vk_resource_pool: Increase buffer descriptors
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@@ -129,8 +129,8 @@ void DescriptorPool::Allocate(std::size_t begin, std::size_t end) {
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// Choose a sane pool size good for most games
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// Choose a sane pool size good for most games
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static constexpr std::array<vk::DescriptorPoolSize, 5> pool_sizes = {{
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static constexpr std::array<vk::DescriptorPoolSize, 5> pool_sizes = {{
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{vk::DescriptorType::eUniformBufferDynamic, 8},
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{vk::DescriptorType::eUniformBufferDynamic, 32},
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{vk::DescriptorType::eUniformTexelBuffer, 8},
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{vk::DescriptorType::eUniformTexelBuffer, 32},
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{vk::DescriptorType::eCombinedImageSampler, 8192},
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{vk::DescriptorType::eCombinedImageSampler, 8192},
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{vk::DescriptorType::eSampledImage, 1024},
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{vk::DescriptorType::eSampledImage, 1024},
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{vk::DescriptorType::eStorageImage, 1024},
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{vk::DescriptorType::eStorageImage, 1024},
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@@ -153,9 +153,6 @@ void TextureRuntime::Clear() {
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scheduler.Finish();
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scheduler.Finish();
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VmaAllocator allocator = instance.GetAllocator();
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VmaAllocator allocator = instance.GetAllocator();
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vk::Device device = instance.GetDevice();
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device.waitIdle();
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renderpass_cache.ClearFramebuffers();
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renderpass_cache.ClearFramebuffers();
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for (const auto& [key, alloc] : texture_recycler) {
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for (const auto& [key, alloc] : texture_recycler) {
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vmaDestroyImage(allocator, alloc.image, alloc.allocation);
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vmaDestroyImage(allocator, alloc.image, alloc.allocation);
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