Implementing basic asset serialization

This commit is contained in:
Dynamitos
2023-02-13 14:56:13 +01:00
parent 9e1e4076f0
commit 48fa098546
82 changed files with 1834 additions and 423 deletions
@@ -501,7 +501,7 @@ void Graphics::createDevice(GraphicsInitializer initializer)
numQueuesForFamily++;
}
}
if ((currProps.queueFlags & VK_QUEUE_COMPUTE_BIT) == VK_QUEUE_COMPUTE_BIT)
if (currProps.queueFlags & VK_QUEUE_COMPUTE_BIT)
{
if (computeQueueInfo.familyIndex == -1)
{
@@ -526,7 +526,7 @@ void Graphics::createDevice(GraphicsInitializer initializer)
}
}
}
if ((currProps.queueFlags & VK_QUEUE_TRANSFER_BIT) == VK_QUEUE_TRANSFER_BIT)
if (currProps.queueFlags & VK_QUEUE_TRANSFER_BIT)
{
if (transferQueueInfo.familyIndex == -1)
{
@@ -587,6 +587,7 @@ void Graphics::createDevice(GraphicsInitializer initializer)
deviceInfo.ppEnabledExtensionNames = initializer.deviceExtensions.data();
deviceInfo.enabledLayerCount = (uint32_t)initializer.layers.size();
deviceInfo.ppEnabledLayerNames = initializer.layers.data();
deviceInfo.pEnabledFeatures = &features;
VK_CHECK(vkCreateDevice(physicalDevice, &deviceInfo, nullptr, &handle));
std::cout << "Vulkan handle: " << handle << std::endl;