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Ring buffer tex display descriptor sets, so multiple images can be drawn
* Otherwise the UpdateDescriptorSet for the second render overwrites the descriptor for the first render without a sync&flush in between.
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@@ -91,10 +91,17 @@ class VulkanDebugManager
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VkDescriptorSetLayout m_TexDisplayDescSetLayout;
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VkPipelineLayout m_TexDisplayPipeLayout;
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VkDescriptorSet m_TexDisplayDescSet;
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VkDescriptorSet m_TexDisplayDescSet[16]; // ring buffered to allow multiple texture renders between flushes
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uint32_t m_TexDisplayNextSet;
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VkPipeline m_TexDisplayPipeline, m_TexDisplayBlendPipeline;
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GPUBuffer m_TexDisplayUBO;
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VkDescriptorSet GetTexDisplayDescSet()
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{
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m_TexDisplayNextSet = (m_TexDisplayNextSet+1)%ARRAY_COUNT(m_TexDisplayDescSet);
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return m_TexDisplayDescSet[m_TexDisplayNextSet];
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}
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VkDeviceMemory m_PickPixelImageMem;
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VkImage m_PickPixelImage;
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VkImageView m_PickPixelImageView;
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