OpenGL: Implement commands buffers
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@@ -8,21 +8,6 @@
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namespace Nz
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{
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inline OpenGLCommandPool::OpenGLCommandPool(Vk::Device& device, QueueType queueType)
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{
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UInt32 queueFamilyIndex = device.GetDefaultFamilyIndex(queueType);
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if (queueFamilyIndex == Vk::Device::InvalidQueue)
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throw std::runtime_error("QueueType " + std::to_string(UnderlyingCast(queueType)) + " is not supported");
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if (!m_commandPool.Create(device, queueFamilyIndex))
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throw std::runtime_error("Failed to create command pool: " + TranslateOpenGLError(m_commandPool.GetLastErrorCode()));
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}
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inline OpenGLCommandPool::OpenGLCommandPool(Vk::Device& device, UInt32 queueFamilyIndex)
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{
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if (!m_commandPool.Create(device, queueFamilyIndex))
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throw std::runtime_error("Failed to create command pool: " + TranslateOpenGLError(m_commandPool.GetLastErrorCode()));
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}
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}
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#include <Nazara/OpenGLRenderer/DebugOff.hpp>
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