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Vulkan implementation does not free any objects #47

@MuffinTastic

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@MuffinTastic

This won't cause us problems in our little test scene, but as soon as we have dynamic scenes that are even remotely complex/detailed I have a good feeling it's gonna eat up RAM/VRAM and fast. I tried to hunt down all of the allocations, deleting the objects owned by the render context and implementing VulkanObject::Delete() on all the object classes, but some seem to elude me, as when I call vmaDestroyAllocator( m_allocator ) after freeing everything I could find, I get this

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