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vulkan: remove default renderpasses & framebuffers
There is little to no performance gain, with a lot of burden to maintenance of the extra path. It's better to unify the code with the other render pass logic.
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@@ -233,7 +233,6 @@ struct RenderpassState
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bool active = false;
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VkRenderPassBeginInfo beginInfo{};
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bool isWindow = false;
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bool useConfigurations = false;
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RenderPassConfiguration renderPassConfiguration{};
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FramebufferConfiguration framebufferConfiguration{};
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VkPipeline pipeline = VK_NULL_HANDLE;
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@@ -351,8 +350,6 @@ private:
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void createSwapChain();
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void createImageViews();
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void createScreenshotCallbackBuffers();
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void createDefaultRenderPass();
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void createDefaultFramebuffers();
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VkFramebuffer createFramebuffer(FramebufferConfiguration &configuration);
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VkFramebuffer getFramebuffer(FramebufferConfiguration &configuration);
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void createDefaultShaders();
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@@ -416,9 +413,7 @@ private:
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VkImage depthImage = VK_NULL_HANDLE;
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VkImageView depthImageView = VK_NULL_HANDLE;
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VmaAllocation depthImageAllocation = VK_NULL_HANDLE;
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VkRenderPass defaultRenderPass = VK_NULL_HANDLE;
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VkPipelineCache pipelineCache = VK_NULL_HANDLE;
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std::vector<VkFramebuffer> defaultFramebuffers;
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std::unordered_map<RenderPassConfiguration, VkRenderPass, RenderPassConfigurationHasher> renderPasses;
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std::unordered_map<FramebufferConfiguration, VkFramebuffer, FramebufferConfigurationHasher> framebuffers;
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std::unordered_map<GraphicsPipelineConfiguration, VkPipeline, GraphicsPipelineConfigurationHasher> graphicsPipelines;
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