Remove vulkan shader modules
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parent
ddffb4193a
commit
22b7f02305
15 changed files with 217 additions and 305 deletions
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@ -502,32 +502,23 @@ void VkLightmapper::CreateShaders()
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traceprefix += "#define USE_RAYQUERY\r\n";
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}
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shaders.vertRaytrace = ShaderBuilder()
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.Code(CachedGLSLCompiler()
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.Type(ShaderType::Vertex)
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.AddSource("VersionBlock", prefix)
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.AddSource("vert_raytrace.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_raytrace.glsl").GetChars())
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.Compile(fb))
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.DebugName("VkLightmapper.VertRaytrace")
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.Create("VkLightmapper.VertRaytrace", fb->GetDevice());
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shaders.vertRaytrace = CachedGLSLCompiler()
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.Type(ShaderType::Vertex)
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.AddSource("VersionBlock", prefix)
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.AddSource("vert_raytrace.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_raytrace.glsl").GetChars())
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.Compile(fb);
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shaders.vertScreenquad = ShaderBuilder()
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.Code(CachedGLSLCompiler()
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.Type(ShaderType::Vertex)
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.AddSource("VersionBlock", prefix)
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.AddSource("vert_screenquad.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_screenquad.glsl").GetChars())
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.Compile(fb))
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.DebugName("VkLightmapper.VertScreenquad")
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.Create("VkLightmapper.VertScreenquad", fb->GetDevice());
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shaders.vertScreenquad = CachedGLSLCompiler()
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.Type(ShaderType::Vertex)
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.AddSource("VersionBlock", prefix)
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.AddSource("vert_screenquad.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_screenquad.glsl").GetChars())
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.Compile(fb);
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shaders.vertCopy = ShaderBuilder()
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.Code(CachedGLSLCompiler()
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.Type(ShaderType::Vertex)
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.AddSource("VersionBlock", prefix)
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.AddSource("vert_copy.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_copy.glsl").GetChars())
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.Compile(fb))
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.DebugName("VkLightmapper.VertCopy")
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.Create("VkLightmapper.VertCopy", fb->GetDevice());
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shaders.vertCopy = CachedGLSLCompiler()
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.Type(ShaderType::Vertex)
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.AddSource("VersionBlock", prefix)
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.AddSource("vert_copy.glsl", LoadPrivateShaderLump("shaders/lightmap/vert_copy.glsl").GetChars())
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.Compile(fb);
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for (int i = 0; i < 16; i++)
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{
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@ -541,51 +532,36 @@ void VkLightmapper::CreateShaders()
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if (i & 8)
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defines += "#define USE_BOUNCE\n";
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shaders.fragRaytrace[i] = ShaderBuilder()
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.Code(CachedGLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", defines)
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.AddSource("frag_raytrace.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_raytrace.glsl").GetChars())
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.Compile(fb))
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.DebugName("VkLightmapper.FragRaytrace")
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.Create("VkLightmapper.FragRaytrace", fb->GetDevice());
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shaders.fragRaytrace[i] = CachedGLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", defines)
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.AddSource("frag_raytrace.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_raytrace.glsl").GetChars())
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.Compile(fb);
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}
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shaders.fragResolve = ShaderBuilder()
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.Code(CachedGLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", prefix)
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.AddSource("frag_resolve.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_resolve.glsl").GetChars())
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.Compile(fb))
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.DebugName("VkLightmapper.FragResolve")
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.Create("VkLightmapper.FragResolve", fb->GetDevice());
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shaders.fragResolve = CachedGLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", prefix)
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.AddSource("frag_resolve.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_resolve.glsl").GetChars())
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.Compile(fb);
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shaders.fragBlur[0] = ShaderBuilder()
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.Code(CachedGLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", prefix + "#define BLUR_HORIZONTAL\r\n")
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.AddSource("frag_blur.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_blur.glsl").GetChars())
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.Compile(fb))
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.DebugName("VkLightmapper.FragBlur")
