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hotfix2: Actually fix errors
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Ahhhh
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ebebafed64
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@ -259,22 +259,6 @@ TileManager::TileManager(const Vulkan::Instance& instance, Vulkan::Scheduler& sc
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HostShaders::DETILE_M32X4_COMP,
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HostShaders::DETILE_M32X4_COMP,
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};
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};
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for (int pl_id = 0; pl_id < DetilerType::Max; ++pl_id) {
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auto& ctx = detilers[pl_id];
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const auto& module = Vulkan::Compile(
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detiler_shaders[pl_id], vk::ShaderStageFlagBits::eCompute, instance.GetDevice());
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// Set module debug name
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auto module_name = magic_enum::enum_name(static_cast<DetilerType>(pl_id));
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Vulkan::SetObjectName(instance.GetDevice(), module, module_name);
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const vk::PipelineShaderStageCreateInfo shader_ci = {
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.stage = vk::ShaderStageFlagBits::eCompute,
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.module = module,
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.pName = "main",
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};
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boost::container::static_vector<vk::DescriptorSetLayoutBinding, 2> bindings{
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boost::container::static_vector<vk::DescriptorSetLayoutBinding, 2> bindings{
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{
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{
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.binding = 0,
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.binding = 0,
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@ -295,8 +279,7 @@ TileManager::TileManager(const Vulkan::Instance& instance, Vulkan::Scheduler& sc
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.bindingCount = static_cast<u32>(bindings.size()),
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.bindingCount = static_cast<u32>(bindings.size()),
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.pBindings = bindings.data(),
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.pBindings = bindings.data(),
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};
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};
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auto desc_layout_result =
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auto desc_layout_result = instance.GetDevice().createDescriptorSetLayoutUnique(desc_layout_ci);
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instance.GetDevice().createDescriptorSetLayoutUnique(desc_layout_ci);
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ASSERT_MSG(desc_layout_result.result == vk::Result::eSuccess,
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ASSERT_MSG(desc_layout_result.result == vk::Result::eSuccess,
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"Failed to create descriptor set layout: {}",
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"Failed to create descriptor set layout: {}",
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vk::to_string(desc_layout_result.result));
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vk::to_string(desc_layout_result.result));
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@ -308,6 +291,22 @@ TileManager::TileManager(const Vulkan::Instance& instance, Vulkan::Scheduler& sc
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.size = sizeof(DetilerParams),
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.size = sizeof(DetilerParams),
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};
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};
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for (int pl_id = 0; pl_id < DetilerType::Max; ++pl_id) {
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auto& ctx = detilers[pl_id];
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const auto& module = Vulkan::Compile(
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detiler_shaders[pl_id], vk::ShaderStageFlagBits::eCompute, instance.GetDevice());
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// Set module debug name
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auto module_name = magic_enum::enum_name(static_cast<DetilerType>(pl_id));
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Vulkan::SetObjectName(instance.GetDevice(), module, module_name);
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const vk::PipelineShaderStageCreateInfo shader_ci = {
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.stage = vk::ShaderStageFlagBits::eCompute,
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.module = module,
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.pName = "main",
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};
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const vk::DescriptorSetLayout set_layout = *desc_layout;
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const vk::DescriptorSetLayout set_layout = *desc_layout;
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const vk::PipelineLayoutCreateInfo layout_info = {
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const vk::PipelineLayoutCreateInfo layout_info = {
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.setLayoutCount = 1U,
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.setLayoutCount = 1U,
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