Исправил неопределённое поведение и добавил агрессивные оптимизации для Release конфигурации
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@@ -15,6 +15,7 @@
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#include "Game/World/World.hpp"
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#include "../Game/Actors/Mesh/Mesh.hpp"
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#include "DeviceFunctions/DeviceFunctions.hpp"
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#include "Log/Log.hpp"
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RENDER_ENGINE_FACTORY_GENERATE(UwURenderEngine)
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@@ -31,7 +32,7 @@ void UwURenderEngine::create_uniform_buffers()
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uniform_buffers_[i] = DeviceFunctions::create_buffer(device_.get_native(), size, VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT, arr_indices);
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uniform_buffers_memory_[i] = DeviceFunctions::allocate_device_memory(physical_device_.get_native(), device_.get_native(), uniform_buffers_[i], VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
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vkBindBufferMemory(device_.get_native(), uniform_buffers_[i], uniform_buffers_memory_[i], 0);
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vkMapMemory(device_.get_native(), uniform_buffers_memory_[i], 0, size, 0, &uniform_buffers_mapped_[i]);
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}
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}
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