Improving performance, but breaking vertex buffers
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@@ -190,8 +190,6 @@ class DescriptorSet
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{
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public:
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virtual ~DescriptorSet() {}
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virtual void beginFrame() = 0;
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virtual void endFrame() = 0;
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virtual void writeChanges() = 0;
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virtual void updateBuffer(uint32 binding, PUniformBuffer uniformBuffer) = 0;
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virtual void updateBuffer(uint32 binding, PStructuredBuffer structuredBuffer) = 0;
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@@ -481,6 +479,7 @@ class RenderCommand
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public:
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RenderCommand();
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virtual ~RenderCommand();
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virtual void begin() = 0;
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virtual void setViewport(Gfx::PViewport viewport) = 0;
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virtual void bindPipeline(Gfx::PGraphicsPipeline pipeline) = 0;
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virtual void bindDescriptor(Gfx::PDescriptorSet set) = 0;
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@@ -586,7 +585,7 @@ class SwapchainAttachment : public RenderTargetAttachment
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{
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public:
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SwapchainAttachment(PWindow owner,
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SeAttachmentLoadOp loadOp = SE_ATTACHMENT_LOAD_OP_LOAD,
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SeAttachmentLoadOp loadOp = SE_ATTACHMENT_LOAD_OP_CLEAR,
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SeAttachmentStoreOp storeOp = SE_ATTACHMENT_STORE_OP_STORE,
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SeAttachmentLoadOp stencilLoadOp = SE_ATTACHMENT_LOAD_OP_DONT_CARE,
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SeAttachmentStoreOp stencilStoreOp = SE_ATTACHMENT_STORE_OP_DONT_CARE)
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@@ -595,7 +594,7 @@ public:
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clear.color.float32[0] = 0.0f;
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clear.color.float32[1] = 0.0f;
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clear.color.float32[2] = 0.0f;
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clear.color.float32[3] = 0.0f;
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clear.color.float32[3] = 1.0f;
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componentFlags = SE_COLOR_COMPONENT_R_BIT | SE_COLOR_COMPONENT_G_BIT | SE_COLOR_COMPONENT_B_BIT | SE_COLOR_COMPONENT_A_BIT;
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}
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virtual PTexture2D getTexture() override
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