VulkanRenderer: Improve transient command buffer usage

Allocate and reuse them between frames, by resetting the command pool
This commit is contained in:
SirLynix
2023-07-21 09:00:34 +02:00
parent ce2693114c
commit fbf4da3c4f
5 changed files with 25 additions and 32 deletions

View File

@@ -22,6 +22,7 @@ namespace Nz::Vk
public:
inline CommandBuffer();
inline CommandBuffer(CommandPool& pool, VkCommandBuffer handle);
CommandBuffer(const CommandBuffer&) = delete;
inline CommandBuffer(CommandBuffer&& commandBuffer) noexcept;
~CommandBuffer() = default;
@@ -111,8 +112,6 @@ namespace Nz::Vk
inline operator VkCommandBuffer() const;
private:
inline CommandBuffer(CommandPool& pool, VkCommandBuffer handle);
CommandPool* m_pool;
VkCommandBuffer m_handle;
VkResult m_lastErrorCode;

View File

@@ -32,7 +32,7 @@ namespace Nz
using DeviceObject::Create;
inline bool Create(Device& device, UInt32 queueFamilyIndex, VkCommandPoolCreateFlags flags = 0, const VkAllocationCallbacks* allocator = nullptr);
inline bool Reset(VkCommandPoolResetFlags flags);
inline bool Reset(VkCommandPoolResetFlags flags = 0);
CommandPool& operator=(const CommandPool&) = delete;
CommandPool& operator=(CommandPool&&) = delete;