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https://github.com/MobileGL-Dev/MobileGL
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[Chore] (MG_Backend/DirectVulkan): fix up variable and type naming scheme
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@@ -33,32 +33,32 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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void RenderFrame();
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void Present();
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void RegisterRenderCallback(const std::string& name, RenderCallback cb);
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void UnregisterRenderCallback(const std::string& name);
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void RegisterRenderCallback(const String& name, RenderCallback cb);
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void UnregisterRenderCallback(const String& name);
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VkPipeline CreateGraphicsPipelineFromSpv(const std::string& key, const std::vector<uint32_t>& vsSpv,
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const std::vector<uint32_t>& fsSpv);
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VkPipeline CreateGraphicsPipelineFromSpv(const String& key, const Vector<uint32_t>& vsSpv,
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const Vector<uint32_t>& fsSpv);
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VkExtent2D GetExtent() const;
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void WaitIdle();
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private:
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NativeWindowType Window = 0;
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RendererConfig Config;
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NativeWindowType m_window = 0;
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RendererConfig m_config;
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std::unique_ptr<VulkanContext> Ctx;
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std::unique_ptr<SwapchainManager> Swapchain;
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std::unique_ptr<PipelineManager> PipelineMgr;
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UniquePtr<VulkanContext> m_context;
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UniquePtr<SwapchainManager> m_swapchain;
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UniquePtr<PipelineManager> m_pipelineMgr;
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VkRenderPass RenderPass = VK_NULL_HANDLE;
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VkCommandPool CommandPool = VK_NULL_HANDLE;
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VkRenderPass m_renderPass = VK_NULL_HANDLE;
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VkCommandPool m_commandPool = VK_NULL_HANDLE;
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std::vector<std::unique_ptr<FrameContext>> Frames;
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Uint32 CurrentFrame = 0;
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Vector<UniquePtr<FrameContext>> m_frames;
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Uint32 m_currentFrame = 0;
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// Render callbacks map
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std::vector<std::pair<std::string, RenderCallback>> RenderCallbacks;
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Vector<std::pair<String, RenderCallback>> m_renderCallbacks;
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// Internals
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void CreateRenderPass();
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