost somehow... although it probably
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// runs in parallel with transform.
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// Also, this is all pure guesswork. If we can find a way to do measurements, that would be great.
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// GTA wants a low value to run smooth, GoW wants a high value (otherwise it thinks things
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// went too fast and starts doing all the work over again).
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int cost = 20;
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if (gstate.isLightingEnabled()) {
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cost += 10;
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for (int i = 0; i < 4; i++) {
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if (gstate.isLightChanEnabled(i))
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cost += 10;
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}
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}
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if (gstate.getUVGenMode() != GE_TEXMAP_TEXTURE_COORDS) {
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cost += 20;
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}
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if (dec_ && dec_->morphcount > 1) {
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cost += 5 * dec_->morphcount;
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}
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return cost;
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}
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// So that this can be inlined
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void Flush(VkCommandBuffer cmd) {
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if (!numDrawCalls)
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return;
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DoFlush(cmd);
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}
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bool IsCodePtrVertexDecoder(const u8 *ptr) const;
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void DispatchFlush() override { Flush(cmd_); }
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void DispatchSubmitPrim(void *verts, void *inds, GEPrimitiveType prim, int vertexCount, u32 vertType, int *bytesRead) override {
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SubmitPrim(verts, inds, prim, vertexCount, vertType, bytesRead);
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}
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void SetCmdBuffer(VkCommandBuffer cmd) {
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cmd_ = cmd;
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}
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VkPipelineLayout GetPipelineLayout() const {
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return pipelineLayout_;
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}
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void BeginFrame();
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void EndFrame();
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void DirtyAllUBOs();
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private:
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struct FrameData;
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void DecodeVerts(VulkanPushBuffer *push, uint32_t *bindOffset, VkBuffer *vkbuf);
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void DecodeVertsStep(u8 *dest, int &i, int &decodedVerts);
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void DoFlush(VkCommandBuffer cmd);
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void UpdateUBOs(FrameData *frame);
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VkDescriptorSet GetDescriptorSet(VkImageView imageView, VkSampler sampler, VkBuffer base, VkBuffer light, VkBuffer bone);
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VertexDecoder *GetVertexDecoder(u32 vtype);
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VulkanContext *vulkan_;
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// We use a single descriptor set layout for all PSP draws.
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VkDescriptorSetLayout descriptorSetLayout_;
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VkPipelineLayout pipelineLayout_;
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struct DescriptorSetKey {
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VkImageView imageView_;
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VkImageView secondaryImageView_;
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VkSampler sampler_;
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VkBuffer base_, light_, bone_; // All three UBO slots will be set to this. This will usually be identical
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// for all draws in a frame, except when the buffer has to grow.
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bool operator < (const DescriptorSetKey &other) const {
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if (imageView_ < other.imageView_) return true; else if (imageView_ > other.imageView_) return false;
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if (sampler_ < other.sampler_) return true; else if (sampler_ > other.sampler_) return false;
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if (secondaryImageView_ < other.secondaryImageView_) return true; else if (secondaryImageView_ > other.secondaryImageView_) return false;
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if (base_ < other.base_) return true; else if (base_ > other.base_) return false;
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if (light_ < other.light_) return true; else if (light_ > other.light_) return false;
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if (bone_ < other.bone_) return true; else if (bone_ > other.bone_) return false;
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return false;
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}
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};
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// We alternate between these.
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struct FrameData {
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VkDescriptorPool descPool;
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VulkanPushBuffer *pushUBO;
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VulkanPushBuffer *pushVertex;
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VulkanPushBuffer *pushIndex;
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// We do rolling allocation and reset instead of caching across frames. That we might do later.
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std::map<DescriptorSetKey, VkDescriptorSet> descSets;
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};
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int curFrame_;
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FrameData frame_[2];
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// Defer all vertex decoding to a "Flush" (except when software skinning)
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struct DeferredDrawCall {
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void *verts;
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void *inds;
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u32 vertType;
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u8 indexType;
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s8 prim;
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u32 vertexCount;
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u16 indexLowerBound;
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u16 indexUpperBound;
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};
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// This is always set to the current main command buffer of the VulkanContext.
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// In the future, we may support flushing mid-frame and more fine grained command buffer usage,
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// but for now, let's just submit a whole frame at a time. This is not compatible with some games
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// that do mid frame read-backs.
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VkCommandBuffer cmd_;
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// Vertex collector state
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IndexGenerator indexGen;
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GEPrimitiveType prevPrim_;
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u32 lastVTypeID_;
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TransformedVertex *transformed;
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TransformedVertex *transformedExpanded;
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// Other
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ShaderManagerVulkan *shaderManager_;
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PipelineManagerVulkan *pipelineManager_;
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TextureCacheVulkan *textureCache_;
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FramebufferManagerVulkan *framebufferManager_;
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VkSampler depalSampler_;
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enum { MAX_DEFERRED_DRAW_CALLS = 128 };
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// State cache
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uint32_t dirtyUniforms_;
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uint32_t baseUBOOffset;
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uint32_t lightUBOOffset;
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uint32_t boneUBOOffset;
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VkBuffer baseBuf, lightBuf, boneBuf;
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VkImageView imageView;
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VkSampler sampler;
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// Null texture
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VulkanTexture *nullTexture_;
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VkSampler nullSampler_;
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DeferredDrawCall drawCalls[MAX_DEFERRED_DRAW_CALLS];
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int numDrawCalls;
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int vertexCountInDrawCalls;
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UVScale *uvScale;
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bool fboTexNeedBind_;
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bool fboTexBound_;
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};
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