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Vulkan: Implement post-processing backend
No new features, just parity with OpenGL.
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11 changed files with 445 additions and 74 deletions
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@ -137,6 +137,13 @@ public:
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// Find a pipeline by the specified description, if not found, attempts to create it
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VkPipeline GetComputePipeline(const ComputePipelineInfo& info);
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// Clears our pipeline cache of all objects. This is necessary when recompiling shaders,
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// as drivers are free to return the same pointer again, which means that we may end up using
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// and old pipeline object if they are not cleared first. Some stutter may be experienced
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// while our cache is rebuilt on use, but the pipeline cache object should mitigate this.
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// NOTE: Ensure that none of these objects are in use before calling.
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void ClearPipelineCache();
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// Saves the pipeline cache to disk. Call when shutting down.
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void SavePipelineCache();
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