TextureCache: Speed up descriptor writes (no more vector usage)
WIP TextureCube uploading skeleton
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@@ -153,6 +153,10 @@ class TextureCache {
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std::shared_ptr<ui::vulkan::Fence> completion_fence,
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Texture* dest, TextureInfo src);
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bool UploadTextureCube(VkCommandBuffer command_buffer,
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std::shared_ptr<ui::vulkan::Fence> completion_fence,
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Texture* dest, TextureInfo src);
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bool SetupTextureBindings(
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VkCommandBuffer command_buffer,
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std::shared_ptr<ui::vulkan::Fence> completion_fence,
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@@ -192,11 +196,8 @@ class TextureCache {
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// This prevents duplication across the vertex and pixel shader.
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uint32_t has_setup_fetch_mask;
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uint32_t image_write_count = 0;
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struct ImageSetInfo {
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Dimension dimension;
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uint32_t tf_binding;
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VkDescriptorImageInfo info;
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} image_infos[32];
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VkWriteDescriptorSet image_writes[32];
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VkDescriptorImageInfo image_infos[32];
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} update_set_info_;
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};
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