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Make functions private that should be private
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1 changed files with 6 additions and 8 deletions
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@ -200,16 +200,10 @@ public:
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VulkanRenderManager(VulkanContext *vulkan);
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~VulkanRenderManager();
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void ThreadFunc();
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void CompileThreadFunc();
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void DrainCompileQueue();
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// Makes sure that the GPU has caught up enough that we can start writing buffers of this frame again.
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void BeginFrame(bool enableProfiling, bool enableLogProfiler);
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// Can run on a different thread!
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void Finish();
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void Run(int frame);
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// Zaps queued up commands. Use if you know there's a risk you've queued up stuff that has already been deleted. Can happen during in-game shutdown.
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void Wipe();
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@ -468,13 +462,17 @@ public:
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private:
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void EndCurRenderStep();
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void ThreadFunc();
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void CompileThreadFunc();
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void DrainCompileQueue();
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void Run(int frame);
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void BeginSubmitFrame(int frame);
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void EndSubmitFrame(int frame);
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void EndSyncFrame(int frame);
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// Bad for performance but sometimes necessary for synchronous CPU readbacks (screenshots and whatnot).
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void FlushSync();
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void EndSyncFrame(int frame);
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void StopThread();
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FrameDataShared frameDataShared_;
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