PF_GetCurrentState from PF_ParamUtilSuite3 can be utilized to get a pretty coherent "hash" of an input layer. With this, the uploaded contents of a "texture" derived from a PF_EffectWorld can be identified to have been uploaded already to the GPU and can be re-used.
A PF_State may be added to the current sequence-cache allowing cases such as a still-image input layer to only have to be uploaded to the GPU once and re-used much quicker.
https://github.com/Wunkolo/Vulkanator/blob/9e38576270dafd9695b5bd6c4def9d64687e0ad0/include/Vulkanator.hpp#L91-L116
Additional testing may have to be done depending on the coherency of the PF_State such as changes in extents, quality, bit-depth, etc.
PF_GetCurrentState
fromPF_ParamUtilSuite3
can be utilized to get a pretty coherent "hash" of an input layer. With this, the uploaded contents of a "texture" derived from aPF_EffectWorld
can be identified to have been uploaded already to the GPU and can be re-used. APF_State
may be added to the current sequence-cache allowing cases such as a still-image input layer to only have to be uploaded to the GPU once and re-used much quicker. https://github.com/Wunkolo/Vulkanator/blob/9e38576270dafd9695b5bd6c4def9d64687e0ad0/include/Vulkanator.hpp#L91-L116Additional testing may have to be done depending on the coherency of the
PF_State
such as changes in extents, quality, bit-depth, etc.