Remove separate presentation/graphics command buffers
Now there is just one primary command buffer where all work is enqueued into. At the end of the frame, the next frame's CPU-side fence is waited on before resetting and beginning its command buffer again for recording. This command buffer must always be in the RECORDING state.
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@@ -43,14 +43,13 @@ class RendererVK final : public Renderer {
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// Frame-buffering data
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// Each vector is `frameBufferingCount` in size
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std::vector<vk::UniqueCommandBuffer> framePresentCommandBuffers = {};
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std::vector<vk::UniqueSemaphore> swapImageFreeSemaphore = {};
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std::vector<vk::UniqueSemaphore> renderFinishedSemaphore = {};
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std::vector<vk::UniqueFence> frameFinishedFences = {};
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std::vector<std::vector<vk::UniqueFramebuffer>> frameFramebuffers = {};
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std::vector<vk::UniqueCommandBuffer> frameGraphicsCommandBuffers = {};
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std::vector<vk::UniqueCommandBuffer> frameCommandBuffers = {};
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const vk::CommandBuffer& getCurrentCommandBuffer() const { return frameGraphicsCommandBuffers[frameBufferingIndex].get(); }
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const vk::CommandBuffer& getCurrentCommandBuffer() const { return frameCommandBuffers[frameBufferingIndex].get(); }
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// Todo:
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// Use `{colourBuffer,depthBuffer}Loc` to maintain an std::map-cache of framebuffers
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