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Handle stale & unreferenced resource handles in descriptor sets
* It's possible to replay with descriptor set slots (and updates) referring to resources that don't exist at replay time, if those sets are never actually used in a queue that's submitted and the resource isn't referenced otherwise. For this reason we need to be able to skip initial contents or descriptor updates that refer to these unused resources.
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@@ -41,7 +41,7 @@ template<class T> class GetTypeName { public: static const char *Name(); };
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template<class C> class FriendMaker { public: typedef C Type; };
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// allocate each class in its own pool so we can identify the type by the pointer
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template<typename WrapType, int PoolCount = 8192, int MaxPoolByteSize = 1024*1024>
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template<typename WrapType, int PoolCount = 8192, int MaxPoolByteSize = 1024*1024, bool DebugClear = true>
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class WrappingPool
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{
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public:
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@@ -215,7 +215,8 @@ class WrappingPool
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allocated[idx] = false;
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#if !defined(RELEASE)
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memset(p, 0xfe, AllocByteSize);
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if(DebugClear)
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memset(p, 0xfe, AllocByteSize);
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#endif
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}
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