Vulkan: Implement InputState
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3a11684e05
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2bd6143061
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@ -297,6 +297,8 @@ if (NXT_ENABLE_VULKAN)
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${VULKAN_DIR}/CommandBufferVk.h
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${VULKAN_DIR}/CommandBufferVk.h
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${VULKAN_DIR}/FencedDeleter.cpp
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${VULKAN_DIR}/FencedDeleter.cpp
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${VULKAN_DIR}/FencedDeleter.h
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${VULKAN_DIR}/FencedDeleter.h
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${VULKAN_DIR}/InputStateVk.cpp
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${VULKAN_DIR}/InputStateVk.h
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${VULKAN_DIR}/MemoryAllocator.cpp
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${VULKAN_DIR}/MemoryAllocator.cpp
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${VULKAN_DIR}/MemoryAllocator.h
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${VULKAN_DIR}/MemoryAllocator.h
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${VULKAN_DIR}/PipelineLayoutVk.cpp
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${VULKAN_DIR}/PipelineLayoutVk.cpp
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@ -14,6 +14,7 @@
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#include "backend/vulkan/BufferVk.h"
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#include "backend/vulkan/BufferVk.h"
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#include "backend/vulkan/CommandBufferVk.h"
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#include "backend/vulkan/CommandBufferVk.h"
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#include "backend/vulkan/InputStateVk.h"
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#include "backend/vulkan/PipelineLayoutVk.h"
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#include "backend/vulkan/PipelineLayoutVk.h"
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#include "backend/vulkan/RenderPassVk.h"
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#include "backend/vulkan/RenderPassVk.h"
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#include "backend/vulkan/TextureVk.h"
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#include "backend/vulkan/TextureVk.h"
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@ -0,0 +1,93 @@
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// Copyright 2018 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "backend/vulkan/InputStateVk.h"
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#include "common/BitSetIterator.h"
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namespace backend { namespace vulkan {
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namespace {
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VkVertexInputRate VulkanInputRate(nxt::InputStepMode stepMode) {
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switch (stepMode) {
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case nxt::InputStepMode::Vertex:
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return VK_VERTEX_INPUT_RATE_VERTEX;
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case nxt::InputStepMode::Instance:
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return VK_VERTEX_INPUT_RATE_INSTANCE;
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default:
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UNREACHABLE();
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}
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}
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VkFormat VulkanVertexFormat(nxt::VertexFormat format) {
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switch (format) {
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case nxt::VertexFormat::FloatR32G32B32A32:
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return VK_FORMAT_R32G32B32A32_SFLOAT;
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case nxt::VertexFormat::FloatR32G32B32:
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return VK_FORMAT_R32G32B32_SFLOAT;
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case nxt::VertexFormat::FloatR32G32:
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return VK_FORMAT_R32G32_SFLOAT;
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case nxt::VertexFormat::FloatR32:
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return VK_FORMAT_R32_SFLOAT;
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default:
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UNREACHABLE();
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}
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}
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} // anonymous namespace
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InputState::InputState(InputStateBuilder* builder) : InputStateBase(builder) {
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// Fill in the "binding info" that will be chained in the create info
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uint32_t bindingCount = 0;
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for (uint32_t i : IterateBitSet(GetInputsSetMask())) {
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const auto& bindingInfo = GetInput(i);
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auto& bindingDesc = mBindings[bindingCount];
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bindingDesc.binding = i;
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bindingDesc.stride = bindingInfo.stride;
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bindingDesc.inputRate = VulkanInputRate(bindingInfo.stepMode);
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bindingCount++;
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}
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// Fill in the "attribute info" that will be chained in the create info
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uint32_t attributeCount = 0;
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for (uint32_t i : IterateBitSet(GetAttributesSetMask())) {
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const auto& attributeInfo = GetAttribute(i);
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auto& attributeDesc = mAttributes[attributeCount];
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attributeDesc.location = i;
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attributeDesc.binding = attributeInfo.bindingSlot;
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attributeDesc.format = VulkanVertexFormat(attributeInfo.format);
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attributeDesc.offset = attributeInfo.offset;
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attributeCount++;
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}
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// Build the create info
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mCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO;
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mCreateInfo.pNext = nullptr;
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mCreateInfo.flags = 0;
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mCreateInfo.vertexBindingDescriptionCount = bindingCount;
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mCreateInfo.pVertexBindingDescriptions = mBindings.data();
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mCreateInfo.vertexAttributeDescriptionCount = attributeCount;
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mCreateInfo.pVertexAttributeDescriptions = mAttributes.data();
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}
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const VkPipelineVertexInputStateCreateInfo* InputState::GetCreateInfo() const {
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return &mCreateInfo;
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}
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}} // namespace backend::vulkan
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@ -0,0 +1,41 @@
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// Copyright 2018 The NXT Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#ifndef BACKEND_VULKAN_INPUTSTATE_H_
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#define BACKEND_VULKAN_INPUTSTATE_H_
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#include "backend/InputState.h"
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#include "backend/vulkan/vulkan_platform.h"
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namespace backend { namespace vulkan {
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class Device;
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// Pre-computes the input state configuration to give to a graphics pipeline create info.
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class InputState : public InputStateBase {
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public:
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InputState(InputStateBuilder* builder);
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const VkPipelineVertexInputStateCreateInfo* GetCreateInfo() const;
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private:
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VkPipelineVertexInputStateCreateInfo mCreateInfo;
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std::array<VkVertexInputBindingDescription, kMaxVertexInputs> mBindings;
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std::array<VkVertexInputAttributeDescription, kMaxVertexAttributes> mAttributes;
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};
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}} // namespace backend::vulkan
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#endif // BACKEND_VULKAN_INPUTSTATE_H_
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@ -19,6 +19,7 @@
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#include "backend/vulkan/BufferVk.h"
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#include "backend/vulkan/BufferVk.h"
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#include "backend/vulkan/CommandBufferVk.h"
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#include "backend/vulkan/CommandBufferVk.h"
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#include "backend/vulkan/FencedDeleter.h"
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#include "backend/vulkan/FencedDeleter.h"
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#include "backend/vulkan/InputStateVk.h"
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#include "backend/vulkan/PipelineLayoutVk.h"
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#include "backend/vulkan/PipelineLayoutVk.h"
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#include "backend/vulkan/RenderPassVk.h"
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#include "backend/vulkan/RenderPassVk.h"
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#include "backend/vulkan/TextureVk.h"
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#include "backend/vulkan/TextureVk.h"
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@ -24,7 +24,6 @@
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#include "backend/DepthStencilState.h"
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#include "backend/DepthStencilState.h"
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#include "backend/Device.h"
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#include "backend/Device.h"
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#include "backend/Framebuffer.h"
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#include "backend/Framebuffer.h"
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#include "backend/InputState.h"
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#include "backend/Queue.h"
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#include "backend/Queue.h"
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#include "backend/RenderPipeline.h"
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#include "backend/RenderPipeline.h"
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#include "backend/Sampler.h"
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#include "backend/Sampler.h"
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@ -51,7 +50,7 @@ namespace backend { namespace vulkan {
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using DepthStencilState = DepthStencilStateBase;
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using DepthStencilState = DepthStencilStateBase;
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class Device;
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class Device;
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using Framebuffer = FramebufferBase;
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using Framebuffer = FramebufferBase;
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using InputState = InputStateBase;
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class InputState;
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class PipelineLayout;
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class PipelineLayout;
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class Queue;
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class Queue;
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class RenderPass;
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class RenderPass;
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