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Vulkan-Samples/framework/resource_replay.h
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2025-09-04 10:54:47 +08:00

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/* Copyright (c) 2019, Arm Limited and Contributors
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#pragma once
#include "resource_record.h"
namespace vkb
{
class ResourceCache;
/**
* @brief Reads Vulkan objects from a memory stream and creates them in the resource cache.
*/
class ResourceReplay
{
public:
ResourceReplay();
void play(ResourceCache &resource_cache, ResourceRecord &recorder);
protected:
void create_shader_module(ResourceCache &resource_cache, std::istringstream &stream);
void create_pipeline_layout(ResourceCache &resource_cache, std::istringstream &stream);
void create_render_pass(ResourceCache &resource_cache, std::istringstream &stream);
void create_graphics_pipeline(ResourceCache &resource_cache, std::istringstream &stream);
private:
using ResourceFunc = std::function<void(ResourceCache &, std::istringstream &)>;
std::unordered_map<ResourceType, ResourceFunc> stream_resources;
std::vector<ShaderModule *> shader_modules;
std::vector<PipelineLayout *> pipeline_layouts;
std::vector<const RenderPass *> render_passes;
std::vector<const GraphicsPipeline *> graphics_pipelines;
};
} // namespace vkb