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Walk the shadow passes and the culled model groups on worker threads in the Vulkan renderer
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@@ -122,7 +122,8 @@ void update_buffer(command_stream *Commands, buffer const &Target, void const *D
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class readback_ring
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{
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public:
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bool create(allocator const &Allocator, VkDeviceSize Size, std::uint32_t Frames, std::string const &Name);
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// Shared: copied to by the queues of the families the allocator shares between (the async compute of M6)
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bool create(allocator const &Allocator, VkDeviceSize Size, std::uint32_t Frames, std::string const &Name, bool Shared = false);
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void destroy();
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// the copy of Size bytes (at most the size of the ring) of Source from Offset, in the frame of the slot, done by the gpu once
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// it reaches Value of the timeline
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