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https://github.com/MobileGL-Dev/MobileGL
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[Refactor] (MG_Backend/DirectVulkan): get rid of junk, and rename some symbols
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// MobileGL - MobileGL/MG_Backend/DirectVulkan/Renderer/UniformDescriptorBinder.h
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#pragma once
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#include "ProgramFactory.h"
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#include "VkBufferManager.h"
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#include "VkSamplerManager.h"
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#include "VkTextureManager.h"
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#include "../VkIncludes.h"
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#include <Includes.h>
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namespace MobileGL::MG_State::GLState {
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class ITextureObject;
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class ProgramObject;
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class SamplerObject;
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}
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namespace MobileGL::MG_Backend::DirectVulkan {
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class UniformManager {
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public:
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struct SamplerBindingOverride {
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Uint32 binding = 0;
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MG_State::GLState::ITextureObject* texture = nullptr;
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const MG_State::GLState::SamplerObject* sampler = nullptr;
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};
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Bool Initialize(VkDevice device, VkBufferManager* bufferManager,
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ProgramFactory* programFactory,
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VkDeviceSize minUniformBufferOffsetAlignment, Uint32 frameCount,
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Uint32 maxBindings = 16, Uint32 setsPerFrame = 64,
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VkTextureManager* textureManager = nullptr, VkSamplerManager* samplerManager = nullptr);
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void Shutdown();
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void BeginFrame(Uint32 frameIndex);
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Bool CollectSampledTextures(const MG_State::GLState::ProgramObject& program,
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Vector<MG_State::GLState::ITextureObject*>& outTextures);
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Bool BindProgramUniformBuffers(VkCommandBuffer commandBuffer,
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const MG_State::GLState::ProgramObject& program, Uint32 frameIndex,
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const SamplerBindingOverride* samplerBindingOverride = nullptr);
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private:
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struct DescriptorPoolBucket {
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VkDescriptorPool handle = VK_NULL_HANDLE;
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Uint32 maxSets = 0;
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Uint32 allocatedSets = 0;
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};
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struct FrameResources {
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Vector<DescriptorPoolBucket> descriptorPools;
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Uint32 activeDescriptorPoolIndex = 0;
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Uint32 allocatedSetsThisFrame = 0;
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Uint32 peakAllocatedSetsThisFrame = 0;
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};
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Bool ResolveSamplerTexture(const MG_State::GLState::ProgramObject& program,
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const ProgramFactory::VkProgramLayout& layout, Uint32 binding,
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SharedPtr<MG_State::GLState::ITextureObject>& outTexture) const;
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Bool ResolveSamplerDescriptor(VkCommandBuffer commandBuffer, const MG_State::GLState::ProgramObject& program,
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const ProgramFactory::VkProgramLayout& layout, Uint32 binding,
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VkDescriptorImageInfo& outImageInfo) const;
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Bool ResolveSamplerDescriptorOverride(const SamplerBindingOverride& samplerBindingOverride,
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VkDescriptorImageInfo& outImageInfo) const;
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Bool GatherBindingPayloads(const MG_State::GLState::ProgramObject& program, Vector<const void*>& outData,
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Vector<VkDeviceSize>& outSizes) const;
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Bool CreateDescriptorPool(Uint32 maxSets, VkDescriptorPool& outPool) const;
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Bool GrowFrameDescriptorPool(FrameResources& frame, Uint32 frameIndex);
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VkResult AllocateDescriptorSetsFromActivePool(
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Uint32 frameIndex, const ProgramFactory::VkProgramLayout& layout, VkDescriptorSet& outDescriptorSet);
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VkDevice m_device = VK_NULL_HANDLE;
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VkBufferManager* m_bufferManager = nullptr;
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ProgramFactory* m_programFactory = nullptr;
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Vector<FrameResources> m_frames;
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VkDeviceSize m_minDynamicOffsetAlignment = 1;
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Uint32 m_frameCount = 0;
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Uint32 m_maxBindings = 0;
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Uint32 m_setsPerFrame = 0;
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Uint32 m_peakDescriptorSetsObserved = 0;
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VkTextureManager* m_textureManager = nullptr;
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VkSamplerManager* m_samplerManager = nullptr;
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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