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.Create("VkLightmapper.FragBlur", fb->GetDevice());
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shaders.fragBlur[0] = CachedGLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", prefix + "#define BLUR_HORIZONTAL\r\n")
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.AddSource("frag_blur.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_blur.glsl").GetChars())
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.Compile(fb);
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shaders.fragBlur[1] = ShaderBuilder()
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.Code(CachedGLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", prefix + "#define BLUR_VERTICAL\r\n")
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.AddSource("frag_blur.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_blur.glsl").GetChars())
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.Compile(fb))
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.DebugName("VkLightmapper.FragBlur")
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.Create("VkLightmapper.FragBlur", fb->GetDevice());
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shaders.fragBlur[1] = CachedGLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", prefix + "#define BLUR_VERTICAL\r\n")
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.AddSource("frag_blur.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_blur.glsl").GetChars())
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.Compile(fb);
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shaders.fragCopy = ShaderBuilder()
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.Code(CachedGLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", prefix)
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.AddSource("frag_copy.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_copy.glsl").GetChars())
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.Compile(fb))
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.DebugName("VkLightmapper.FragCopy")
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.Create("VkLightmapper.FragCopy", fb->GetDevice());
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shaders.fragCopy = CachedGLSLCompiler()
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.Type(ShaderType::Fragment)
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.AddSource("VersionBlock", prefix)
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.AddSource("frag_copy.glsl", LoadPrivateShaderLump("shaders/lightmap/frag_copy.glsl").GetChars())
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.Compile(fb);
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}
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int VkLightmapper::GetRaytracePipelineIndex()
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@ -680,8 +656,8 @@ void VkLightmapper::CreateRaytracePipeline()
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raytrace.pipeline[i] = GraphicsPipelineBuilder()
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.Layout(raytrace.pipelineLayout.get())
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.RenderPass(raytrace.renderPass.get())
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.AddVertexShader(shaders.vertRaytrace.get())
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.AddFragmentShader(shaders.fragRaytrace[i].get())
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.AddVertexShader(shaders.vertRaytrace)
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.AddFragmentShader(shaders.fragRaytrace[i])
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.AddVertexBufferBinding(0, sizeof(FFlatVertex))
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.AddVertexAttribute(0, 0, VK_FORMAT_R32G32B32A32_SFLOAT, 0)
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.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
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@ -788,8 +764,8 @@ void VkLightmapper::CreateResolvePipeline()
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resolve.pipeline = GraphicsPipelineBuilder()
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.Layout(resolve.pipelineLayout.get())
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.RenderPass(resolve.renderPass.get())
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.AddVertexShader(shaders.vertScreenquad.get())
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.AddFragmentShader(shaders.fragResolve.get())
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.AddVertexShader(shaders.vertScreenquad)
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.AddFragmentShader(shaders.fragResolve)
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.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
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.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT)
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.Viewport(0.0f, 0.0f, 0.0f, 0.0f)
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@ -843,8 +819,8 @@ void VkLightmapper::CreateBlurPipeline()
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blur.pipeline[i] = GraphicsPipelineBuilder()
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.Layout(blur.pipelineLayout.get())
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.RenderPass(blur.renderPass.get())
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.AddVertexShader(shaders.vertScreenquad.get())
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.AddFragmentShader(shaders.fragBlur[i].get())
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.AddVertexShader(shaders.vertScreenquad)
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.AddFragmentShader(shaders.fragBlur[i])
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.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST)
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.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT)
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.Viewport(0.0f, 0.0f, 0.0f, 0.0f)
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@ -902,8 +878,8 @@ void VkLightmapper::CreateCopyPipeline()
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copy.pipeline = GraphicsPipelineBuilder()
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.Layout(copy.pipelineLayout.get())
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.RenderPass(copy.renderPass.get())
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.AddVertexShader(shaders.vertCopy.get())
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.AddFragmentShader(shaders.fragCopy.get())
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.AddVertexShader(shaders.vertCopy)
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.AddFragmentShader(shaders.fragCopy)
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.Topology(VK_PRIMITIVE_TOPOLOGY_TRIANGLE_STRIP)
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.AddDynamicState(VK_DYNAMIC_STATE_VIEWPORT)
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.Viewport(0.0f, 0.0f, 0.0f, 0.0f)
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