Trying to fix memory usage, made it worse and nothing works
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@@ -24,7 +24,7 @@ class VertexBuffer : public Buffer {
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// Size of one vertex in bytes
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constexpr uint32 getVertexSize() const { return vertexSize; }
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virtual void updateRegion(DataSource update) = 0;
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virtual void updateRegion(uint64 offset, uint64 size, void* data) = 0;
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virtual void download(Array<uint8>& buffer) = 0;
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protected:
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@@ -63,7 +63,7 @@ class UniformBuffer : public Buffer {
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virtual ~UniformBuffer();
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virtual void rotateBuffer(uint64 size) = 0;
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virtual void updateContents(const DataSource& sourceData) = 0;
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virtual void updateContents(uint64 offset, uint64 size, void* data) = 0;
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protected:
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// Inherited via QueueOwnedResource
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@@ -76,9 +76,11 @@ class ShaderBuffer : public Buffer {
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public:
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ShaderBuffer(QueueFamilyMapping mapping, const ShaderBufferCreateInfo& createInfo);
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virtual ~ShaderBuffer();
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virtual void readContents(Array<uint8>& data) = 0;
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virtual void readContents(uint64 offset, uint64 size, void* data) = 0;
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virtual void rotateBuffer(uint64 size, bool preserveContents = false) = 0;
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virtual void updateContents(const ShaderBufferCreateInfo& sourceData) = 0;
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virtual void updateContents(uint64 offset, uint64 size, void* data) = 0;
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virtual void* map() = 0;
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virtual void unmap() = 0;
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constexpr uint32 getNumElements() const { return numElements; }
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virtual void clear() = 0;
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