overhauled physics engine
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@@ -363,7 +363,7 @@ VkAccessFlags UniformBuffer::getDestAccessMask()
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}
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StructuredBuffer::StructuredBuffer(PGraphics graphics, const StructuredBufferCreateInfo &resourceData)
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: Gfx::StructuredBuffer(graphics->getFamilyMapping(), resourceData.stride, resourceData.resourceData)
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: Gfx::StructuredBuffer(graphics->getFamilyMapping(), resourceData.stride, resourceData.resourceData.size / resourceData.stride, resourceData.resourceData)
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, Vulkan::ShaderBuffer(graphics, resourceData.resourceData.size, VK_BUFFER_USAGE_STORAGE_BUFFER_BIT, currentOwner, resourceData.bDynamic)
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{
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if (resourceData.resourceData.data != nullptr)
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@@ -380,6 +380,7 @@ StructuredBuffer::~StructuredBuffer()
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bool StructuredBuffer::updateContents(const BulkResourceData &resourceData)
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{
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assert(resourceData.size <= getSize());
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Gfx::StructuredBuffer::updateContents(resourceData);
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//We always want to update, as the contents could be different on the GPU
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void* data = lock();
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