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Vulkan: Differentiate between descriptor set layouts and bind points
This also moves the pipeline and descriptor set layouts used for texture conversion (texel buffers) to ObjectCache, and shares a binding location with the SSBO set.
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@ -132,6 +132,13 @@ private:
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VkPrimitiveTopology primitive_topology;
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};
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// Number of descriptor sets for game draws.
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enum
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{
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NUM_GX_DRAW_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_PIXEL_SHADER_SAMPLERS + 1,
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NUM_GX_DRAW_WITH_BBOX_DESCRIPTOR_SETS = DESCRIPTOR_SET_BIND_POINT_STORAGE_OR_TEXEL_BUFFER + 1
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};
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enum DITRY_FLAG : u32
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{
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DIRTY_FLAG_VS_UBO = (1 << 0),
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@ -202,7 +209,7 @@ private:
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VkPipeline m_pipeline_object = VK_NULL_HANDLE;
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// shader bindings
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std::array<VkDescriptorSet, NUM_DESCRIPTOR_SETS> m_descriptor_sets = {};
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std::array<VkDescriptorSet, NUM_DESCRIPTOR_SET_BIND_POINTS> m_descriptor_sets = {};
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struct
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{
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std::array<VkDescriptorBufferInfo, NUM_UBO_DESCRIPTOR_SET_BINDINGS> uniform_buffer_bindings =
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