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vulkan: use temporary pipeline cache
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@@ -316,6 +316,7 @@ private:
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int rateDeviceSuitability(VkPhysicalDevice device);
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QueueFamilyIndices findQueueFamilies(VkPhysicalDevice device);
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void createLogicalDevice();
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void createPipelineCache();
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void initVMA();
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void createSurface();
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bool checkDeviceExtensionSupport(VkPhysicalDevice device);
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@@ -393,6 +394,7 @@ private:
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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;
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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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