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Walk the shadow passes and the culled model groups on worker threads in the Vulkan renderer
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@@ -188,6 +188,12 @@ class local_shadows
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// the timing of the drawing of the maps of the headlights in this frame
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void headlights_timer_begin();
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void headlights_timer_end();
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// the draws of the maps of lamps and of headlights the walkers of the vulkan renderer made in the frame (M2), counted once they're done
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void add_drawcalls(std::uint32_t const Lamps, std::uint32_t const Headlights)
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{
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m_lampsdrawcalls += Lamps;
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m_headlightsdrawcalls += Headlights;
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}
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// the slot of the headlights with their map ready in this frame, -1 if there is none
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int headlight_map(TDynamicObject const *Owner, int const Index) const;
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// the headlight_shadow_params of the map of the slot, see gl::scene_ubs
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