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@ -4,7 +4,14 @@
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#pragma once
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#pragma once
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#include <condition_variable>
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#include <memory>
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#include <optional>
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#include <stack>
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#include <thread>
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#include <utility>
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#include "common/common_types.h"
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#include "common/common_types.h"
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#include "common/threadsafe_queue.h"
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#include "video_core/renderer_vulkan/declarations.h"
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#include "video_core/renderer_vulkan/declarations.h"
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namespace Vulkan {
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namespace Vulkan {
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@ -30,23 +37,6 @@ private:
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VKFence* const& fence;
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VKFence* const& fence;
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};
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};
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class VKCommandBufferView {
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public:
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VKCommandBufferView() = default;
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VKCommandBufferView(const vk::CommandBuffer& cmdbuf) : cmdbuf{cmdbuf} {}
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const vk::CommandBuffer* operator->() const noexcept {
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return &cmdbuf;
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}
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operator vk::CommandBuffer() const noexcept {
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return cmdbuf;
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}
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private:
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const vk::CommandBuffer& cmdbuf;
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};
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/// The scheduler abstracts command buffer and fence management with an interface that's able to do
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/// The scheduler abstracts command buffer and fence management with an interface that's able to do
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/// OpenGL-like operations on Vulkan command buffers.
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/// OpenGL-like operations on Vulkan command buffers.
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class VKScheduler {
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class VKScheduler {
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@ -54,32 +44,190 @@ public:
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explicit VKScheduler(const VKDevice& device, VKResourceManager& resource_manager);
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explicit VKScheduler(const VKDevice& device, VKResourceManager& resource_manager);
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~VKScheduler();
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~VKScheduler();
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/// Gets a reference to the current fence.
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VKFenceView GetFence() const {
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return current_fence;
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}
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/// Gets a reference to the current command buffer.
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VKCommandBufferView GetCommandBuffer() const {
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return current_cmdbuf;
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}
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/// Sends the current execution context to the GPU.
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/// Sends the current execution context to the GPU.
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void Flush(bool release_fence = true, vk::Semaphore semaphore = nullptr);
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void Flush(bool release_fence = true, vk::Semaphore semaphore = nullptr);
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/// Sends the current execution context to the GPU and waits for it to complete.
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/// Sends the current execution context to the GPU and waits for it to complete.
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void Finish(bool release_fence = true, vk::Semaphore semaphore = nullptr);
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void Finish(bool release_fence = true, vk::Semaphore semaphore = nullptr);
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/// Waits for the worker thread to finish executing everything. After this function returns it's
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/// safe to touch worker resources.
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void WaitWorker();
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/// Sends currently recorded work to the worker thread.
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void DispatchWork();
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/// Requests to begin a renderpass.
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void RequestRenderpass(const vk::RenderPassBeginInfo& renderpass_bi);
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/// Requests the current executino context to be able to execute operations only allowed outside
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/// of a renderpass.
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void RequestOutsideRenderPassOperationContext();
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/// Binds a pipeline to the current execution context.
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void BindGraphicsPipeline(vk::Pipeline pipeline);
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/// Returns true when viewports have been set in the current command buffer.
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bool TouchViewports() {
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return std::exchange(state.viewports, true);
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}
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/// Returns true when scissors have been set in the current command buffer.
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bool TouchScissors() {
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return std::exchange(state.scissors, true);
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}
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/// Returns true when depth bias have been set in the current command buffer.
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bool TouchDepthBias() {
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return std::exchange(state.depth_bias, true);
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}
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/// Returns true when blend constants have been set in the current command buffer.
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bool TouchBlendConstants() {
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return std::exchange(state.blend_constants, true);
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}
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/// Returns true when depth bounds have been set in the current command buffer.
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bool TouchDepthBounds() {
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return std::exchange(state.depth_bounds, true);
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}
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/// Returns true when stencil values have been set in the current command buffer.
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bool TouchStencilValues() {
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return std::exchange(state.stencil_values, true);
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}
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/// Send work to a separate thread.
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template <typename T>
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void Record(T&& command) {
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if (chunk->Record(command)) {
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return;
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}
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DispatchWork();
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(void)chunk->Record(command);
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}
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/// Gets a reference to the current fence.
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VKFenceView GetFence() const {
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return current_fence;
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}
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private:
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private:
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class Command {
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public:
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virtual ~Command() = default;
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virtual void Execute(vk::CommandBuffer cmdbuf,
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const vk::DispatchLoaderDynamic& dld) const = 0;
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Command* GetNext() const {
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return next;
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}
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void SetNext(Command* next_) {
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next = next_;
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}
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private:
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Command* next = nullptr;
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};
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template <typename T>
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class TypedCommand final : public Command {
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public:
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explicit TypedCommand(T&& command) : command{std::move(command)} {}
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~TypedCommand() override = default;
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TypedCommand(TypedCommand&&) = delete;
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TypedCommand& operator=(TypedCommand&&) = delete;
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void Execute(vk::CommandBuffer cmdbuf,
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const vk::DispatchLoaderDynamic& dld) const override {
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command(cmdbuf, dld);
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}
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private:
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T command;
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};
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class CommandChunk final {
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public:
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void ExecuteAll(vk::CommandBuffer cmdbuf, const vk::DispatchLoaderDynamic& dld);
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template <typename T>
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bool Record(T& command) {
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using FuncType = TypedCommand<T>;
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static_assert(sizeof(FuncType) < sizeof(data), "Lambda is too large");
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if (command_offset > sizeof(data) - sizeof(FuncType)) {
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return false;
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}
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Command* current_last = last;
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last = new (data.data() + command_offset) FuncType(std::move(command));
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if (current_last) {
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current_last->SetNext(last);
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} else {
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first = last;
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}
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command_offset += sizeof(FuncType);
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return true;
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}
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bool Empty() const {
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return command_offset == 0;
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}
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private:
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Command* first = nullptr;
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Command* last = nullptr;
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std::size_t command_offset = 0;
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std::array<u8, 0x8000> data{};
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};
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void WorkerThread();
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void SubmitExecution(vk::Semaphore semaphore);
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void SubmitExecution(vk::Semaphore semaphore);
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void AllocateNewContext();
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void AllocateNewContext();
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void InvalidateState();
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void EndPendingOperations();
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void EndRenderPass();
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void AcquireNewChunk();
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const VKDevice& device;
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const VKDevice& device;
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VKResourceManager& resource_manager;
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VKResourceManager& resource_manager;
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vk::CommandBuffer current_cmdbuf;
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vk::CommandBuffer current_cmdbuf;
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VKFence* current_fence = nullptr;
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VKFence* current_fence = nullptr;
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VKFence* next_fence = nullptr;
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VKFence* next_fence = nullptr;
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struct State {
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std::optional<vk::RenderPassBeginInfo> renderpass;
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vk::Pipeline graphics_pipeline;
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bool viewports = false;
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bool scissors = false;
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bool depth_bias = false;
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bool blend_constants = false;
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bool depth_bounds = false;
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bool stencil_values = false;
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} state;
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std::unique_ptr<CommandChunk> chunk;
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std::thread worker_thread;
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Common::SPSCQueue<std::unique_ptr<CommandChunk>> chunk_queue;
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Common::SPSCQueue<std::unique_ptr<CommandChunk>> chunk_reserve;
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std::mutex mutex;
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std::condition_variable cv;
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bool quit = false;
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};
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};
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} // namespace Vulkan
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} // namespace Vulkan
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