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Walk the shadow passes and the culled model groups on worker threads in the Vulkan renderer
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@@ -317,14 +317,14 @@ void update_buffer(command_stream *Commands, buffer const &Target, void const *D
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// readback
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bool readback_ring::create(allocator const &Allocator, VkDeviceSize const Size, std::uint32_t const Frames, std::string const &Name)
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bool readback_ring::create(allocator const &Allocator, VkDeviceSize const Size, std::uint32_t const Frames, std::string const &Name, bool const Shared)
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{
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m_size = Size;
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m_slots.clear();
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m_slots.resize(Frames);
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for (std::uint32_t i = 0; i < Frames; ++i)
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{
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if (false == m_slots[i].data.create(Allocator, Size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, memory_kind::readback, Name + " " + std::to_string(i)))
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if (false == m_slots[i].data.create(Allocator, Size, VK_BUFFER_USAGE_TRANSFER_DST_BIT, memory_kind::readback, Name + " " + std::to_string(i), Shared))
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{
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return false;
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}
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