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vulkan: unify local uniform buffer
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@@ -316,7 +316,6 @@ public:
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void queueCleanUp(std::function<void()> cleanUp);
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void addReadbackCallback(std::function<void()> callback);
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void submitGpuCommands(SubmitMode, void *screenshotCallbackData = nullptr);
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const VkDeviceSize getMinUniformBufferOffsetAlignment() const;
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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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@@ -325,6 +324,7 @@ public:
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VkSampleCountFlagBits getMsaaCount(int requestedMsaa) const;
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void setVsync(int vsync);
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int getVsync() const;
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void mapLocalUniformData(void *data, size_t size, VkDescriptorBufferInfo &bufferInfo);
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uint32 getDeviceApiVersion() const { return deviceApiVersion; }
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@@ -444,6 +444,7 @@ private:
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VmaAllocator vmaAllocator = VK_NULL_HANDLE;
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StrongRef<love::graphics::Buffer> defaultConstantColor;
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StrongRef<love::graphics::Buffer> defaultConstantTexCoord;
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StrongRef<StreamBuffer> localUniformBuffer;
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// functions that need to be called to cleanup objects that were needed for rendering a frame.
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// We need a vector for each frame in flight.
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std::vector<std::vector<std::function<void()>>> cleanUpFunctions;
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