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Implement a way to run non-graphics passes with command executor
These commands will end the current renderpass and run on their own, this is useful for compute, blits etc.
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@ -58,6 +58,17 @@ namespace skyline::gpu::interconnect {
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nodes.emplace_back(std::in_place_type_t<node::NextSubpassFunctionNode>(), std::forward<std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &, vk::RenderPass, u32)>>(function));
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}
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void CommandExecutor::AddNonGraphicsPass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function) {
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// End render pass
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if (renderPass) {
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nodes.emplace_back(std::in_place_type_t<node::RenderPassEndNode>());
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renderPass = nullptr;
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subpassCount = 0;
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}
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nodes.emplace_back(std::in_place_type_t<node::FunctionNode>(), std::forward<decltype(function)>(function));
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}
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void CommandExecutor::AddClearColorSubpass(TextureView *attachment, const vk::ClearColorValue &value) {
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bool newRenderPass{CreateRenderPass(vk::Rect2D{
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.extent = attachment->texture->dimensions,
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@ -73,6 +73,11 @@ namespace skyline::gpu::interconnect {
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*/
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void AddClearDepthStencilSubpass(TextureView *attachment, const vk::ClearDepthStencilValue &value);
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/**
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* @brief Adds a non graphics pass that can be used to execute arbitrary commands outside of a render pass
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*/
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void AddNonGraphicsPass(std::function<void(vk::raii::CommandBuffer &, const std::shared_ptr<FenceCycle> &, GPU &)> &&function);
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/**
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* @brief Execute all the nodes and submit the resulting command buffer to the GPU
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*/
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