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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Backend/DirectVulkan): generate mipmap, add fallback texture, implement shader-based depth mipmap blit, enumerate more vk physical device features
- Supporting iterationT
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@@ -26,6 +26,7 @@ public:
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VmaAllocator allocator = nullptr;
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VkCommandPool commandPool = VK_NULL_HANDLE;
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VkQueue graphicsQueue = VK_NULL_HANDLE;
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Uint32 frameCount = 0;
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};
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struct TextureResource {
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@@ -112,12 +113,17 @@ public:
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Bool Initialize(const InitInfo& initInfo);
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void Shutdown();
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void BeginFrame(Uint32 frameIndex);
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TextureResource* SyncTextureAndGetDescriptor(
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MG_State::GLState::ITextureObject& texture);
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VkImageView GetOrCreateViewAtMipLevel(MG_State::GLState::ITextureObject& texture, Uint32 mipLevel);
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VkImageView GetOrCreateSampledViewAtMipLevel(MG_State::GLState::ITextureObject& texture, Uint32 mipLevel);
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void UpdateTrackedImageLayout(MG_State::GLState::ITextureObject* texture, VkImageLayout newLayout);
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void UpdateTrackedImageLayoutAfterAttachmentWrite(VkCommandBuffer commandBuffer,
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MG_State::GLState::ITextureObject* texture,
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Uint32 writtenMipLevel,
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VkImageLayout newLayout);
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Bool TransitionTextureForSampling(VkCommandBuffer commandBuffer, MG_State::GLState::ITextureObject& texture);
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static Bool TransitionImageLayout(VkCommandBuffer commandBuffer, VkImage image, VkImageLayout& trackedLayout,
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@@ -152,15 +158,22 @@ private:
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static void ResolveViewMipRange(const MG_State::GLState::ITextureObject& texture, Uint32 mipLevels,
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Uint32& outBaseMipLevel, Uint32& outLevelCount);
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static VkImageAspectFlags GetAspectMaskForFormat(VkFormat format);
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void DeferResourceRelease(TextureResource&& resource);
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void DeferViewRelease(VkImageView view);
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void CollectDeferredReleases(Uint32 frameIndex);
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void DestroyDeferredReleases();
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VkDevice m_device = VK_NULL_HANDLE;
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VkPhysicalDevice m_physicalDevice = VK_NULL_HANDLE;
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VmaAllocator m_allocator = nullptr;
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VkCommandPool m_commandPool = VK_NULL_HANDLE;
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VkQueue m_graphicsQueue = VK_NULL_HANDLE;
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Uint32 m_currentFrameIndex = 0;
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Uint8 m_gcCounter = 0;
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UnorderedMap<MG_State::GLState::ITextureObject*, WeakPtr<MG_State::GLState::ITextureObject>> m_aliveObjects;
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UnorderedMap<MG_State::GLState::ITextureObject*, TextureResource> m_textureResources;
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Vector<Vector<TextureResource>> m_deferredReleases;
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Vector<Vector<VkImageView>> m_deferredViewReleases;
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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