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source/renderer/backend/vulkan/DeviceCommandContext.h
Show First 20 Lines • Show All 159 Lines • ▼ Show 20 Lines | private: | ||||
bool m_InsideFramebufferPass = false; | bool m_InsideFramebufferPass = false; | ||||
bool m_InsidePass = false; | bool m_InsidePass = false; | ||||
// Currently bound buffers to skip the same buffer bind. | // Currently bound buffers to skip the same buffer bind. | ||||
CBuffer* m_BoundIndexBuffer = nullptr; | CBuffer* m_BoundIndexBuffer = nullptr; | ||||
uint32_t m_BoundIndexBufferOffset = 0; | uint32_t m_BoundIndexBufferOffset = 0; | ||||
// TODO: reduce code duplication. | class CUploadRing; | ||||
std::unique_ptr<CBuffer> m_UniformBuffer; | std::unique_ptr<CUploadRing> m_VertexUploadRing, m_IndexUploadRing, m_UniformUploadRing; | ||||
phosit: I would declare one variable per statement. | |||||
std::unique_ptr<CBuffer> m_UniformStagingBuffer; | |||||
VkDescriptorPool m_UniformDescriptorPool = VK_NULL_HANDLE; | VkDescriptorPool m_UniformDescriptorPool = VK_NULL_HANDLE; | ||||
VkDescriptorSet m_UniformDescriptorSet = VK_NULL_HANDLE; | VkDescriptorSet m_UniformDescriptorSet = VK_NULL_HANDLE; | ||||
// TODO: combine buffers. | |||||
// Vertex buffer for in-place vertex data. | |||||
std::unique_ptr<CBuffer> m_InPlaceVertexBuffer; | |||||
std::unique_ptr<CBuffer> m_InPlaceIndexBuffer; | |||||
std::unique_ptr<CBuffer> m_InPlaceVertexStagingBuffer; | |||||
std::unique_ptr<CBuffer> m_InPlaceIndexStagingBuffer; | |||||
void* m_InPlaceVertexStagingBufferMappedData = nullptr; | |||||
void* m_InPlaceIndexStagingBufferMappedData = nullptr; | |||||
void* m_UniformStagingBufferMappedData = nullptr; | |||||
// TODO: add descriptions. | |||||
uint32_t m_InPlaceBlockIndex = 0; | |||||
uint32_t m_InPlaceBlockVertexOffset = 0; | |||||
uint32_t m_InPlaceBlockIndexOffset = 0; | |||||
uint32_t m_UniformOffset = 0; | |||||
uint32_t m_UniformIndexOffset = 0; | |||||
}; | }; | ||||
} // namespace Vulkan | } // namespace Vulkan | ||||
} // namespace Backend | } // namespace Backend | ||||
} // namespace Renderer | } // namespace Renderer | ||||
#endif // INCLUDED_RENDERER_VULKAN_DEVICECOMMANDCONTEXT | #endif // INCLUDED_RENDERER_VULKAN_DEVICECOMMANDCONTEXT |
Wildfire Games · Phabricator
I would declare one variable per statement.