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https://github.com/MobileGL-Dev/MobileGL
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[Chore] (MG_Test/Backend/DirectVulkan/TestExec): get rid of junk
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@@ -188,15 +188,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return m_pipelineFactory->GetOrCreatePipeline(payload);
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}
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void VulkanRenderer::PrepareDemoPipeline() {
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MGLOG_D("PrepareDemoPipeline called");
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VkPipelineLayoutCreateInfo plci{VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO};
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VK_VERIFY(vkCreatePipelineLayout(m_device, &plci, nullptr, &m_pipelineLayout), "vkCreatePipelineLayout");
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MGLOG_I("PrepareDemoPipeline completed");
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}
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void VulkanRenderer::CreateFrameContexts() {
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VK_VERIFY(m_frameContext.Initialize(m_device, m_commandPool, m_config.MaxFramesInFlight),
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"CreateFrameContexts");
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@@ -246,7 +237,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_vertexInputStateFactory = MakeUnique<VertexInputStateFactory>(m_config);
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MOBILEGL_ASSERT(m_vertexInputStateFactory != nullptr, "VertexInputStateFactory creation failed.");
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PrepareDemoPipeline();
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CreateFrameContexts();
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m_frameVertexUploadBuffers.resize(m_frameContext.GetFrameCount());
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m_frameVertexUploadHeads.assign(m_frameContext.GetFrameCount(), 0);
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@@ -286,10 +276,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_frameContext.Destroy(m_device, m_commandPool);
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if (m_pipelineLayout != VK_NULL_HANDLE) {
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vkDestroyPipelineLayout(m_device, m_pipelineLayout, nullptr);
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m_pipelineLayout = VK_NULL_HANDLE;
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}
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if (m_uniformDescriptorBinder) {
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m_uniformDescriptorBinder->Shutdown();
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m_uniformDescriptorBinder.reset();
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@@ -132,7 +132,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Vector<VkImageView> m_depthStencilImageViews;
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Vector<VkImageLayout> m_depthStencilImageLayouts;
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VkPipelineLayout m_pipelineLayout = VK_NULL_HANDLE;
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Vector<VkBufferObject> m_frameVertexUploadBuffers;
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Vector<VkDeviceSize> m_frameVertexUploadHeads;
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Vector<VkBufferObject> m_frameIndexUploadBuffers;
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@@ -177,7 +176,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool EnsureOffscreenRenderTarget(Uint glFboExternalIndex, const MG_State::GLState::FramebufferObject& glFbo,
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VkRenderPass& outRenderPass, VkFramebuffer& outFramebuffer,
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VkExtent2D& outExtent, VkFormat& outDepthStencilFormat);
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void PrepareDemoPipeline();
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VkPipeline GetOrCreatePipeline(const MG_State::GLState::ProgramObject& program, VkPipelineLayout pipelineLayout,
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Uint64 vertexInputHash,
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const VkPipelineVertexInputStateCreateInfo& vertexInputState);
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