Allocate command buffers from pools
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@@ -9,19 +9,36 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Renderer/Config.hpp>
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#include <memory>
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namespace Nz
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{
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class CommandBuffer;
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class CommandBufferDeleter;
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using CommandBufferPtr = std::unique_ptr<CommandBuffer, CommandBufferDeleter>;
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class NAZARA_RENDERER_API CommandBuffer
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{
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friend CommandBufferDeleter;
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public:
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CommandBuffer() = default;
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CommandBuffer(const CommandBuffer&) = delete;
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CommandBuffer(CommandBuffer&&) = default;
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CommandBuffer(CommandBuffer&&) = delete;
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virtual ~CommandBuffer();
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CommandBuffer& operator=(const CommandBuffer&) = delete;
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CommandBuffer& operator=(CommandBuffer&&) = default;
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CommandBuffer& operator=(CommandBuffer&&) = delete;
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protected:
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virtual void Release() = 0;
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};
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class CommandBufferDeleter
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{
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public:
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inline void operator()(CommandBuffer* commandBuffer);
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};
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}
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@@ -7,6 +7,10 @@
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namespace Nz
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{
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inline void CommandBufferDeleter::operator()(CommandBuffer* commandBuffer)
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{
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commandBuffer->Release();
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}
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}
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#include <Nazara/Renderer/DebugOff.hpp>
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@@ -9,12 +9,11 @@
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#include <Nazara/Prerequisites.hpp>
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#include <Nazara/Renderer/Config.hpp>
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#include <Nazara/Renderer/CommandBuffer.hpp>
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#include <functional>
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#include <memory> //< temporary
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namespace Nz
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{
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class CommandBuffer;
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class CommandBufferBuilder;
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class NAZARA_RENDERER_API CommandPool
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@@ -25,7 +24,7 @@ namespace Nz
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CommandPool(CommandPool&&) = default;
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virtual ~CommandPool();
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virtual std::unique_ptr<CommandBuffer> BuildCommandBuffer(const std::function<void(CommandBufferBuilder& builder)>& callback) = 0;
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virtual CommandBufferPtr BuildCommandBuffer(const std::function<void(CommandBufferBuilder& builder)>& callback) = 0;
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CommandPool& operator=(const CommandPool&) = delete;
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CommandPool& operator=(CommandPool&&) = default;
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@@ -30,10 +30,15 @@ namespace Nz
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struct Binding;
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ShaderBinding() = default;
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ShaderBinding(const ShaderBinding&) = delete;
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ShaderBinding(ShaderBinding&&) = delete;
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virtual ~ShaderBinding();
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virtual void Update(std::initializer_list<Binding> bindings) = 0;
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ShaderBinding& operator=(const ShaderBinding&) = delete;
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ShaderBinding& operator=(ShaderBinding&&) = delete;
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struct TextureBinding
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{
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Texture* texture;
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@@ -55,9 +60,6 @@ namespace Nz
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protected:
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virtual void Release() = 0;
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ShaderBinding(const ShaderBinding&) = delete;
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ShaderBinding(ShaderBinding&&) = default;
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};
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class ShaderBindingDeleter
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