public OpenGLNoAllocCommandEntryList(OpenGLCommandList cl)
 {
     Parent        = cl;
     _memoryPool   = cl.Device.StagingMemoryPool;
     _currentBlock = EntryStorageBlock.New();
     _blocks.Add(_currentBlock);
 }
        private void FlushStagingBlocks()
        {
            StagingMemoryPool pool = _memoryPool;

            foreach (StagingBlock block in _stagingBlocks)
            {
                pool.Free(block);
            }

            _stagingBlocks.Clear();
        }