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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (DirectVulkan): replay Photon descriptor pressure correctly
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@@ -114,6 +114,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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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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Bool updateAfterBind = false;
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};
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// A cached descriptor set together with the pool it was allocated from, so a
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@@ -223,8 +224,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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void BindDescriptorSetDeduped(VkCommandBuffer commandBuffer, VkPipelineBindPoint bindPoint,
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VkPipelineLayout pipelineLayout, VkDescriptorSet descriptorSet,
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const Vector<Uint32>& dynamicOffsets);
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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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Bool CreateDescriptorPool(Uint32 maxSets, Bool updateAfterBind, VkDescriptorPool& outPool) const;
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Bool GrowFrameDescriptorPool(FrameResources& frame, Uint32 frameIndex, Bool updateAfterBind);
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VkResult AllocateDescriptorSetsFromActivePool(
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Uint32 frameIndex, const ProgramFactory::VkProgramObject& programObj, VkDescriptorSet& outDescriptorSet);
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VkResult AcquireDescriptorSet(Uint32 frameIndex,
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