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vulkan: memory barrier after compute dispatches.
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@@ -196,7 +196,7 @@ struct RenderpassState
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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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std::vector<std::tuple<VkImage, PixelFormat, VkImageLayout, VkImageLayout, int, int>> transitionImages;
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std::vector<std::tuple<VkImage, PixelFormat, bool, VkImageLayout, VkImageLayout, int, int>> transitionImages;
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uint32_t numColorAttachments = 0;
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uint64 packedColorAttachmentFormats = 0;
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float width = 0.0f;
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@@ -267,7 +267,6 @@ public:
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void addReadbackCallback(std::function<void()> callback);
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void submitGpuCommands(SubmitMode, void *screenshotCallbackData = nullptr);
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VkSampler getCachedSampler(const SamplerState &sampler);
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void setComputeShader(Shader *computeShader);
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graphics::Shader::BuiltinUniformData getCurrentBuiltinUniformData();
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const OptionalDeviceExtensions &getEnabledOptionalDeviceExtensions() const;
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const OptionalInstanceExtensions &getEnabledOptionalInstanceExtensions() const;
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@@ -377,7 +376,6 @@ private:
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std::unordered_map<uint64, VkSampler> samplers;
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VkCommandPool commandPool = VK_NULL_HANDLE;
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std::vector<VkCommandBuffer> commandBuffers;
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Shader *computeShader = nullptr;
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std::vector<VkSemaphore> imageAvailableSemaphores;
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std::vector<VkSemaphore> renderFinishedSemaphores;
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std::vector<VkFence> inFlightFences;
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