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[Perf] (DirectVulkan): keep the render pass alive for steady-state storage-image draws and skip storage-image collection for programs without them
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@@ -284,6 +284,11 @@ public:
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VkImageLayout newLayout);
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Bool TransitionTextureForSampling(VkCommandBuffer commandBuffer, MG_State::GLState::ITextureObject& texture);
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Bool TransitionTextureForStorageImage(VkCommandBuffer commandBuffer, MG_State::GLState::ITextureObject& texture);
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// Non-mutating probe for the per-draw storage-image fast path: true when preparing this
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// texture as a storage image may need work that is illegal inside a render pass (resource
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// creation, dirty-content upload, or a layout transition to GENERAL). Unknown state reports
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// true - a false positive merely ends the render pass, a false negative would skip a barrier.
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Bool NeedsStorageImagePreparation(MG_State::GLState::ITextureObject& texture) const;
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static VkImageAspectFlags ResolveSampledImageViewAspectMask(VkImageAspectFlags imageAspect);
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static VkFormat ResolveSampledImageViewFormat(VkFormat imageFormat, SamplerNumericDomain numericDomain);
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