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(); }