VulkanRenderer: Improve transient command buffer usage
Allocate and reuse them between frames, by resetting the command pool
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@@ -22,6 +22,7 @@ namespace Nz::Vk
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public:
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inline CommandBuffer();
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inline CommandBuffer(CommandPool& pool, VkCommandBuffer handle);
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CommandBuffer(const CommandBuffer&) = delete;
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inline CommandBuffer(CommandBuffer&& commandBuffer) noexcept;
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~CommandBuffer() = default;
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@@ -111,8 +112,6 @@ namespace Nz::Vk
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inline operator VkCommandBuffer() const;
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private:
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inline CommandBuffer(CommandPool& pool, VkCommandBuffer handle);
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CommandPool* m_pool;
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VkCommandBuffer m_handle;
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VkResult m_lastErrorCode;
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@@ -32,7 +32,7 @@ namespace Nz
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using DeviceObject::Create;
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inline bool Create(Device& device, UInt32 queueFamilyIndex, VkCommandPoolCreateFlags flags = 0, const VkAllocationCallbacks* allocator = nullptr);
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inline bool Reset(VkCommandPoolResetFlags flags);
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inline bool Reset(VkCommandPoolResetFlags flags = 0);
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CommandPool& operator=(const CommandPool&) = delete;
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CommandPool& operator=(CommandPool&&) = delete;
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