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vulkan: modify descriptor set allocation
Setting the size of each descriptor pool to one was a hack introduced to make the code work on android. Changing the code to now allocate all descriptor sets at once should fix the previous crash. Not tested yet.
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@@ -12,6 +12,7 @@
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#include <memory>
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#include <iostream>
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#include <unordered_map>
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#include <queue>
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namespace love {
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@@ -88,7 +89,7 @@ private:
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// that gets dynamically increased if more memory is needed
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std::vector<std::vector<StreamBuffer*>> streamBuffers;
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std::vector<VkDescriptorPool> descriptorPools;
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uint32_t currentAllocatedDescriptorSets;
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std::queue<VkDescriptorSet> freeDescriptorSets;
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std::vector<std::vector<VkDescriptorSet>> descriptorSetsVector;
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std::vector<VkPipelineShaderStageCreateInfo> shaderStages;
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