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vk_resource_manager: Make use of designated initializers where applicable
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@ -18,33 +18,32 @@ namespace {
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constexpr std::size_t COMMAND_BUFFER_POOL_SIZE = 0x1000;
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constexpr std::size_t FENCES_GROW_STEP = 0x40;
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VkFenceCreateInfo BuildFenceCreateInfo() {
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VkFenceCreateInfo fence_ci;
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fence_ci.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO;
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fence_ci.pNext = nullptr;
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fence_ci.flags = 0;
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return fence_ci;
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constexpr VkFenceCreateInfo BuildFenceCreateInfo() {
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return {
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.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO,
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.pNext = nullptr,
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.flags = 0,
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};
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}
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} // Anonymous namespace
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class CommandBufferPool final : public VKFencedPool {
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public:
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CommandBufferPool(const VKDevice& device)
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explicit CommandBufferPool(const VKDevice& device)
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: VKFencedPool(COMMAND_BUFFER_POOL_SIZE), device{device} {}
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void Allocate(std::size_t begin, std::size_t end) override {
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// Command buffers are going to be commited, recorded, executed every single usage cycle.
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// They are also going to be reseted when commited.
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VkCommandPoolCreateInfo command_pool_ci;
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command_pool_ci.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO;
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command_pool_ci.pNext = nullptr;
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command_pool_ci.flags =
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VK_COMMAND_POOL_CREATE_TRANSIENT_BIT | VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT;
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command_pool_ci.queueFamilyIndex = device.GetGraphicsFamily();
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Pool& pool = pools.emplace_back();
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pool.handle = device.GetLogical().CreateCommandPool(command_pool_ci);
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pool.handle = device.GetLogical().CreateCommandPool({
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.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
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.pNext = nullptr,
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.flags = VK_COMMAND_POOL_CREATE_TRANSIENT_BIT |
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VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT,
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.queueFamilyIndex = device.GetGraphicsFamily(),
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});
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pool.cmdbufs = pool.handle.Allocate(COMMAND_BUFFER_POOL_SIZE);
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}
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