Introduce structure constructors using ArrayProxyNoTemporaries
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@@ -55,8 +55,7 @@ int main( int /*argc*/, char ** /*argv*/ )
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vk::UniqueFence fence = device->createFenceUnique( vk::FenceCreateInfo() );
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vk::PipelineStageFlags waitDestinationStageMask( vk::PipelineStageFlagBits::eColorAttachmentOutput );
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vk::SubmitInfo submitInfo( 0, nullptr, &waitDestinationStageMask, 1, &commandBuffer.get() );
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vk::SubmitInfo submitInfo( {}, {}, *commandBuffer );
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graphicsQueue.submit( submitInfo, fence.get() );
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// Make sure timeout is long enough for a simple command buffer without waiting for an event
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@@ -90,7 +89,6 @@ int main( int /*argc*/, char ** /*argv*/ )
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// Note that stepping through this code in the debugger is a bad idea because the GPU can TDR waiting for the event.
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// Execute the code from vk::Queue::submit() through vk::Device::setEvent() without breakpoints
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waitDestinationStageMask = vk::PipelineStageFlagBits::eBottomOfPipe;
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graphicsQueue.submit( submitInfo, fence.get() );
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// We should timeout waiting for the fence because the GPU should be waiting on the event
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@@ -147,9 +145,9 @@ int main( int /*argc*/, char ** /*argv*/ )
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std::cout << "vk::SystemError: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( std::runtime_error & err )
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catch ( std::exception & err )
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{
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std::cout << "std::runtime_error: " << err.what() << std::endl;
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std::cout << "std::exception: " << err.what() << std::endl;
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exit( -1 );
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}
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catch ( ... )
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