I can now render meshes !
Former-commit-id: 5f292c0f81730f8fa26d7c930130671da6c8a26d [formerly 2145d599592770fe9a6cf65c46e10400417c4726] Former-commit-id: c0740828e97fcb2a704d55f9d769a371f8d6a4d3
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@@ -19,21 +19,29 @@ namespace Nz
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friend DeviceObject;
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public:
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DeviceMemory() = default;
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DeviceMemory();
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DeviceMemory(const DeviceMemory&) = delete;
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DeviceMemory(DeviceMemory&&) = default;
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DeviceMemory(DeviceMemory&& memory);
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~DeviceMemory() = default;
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using DeviceObject::Create;
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inline bool Create(const DeviceHandle& device, VkDeviceSize size, UInt32 memoryType, const VkAllocationCallbacks* allocator = nullptr);
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inline bool Create(const DeviceHandle& device, VkDeviceSize size, UInt32 typeBits, VkFlags properties, const VkAllocationCallbacks* allocator = nullptr);
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inline void* GetMappedPointer();
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inline bool Map(VkDeviceSize offset, VkDeviceSize size, VkMemoryMapFlags flags = 0);
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inline void Unmap();
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DeviceMemory& operator=(const DeviceMemory&) = delete;
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DeviceMemory& operator=(DeviceMemory&&) = delete;
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private:
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static inline VkResult CreateHelper(const DeviceHandle& device, const VkMemoryAllocateInfo* allocInfo, const VkAllocationCallbacks* allocator, VkDeviceMemory* handle);
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static inline void DestroyHelper(const DeviceHandle& device, VkDeviceMemory handle, const VkAllocationCallbacks* allocator);
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void* m_mappedPtr;
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};
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}
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}
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