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Add notes about where we'd need to handle queue resource sharing
* This won't be handled until after 1.0 (since that's when we'll support multiple queue families, etc.
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@@ -44,6 +44,7 @@ In no particular order, features that are not planned until after 1.0.
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* Stepping inside vkCmdExecuteCommands
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* Support for replaying captures on a different machine to where they were captured
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* Shader debugging
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* Sharing resources between different queues, and ownership changing hands
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* Mesh output data after geometry and tessellation shaders
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* Vertex picking
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* Pixel history
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@@ -4032,7 +4032,7 @@ void Serialiser::Serialise(const char *name, VkSwapchainCreateInfoKHR &el)
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Serialise("preTransform", el.preTransform);
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Serialise("imageArraySize", el.imageArraySize);
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// VKTODOLOW: do we need sharingMode, queueFamilyCount, pQueueFamilyIndices?
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// SHARING: sharingMode, queueFamilyCount, pQueueFamilyIndices
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Serialise("presentMode", el.presentMode);
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@@ -30,6 +30,7 @@
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// MULTIDEVICE - parts of the code that will need to be updated to support
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// multiple devices or queues.
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// SHARING - as above, for handling resource sharing between queues
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#include "common/common.h"
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@@ -902,6 +902,8 @@ VkResult WrappedVulkan::vkCreateBuffer(
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VkBuffer* pBuffer)
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{
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VkResult ret = ObjDisp(device)->CreateBuffer(Unwrap(device), pCreateInfo, pBuffer);
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// SHARING: pCreateInfo sharingMode, queueFamilyCount, pQueueFamilyIndices
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if(ret == VK_SUCCESS)
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{
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@@ -1102,6 +1104,8 @@ VkResult WrappedVulkan::vkCreateImage(
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VkImage* pImage)
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{
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VkResult ret = ObjDisp(device)->CreateImage(Unwrap(device), pCreateInfo, pImage);
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// SHARING: pCreateInfo sharingMode, queueFamilyCount, pQueueFamilyIndices
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if(ret == VK_SUCCESS)
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{
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