- hooked up the debug names for objects, which was a bit of a waste of time since the validation layer is brain dead and doesn't use the information in its messages..
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02ed758447
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ff68d2e651
11 changed files with 118 additions and 2 deletions
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@ -54,6 +54,7 @@ void VkRenderPassManager::BeginRenderPass(const VkRenderPassKey &key, VulkanComm
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if (key.DepthTest || key.DepthWrite || key.StencilTest)
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builder.addAttachment(buffers->SceneDepthStencilView.get());
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framebuffer = builder.create(GetVulkanFrameBuffer()->device);
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framebuffer->SetDebugName("VkRenderPassSetup.Framebuffer");
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}
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RenderPassBegin beginInfo;
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@ -116,6 +117,7 @@ void VkRenderPassManager::CreateDynamicSetLayout()
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builder.addBinding(2, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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builder.addBinding(3, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER_DYNAMIC, 1, VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT);
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DynamicSetLayout = builder.create(GetVulkanFrameBuffer()->device);
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DynamicSetLayout->SetDebugName("VkRenderPassManager.DynamicSetLayout");
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}
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void VkRenderPassManager::CreateTextureSetLayout()
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@ -127,6 +129,7 @@ void VkRenderPassManager::CreateTextureSetLayout()
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}
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builder.addBinding(16, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, VK_SHADER_STAGE_FRAGMENT_BIT);
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TextureSetLayout = builder.create(GetVulkanFrameBuffer()->device);
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TextureSetLayout->SetDebugName("VkRenderPassManager.TextureSetLayout");
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}
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void VkRenderPassManager::CreatePipelineLayout()
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@ -136,6 +139,7 @@ void VkRenderPassManager::CreatePipelineLayout()
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builder.addSetLayout(TextureSetLayout.get());
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builder.addPushConstantRange(VK_SHADER_STAGE_VERTEX_BIT | VK_SHADER_STAGE_FRAGMENT_BIT, 0, sizeof(PushConstants));
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PipelineLayout = builder.create(GetVulkanFrameBuffer()->device);
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PipelineLayout->SetDebugName("VkRenderPassManager.PipelineLayout");
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}
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void VkRenderPassManager::CreateDescriptorPool()
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@ -146,6 +150,7 @@ void VkRenderPassManager::CreateDescriptorPool()
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builder.addPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 5000 * 6);
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builder.setMaxSets(5000);
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DescriptorPool = builder.create(GetVulkanFrameBuffer()->device);
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DescriptorPool->SetDebugName("VkRenderPassManager.DescriptorPool");
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}
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void VkRenderPassManager::CreateDynamicSet()
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@ -195,6 +200,7 @@ void VkRenderPassSetup::CreateRenderPass(const VkRenderPassKey &key)
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT);
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}
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RenderPass = builder.create(GetVulkanFrameBuffer()->device);
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RenderPass->SetDebugName("VkRenderPassSetup.RenderPass");
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}
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void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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@ -281,4 +287,5 @@ void VkRenderPassSetup::CreatePipeline(const VkRenderPassKey &key)
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builder.setLayout(fb->GetRenderPassManager()->PipelineLayout.get());
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builder.setRenderPass(RenderPass.get());
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Pipeline = builder.create(fb->device);
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Pipeline->SetDebugName("VkRenderPassSetup.Pipeline");
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}
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