Implementing basic asset serialization
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@@ -501,7 +501,7 @@ void Graphics::createDevice(GraphicsInitializer initializer)
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numQueuesForFamily++;
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}
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}
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if ((currProps.queueFlags & VK_QUEUE_COMPUTE_BIT) == VK_QUEUE_COMPUTE_BIT)
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if (currProps.queueFlags & VK_QUEUE_COMPUTE_BIT)
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{
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if (computeQueueInfo.familyIndex == -1)
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{
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@@ -526,7 +526,7 @@ void Graphics::createDevice(GraphicsInitializer initializer)
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}
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}
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}
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if ((currProps.queueFlags & VK_QUEUE_TRANSFER_BIT) == VK_QUEUE_TRANSFER_BIT)
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if (currProps.queueFlags & VK_QUEUE_TRANSFER_BIT)
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{
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if (transferQueueInfo.familyIndex == -1)
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{
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@@ -587,6 +587,7 @@ void Graphics::createDevice(GraphicsInitializer initializer)
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deviceInfo.ppEnabledExtensionNames = initializer.deviceExtensions.data();
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deviceInfo.enabledLayerCount = (uint32_t)initializer.layers.size();
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deviceInfo.ppEnabledLayerNames = initializer.layers.data();
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deviceInfo.pEnabledFeatures = &features;
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VK_CHECK(vkCreateDevice(physicalDevice, &deviceInfo, nullptr, &handle));
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std::cout << "Vulkan handle: " << handle << std::endl;
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