Add and make use of Vulkan Memory Allocator
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@@ -27,15 +27,15 @@ namespace Nz
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RenderBuffer(RenderBuffer&&) = default;
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~RenderBuffer() = default;
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bool Fill(const void* data, UInt32 offset, UInt32 size) override final;
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bool Fill(const void* data, UInt32 offset, UInt32 size) final;
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bool Initialize(UInt32 size, BufferUsageFlags usage) override;
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AbstractBuffer* GetHardwareBuffer(RenderDevice* device);
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DataStorage GetStorage() const override;
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void* Map(BufferAccess access, UInt32 offset = 0, UInt32 size = 0) override final;
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bool Unmap() override final;
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void* Map(BufferAccess access, UInt32 offset = 0, UInt32 size = 0) final;
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bool Unmap() final;
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RenderBuffer& operator=(const RenderBuffer&) = delete;
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RenderBuffer& operator=(RenderBuffer&&) = default;
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@@ -44,6 +44,10 @@ namespace Nz
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bool Synchronize(RenderDevice* device);
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private:
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struct HardwareBuffer;
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HardwareBuffer* GetHardwareBufferData(RenderDevice* device);
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struct HardwareBuffer
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{
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std::unique_ptr<AbstractBuffer> buffer;
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