OpenGL: Implement commands buffers

This commit is contained in:
Lynix
2020-05-11 14:12:13 +02:00
parent fe5b70ae1c
commit 6a23d51147
19 changed files with 621 additions and 162 deletions

View File

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