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c/render: Remove unused render_gfx_view and other fields on render_gfx
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@ -512,29 +512,9 @@ render_gfx_target_resources_close(struct render_gfx_target_resources *rtr)
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bool
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render_gfx_init(struct render_gfx *rr, struct render_resources *r)
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{
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struct vk_bundle *vk = r->vk;
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VkResult ret;
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// Init fields.
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rr->r = r;
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/*
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* Mesh per view
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*/
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ret = vk_create_descriptor_set( //
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vk, // vk_bundle
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r->mesh.descriptor_pool, // descriptor_pool
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r->mesh.descriptor_set_layout, // descriptor_set_layout
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&rr->views[0].mesh.descriptor_set); // descriptor_set
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VK_CHK_WITH_RET(ret, "vk_create_descriptor_set", false);
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ret = vk_create_descriptor_set( //
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vk, // vk_bundle
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r->mesh.descriptor_pool, // descriptor_pool
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r->mesh.descriptor_set_layout, // descriptor_set_layout
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&rr->views[1].mesh.descriptor_set); // descriptor_set
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VK_CHK_WITH_RET(ret, "vk_create_descriptor_set", false);
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// Used to sub-allocate UBOs from, restart from scratch each frame.
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render_sub_alloc_tracker_init(&rr->ubo_tracker, &r->gfx.shared_ubo);
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@ -600,15 +580,13 @@ render_gfx_close(struct render_gfx *rr)
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struct vk_bundle *vk = vk_from_rr(rr);
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struct render_resources *r = rr->r;
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// Reclaimed by vkResetDescriptorPool.
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rr->views[0].mesh.descriptor_set = VK_NULL_HANDLE;
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rr->views[1].mesh.descriptor_set = VK_NULL_HANDLE;
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// Reclaim all descriptor sets.
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vk->vkResetDescriptorPool( //
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vk->device, //
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r->mesh.descriptor_pool, //
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0); //
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// This "reclaims" the allocated UBOs.
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U_ZERO(rr);
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}
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@ -663,8 +641,6 @@ render_gfx_begin_view(struct render_gfx *rr, uint32_t view, const struct render_
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assert(view == 0 || view == 1);
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assert(rr->rtr != NULL);
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rr->current_view = view;
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/*
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* Viewport
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@ -720,14 +720,9 @@ render_gfx_render_pass_close(struct render_gfx_render_pass *rgrp);
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/*!
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* Each rendering (@ref render_gfx) render to one or more targets
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* (@ref render_gfx_target_resources), each target can have one or more
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* views (@ref render_gfx_view), this struct holds all the vulkan resources
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* that is specific to the target.
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*
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* Technically the framebuffer could be moved out of this struct and all of this
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* state be turned into a CSO object that depends only only the format and
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* external status of the target, but is combined to reduce the number of
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* objects needed to render.
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* (@ref render_gfx_target_resources), the target points to one render pass and
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* it's pipelines (@ref render_gfx_render_pass). It is up to the code using
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* these to do reuse of render passes and ensure they match.
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*/
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struct render_gfx_target_resources
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{
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@ -771,20 +766,6 @@ render_gfx_target_resources_close(struct render_gfx_target_resources *rtr);
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*
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*/
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/*!
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* Each rendering (@ref render_gfx) render to one or more targets
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* (@ref render_gfx_target_resources), each target can have one or more
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* views (@ref render_gfx_view), this struct holds all the vulkan resources
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* that is specific to the view.
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*/
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struct render_gfx_view
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{
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struct
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{
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VkDescriptorSet descriptor_set;
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} mesh;
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};
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/*!
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* A rendering is used to create command buffers needed to do one frame of
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* compositor rendering, it holds onto resources used by the command buffer.
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@ -799,12 +780,6 @@ struct render_gfx
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//! The current target we are rendering too, can change during command building.
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struct render_gfx_target_resources *rtr;
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//! Holds per view data.
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struct render_gfx_view views[2];
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//! The current view we are rendering to.
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uint32_t current_view;
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};
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/*!
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