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Implement basic color/depth render-texture cache
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2 changed files with 170 additions and 1 deletions
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@ -48,6 +48,18 @@ class RendererVK final : public Renderer {
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std::vector<vk::UniqueSemaphore> swapImageFreeSemaphore = {};
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std::vector<vk::UniqueSemaphore> renderFinishedSemaphore = {};
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std::vector<vk::UniqueFence> frameFinishedFences = {};
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struct Texture {
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vk::UniqueImage image;
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vk::UniqueDeviceMemory imageMemory;
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vk::UniqueImageView imageView;
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};
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std::map<u32, Texture> textureCache;
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static u32 colorBufferHash(u32 loc, u32 size, PICA::ColorFmt format);
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static u32 depthBufferHash(u32 loc, u32 size, PICA::DepthFmt format);
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Texture& getColorRenderTexture();
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Texture& getDepthRenderTexture();
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std::vector<vk::UniqueImage> topScreenImages = {};
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std::vector<vk::UniqueImage> bottomScreenImages = {};
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