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renderer_vulkan/wrapper: Add owning handles

This commit is contained in:
ReinUsesLisp 2020-03-27 02:57:47 -03:00
parent 7413b30923
commit 2694552b7f

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@ -503,4 +503,22 @@ private:
const DeviceDispatch* dld = nullptr;
};
using BufferView = Handle<VkBufferView, VkDevice, DeviceDispatch>;
using DebugCallback = Handle<VkDebugUtilsMessengerEXT, VkInstance, InstanceDispatch>;
using DescriptorSetLayout = Handle<VkDescriptorSetLayout, VkDevice, DeviceDispatch>;
using DescriptorUpdateTemplateKHR = Handle<VkDescriptorUpdateTemplateKHR, VkDevice, DeviceDispatch>;
using Framebuffer = Handle<VkFramebuffer, VkDevice, DeviceDispatch>;
using ImageView = Handle<VkImageView, VkDevice, DeviceDispatch>;
using Pipeline = Handle<VkPipeline, VkDevice, DeviceDispatch>;
using PipelineLayout = Handle<VkPipelineLayout, VkDevice, DeviceDispatch>;
using QueryPool = Handle<VkQueryPool, VkDevice, DeviceDispatch>;
using RenderPass = Handle<VkRenderPass, VkDevice, DeviceDispatch>;
using Sampler = Handle<VkSampler, VkDevice, DeviceDispatch>;
using Semaphore = Handle<VkSemaphore, VkDevice, DeviceDispatch>;
using ShaderModule = Handle<VkShaderModule, VkDevice, DeviceDispatch>;
using SurfaceKHR = Handle<VkSurfaceKHR, VkInstance, InstanceDispatch>;
using DescriptorSets = PoolAllocations<VkDescriptorSet, VkDescriptorPool>;
using CommandBuffers = PoolAllocations<VkCommandBuffer, VkCommandPool>;
} // namespace Vulkan::vk