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now we have UBOs/GLSL450 we can use the same shaders for every backend
[demo]
/
src
/
vulkan
/
allocator.h
diff --git
a/src/vulkan/allocator.h
b/src/vulkan/allocator.h
index
83ccee9
..
4f4fd53
100644
(file)
--- a/
src/vulkan/allocator.h
+++ b/
src/vulkan/allocator.h
@@
-12,7
+12,6
@@
struct DevMemBlock {
bool vku_allocate(int size, DevMemBlock *block);
void vku_free(VkDeviceMemory gpu_memory);
bool vku_allocate(int size, DevMemBlock *block);
void vku_free(VkDeviceMemory gpu_memory);
-bool vku_map_memory(VkDeviceMemory gpu_mem, int size, void *data);
-void vku_unmap_memory(VkDeviceMemory gpu_mem);
+bool vku_write_memory(VkDeviceMemory gpu_mem, int size, void *data);
#endif // ALLOCATOR_H_
#endif // ALLOCATOR_H_