reworking command buffers, adding soft compute routines
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@@ -50,6 +50,10 @@ pub const VkError = error{
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IncompatibleShaderBinaryExt,
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PipelineBinaryMissingKhr,
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NotEnoughSpaceKhr,
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// ====== Internal errors
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InvalidHandleDrv,
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InvalidPipelineDrv,
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InvalidDeviceMemoryDrv,
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};
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pub inline fn errorLogger(err: VkError) void {
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@@ -80,7 +84,6 @@ pub inline fn toVkResult(err: VkError) vk.Result {
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VkError.TooManyObjects => .error_too_many_objects,
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VkError.FormatNotSupported => .error_format_not_supported,
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VkError.FragmentedPool => .error_fragmented_pool,
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VkError.Unknown => .error_unknown,
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VkError.ValidationFailed => .error_validation_failed,
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VkError.OutOfPoolMemory => .error_out_of_pool_memory,
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VkError.InvalidExternalHandle => .error_invalid_external_handle,
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@@ -111,5 +114,7 @@ pub inline fn toVkResult(err: VkError) vk.Result {
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VkError.IncompatibleShaderBinaryExt => .incompatible_shader_binary_ext,
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VkError.PipelineBinaryMissingKhr => .pipeline_binary_missing_khr,
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VkError.NotEnoughSpaceKhr => .error_not_enough_space_khr,
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VkError.InvalidHandleDrv => .error_validation_failed,
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else => .error_unknown,
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};
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}
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