CP: Use a single command buffer for every frame, reuse render passes/pipelines if not dirty
Hook up resolves and swaps
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@@ -34,12 +34,14 @@
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#include "xenia/ui/vulkan/fenced_pools.h"
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#include "xenia/ui/vulkan/vulkan_context.h"
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#include "xenia/ui/vulkan/vulkan_device.h"
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#include "xenia/ui/vulkan/vulkan_util.h"
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namespace xe {
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namespace gpu {
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namespace vulkan {
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class VulkanGraphicsSystem;
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class TextureCache;
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class VulkanCommandProcessor : public CommandProcessor {
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public:
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@@ -90,12 +92,20 @@ class VulkanCommandProcessor : public CommandProcessor {
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VkQueue queue_ = nullptr;
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std::mutex* queue_mutex_ = nullptr;
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// Last copy base address, for debugging only.
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uint32_t last_copy_base_ = 0;
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std::unique_ptr<BufferCache> buffer_cache_;
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std::unique_ptr<PipelineCache> pipeline_cache_;
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std::unique_ptr<RenderCache> render_cache_;
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std::unique_ptr<TextureCache> texture_cache_;
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std::unique_ptr<ui::vulkan::CommandBufferPool> command_buffer_pool_;
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const RenderState* current_render_state_ = nullptr;
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VkCommandBuffer current_command_buffer_ = nullptr;
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VkCommandBuffer current_setup_buffer_ = nullptr;
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std::shared_ptr<ui::vulkan::Fence> current_batch_fence_;
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};
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} // namespace vulkan
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