Add initial support for shader binding sets (WIP)
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@@ -23,6 +23,8 @@ VK_DEFINE_HANDLE(VmaAllocation)
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namespace Nz
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{
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class VulkanDescriptorSetLayoutCache;
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namespace Vk
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{
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class AutoCommandBuffer;
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@@ -46,18 +48,17 @@ namespace Nz
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bool Create(const Vk::PhysicalDevice& deviceInfo, const VkDeviceCreateInfo& createInfo, const VkAllocationCallbacks* allocator = nullptr);
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inline void Destroy();
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inline UInt32 GetDefaultFamilyIndex(QueueType queueType) const;
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const VulkanDescriptorSetLayoutCache& GetDescriptorSetLayoutCache() const;
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inline const std::vector<QueueFamilyInfo>& GetEnabledQueues() const;
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inline const QueueList& GetEnabledQueues(UInt32 familyQueue) const;
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QueueHandle GetQueue(UInt32 queueFamilyIndex, UInt32 queueIndex);
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inline Instance& GetInstance();
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inline const Instance& GetInstance() const;
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inline VkResult GetLastErrorCode() const;
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inline VmaAllocator GetMemoryAllocator() const;
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inline VkPhysicalDevice GetPhysicalDevice() const;
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inline const Vk::PhysicalDevice& GetPhysicalDeviceInfo() const;
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inline UInt32 GetDefaultFamilyIndex(QueueType queueType) const;
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QueueHandle GetQueue(UInt32 queueFamilyIndex, UInt32 queueIndex);
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inline bool IsExtensionLoaded(const std::string& extensionName);
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inline bool IsLayerLoaded(const std::string& layerName);
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@@ -75,13 +76,6 @@ namespace Nz
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#include <Nazara/VulkanRenderer/Wrapper/DeviceFunctions.hpp>
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struct QueueInfo
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{
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QueueFamilyInfo* familyInfo;
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VkQueue queue;
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float priority;
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};
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struct QueueFamilyInfo
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{
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QueueList queues;
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@@ -91,6 +85,13 @@ namespace Nz
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UInt32 timestampValidBits;
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};
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struct QueueInfo
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{
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QueueFamilyInfo* familyInfo;
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VkQueue queue;
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float priority;
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};
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static constexpr UInt32 InvalidQueue = std::numeric_limits<UInt32>::max();
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private:
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