Remove multithreading RenderState as that seemed to be a poor approach
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ac1680c7a2
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411b281e7c
19 changed files with 64 additions and 237 deletions
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@ -61,14 +61,12 @@ void VkPostprocess::SetActiveRenderTarget()
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.AddImage(&buffers->PipelineDepthStencil, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL, false)
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.Execute(fb->GetCommands()->GetDrawCommands());
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for (int i = 0; i < fb->MaxThreads; i++)
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fb->GetRenderState(i)->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], buffers->PipelineDepthStencil.View.get(), buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
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fb->GetRenderState()->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], buffers->PipelineDepthStencil.View.get(), buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
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}
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void VkPostprocess::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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for (int i = 0; i < fb->MaxThreads; i++)
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fb->GetRenderState(i)->EndRenderPass();
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fb->GetRenderState()->EndRenderPass();
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fb->GetCommands()->FlushCommands(false);
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int sceneWidth = fb->GetBuffers()->GetSceneWidth();
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@ -84,8 +82,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, float flash, const std::functi
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void VkPostprocess::BlitSceneToPostprocess()
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{
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for (int i = 0; i < fb->MaxThreads; i++)
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fb->GetRenderState(i)->EndRenderPass();
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fb->GetRenderState()->EndRenderPass();
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auto buffers = fb->GetBuffers();
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auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
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@ -154,8 +151,7 @@ void VkPostprocess::ImageTransitionScene(bool undefinedSrcLayout)
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void VkPostprocess::BlitCurrentToImage(VkTextureImage *dstimage, VkImageLayout finallayout)
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{
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for (int i = 0; i < fb->MaxThreads; i++)
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fb->GetRenderState(i)->EndRenderPass();
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fb->GetRenderState()->EndRenderPass();
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auto srcimage = &fb->GetBuffers()->PipelineImage[mCurrentPipelineImage];
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auto cmdbuffer = fb->GetCommands()->GetDrawCommands();
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