text: // Copyright (c) 2017 Jackal Engine, MIT License.
  #pragma once
  
  
  #include "RenderDevice/VertexBuffer.hpp"
  #include "RenderDevice/RenderDeviceTypes.hpp"
  
  #include "VulkanConfigs.hpp"
  
  namespace jackal {
  
  
  // Depending on the user's wants, a vulkan buffer can be either on gpu
  // or cpu memory. gpu memory requires staging a buffer and submitting 
  // to the queue to transfer data to that buffer on the gpu. cpu memory
  // is slower, but more proficient with dynamic meshes, however gpu memory 
  // is probably better.
  class VulkanVertexBuffer : public VertexBuffer {
  public:
  
  private:
    VkBuffer mNativeBuffer;
    VkDeviceMemory mNativeBufferMemory;
  };
  } // jackal