Allocate command buffers from pools

This commit is contained in:
Jérôme Leclercq
2020-08-27 18:31:26 +02:00
parent cbdac32f5f
commit 7c9dcdfbe4
18 changed files with 333 additions and 23 deletions

View File

@@ -3,6 +3,7 @@
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/OpenGLRenderer/OpenGLCommandBuffer.hpp>
#include <Nazara/OpenGLRenderer/OpenGLCommandPool.hpp>
#include <Nazara/OpenGLRenderer/OpenGLVaoCache.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/Context.hpp>
#include <Nazara/OpenGLRenderer/Wrapper/VertexArray.hpp>
@@ -139,4 +140,10 @@ namespace Nz
const GL::VertexArray& vao = context.GetVaoCache().Get(vaoSetup);
context.BindVertexArray(vao.GetObjectId(), true);
}
void OpenGLCommandBuffer::Release()
{
assert(m_owner);
m_owner->Release(*this);
}
}