networking i guess
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@@ -2,6 +2,8 @@
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CVkMaterial::CVkMaterial( IShader *pShader )
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{
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m_pVkShader = (CVkShader*)pShader;
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if ( m_pVkShader->m_setLayouts.GetSize() == 0 )
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return;
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VkDescriptorPoolSize pools[4] =
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{
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@@ -76,6 +78,8 @@ void CVkMaterial::PSSetTextureArray( uint32_t uSet, ITextureArray *pArray )
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void CVkMaterial::SetShaderResource( uint32_t uRegister, uint32_t uSet, IRenderingObject *pObject)
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{
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if ( m_pVkShader->m_setLayouts.GetSize() == 0 )
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return;
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union {
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IRenderingObject *pVkObject;
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CVkBuffer *pBuffer;
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@@ -935,6 +935,7 @@ void CVkRenderContext::Frame( float fDeltaTime )
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stPresentInfo.pImageIndices = uImageIndexes.GetData();
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vkQueuePresentKHR(s_vkPresentQueue, &stPresentInfo);
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vkDeviceWaitIdle(s_vkDevice);
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for ( auto &s: m_renderWindows )
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{
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@@ -2,10 +2,7 @@
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#include "tier1/utlvector.h"
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#include "vulkan_state.h"
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#include "shaderparser.h"
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CVkShader::~CVkShader()
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{
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}
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void CVkShader::AddLayout( int iIndex, int iStride )
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{
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VkVertexInputBindingDescription layout = {};
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@@ -208,12 +205,7 @@ void CVkShader::Build()
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vkCreateGraphicsPipelines(m_hDevice, NULL, 1, &createInfo, NULL, &m_hPipeline);
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}
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uint32_t CVkShader::PSGetResourceByName( const char *szName )
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{
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}
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uint32_t CVkShader::VSGetResourceByName( const char *szName )
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uint32_t CVkShader::GetResourceByName( const char *szName )
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{
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}
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@@ -115,6 +115,10 @@ VkShaderStageFlagBits VulkanGetShaderStage( EShaderStage eStage )
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{
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case SHADER_STAGE_VERTEX: return VK_SHADER_STAGE_VERTEX_BIT;
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case SHADER_STAGE_PIXEL: return VK_SHADER_STAGE_FRAGMENT_BIT;
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case SHADER_STAGE_COMPUTE: return VK_SHADER_STAGE_COMPUTE_BIT;
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case SHADER_STAGE_RAYGEN: return VK_SHADER_STAGE_RAYGEN_BIT_KHR;
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case SHADER_STAGE_RAYGEN_SOFTWARE:
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return VK_SHADER_STAGE_COMPUTE_BIT;
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default:
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break;
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}
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@@ -261,9 +261,7 @@ void CVk##name##PipelineLibrary::Build() \
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class CVkShader : public IShader
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{
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public:
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~CVkShader();
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virtual uint32_t PSGetResourceByName( const char *szName ) override;
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virtual uint32_t VSGetResourceByName( const char *szName ) override;
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virtual uint32_t GetResourceByName( const char *szName ) override;
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virtual void AddLayout( int iIndex, int iStride ) override;
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virtual void AddAttribute( int iBufferIndex, int iLocation, EVertexFormat eFormat, int iOffset ) override;
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virtual void SetTopology( ETopologyMode eTopology ) override;
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