renderer_vulkan/wrapper: Add owning handles
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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 | ||||
|   | ||||
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