cleanup and refactoring
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2302158928
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1285 changed files with 757994 additions and 8 deletions
79
raytracer/nvpro_core/nvvkhl/alloc_vma.hpp
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79
raytracer/nvpro_core/nvvkhl/alloc_vma.hpp
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/*
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* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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* SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION
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* SPDX-License-Identifier: Apache-2.0
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*/
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#pragma once
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#include <memory>
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#include "vk_mem_alloc.h"
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#include "nvvk/resourceallocator_vk.hpp"
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#include "nvvk/context_vk.hpp"
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#include "nvvk/memallocator_vma_vk.hpp"
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namespace nvvkhl {
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/** @DOC_START
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# class nvvkhl::AllocVma
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> This class is an element of the application that is responsible for the resource allocation. It is using the `VMA` library to allocate buffers, images and acceleration structures.
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This allocator uses VMA (Vulkan Memory Allocator) to allocate buffers, images and acceleration structures. It is using the `nvvk::ResourceAllocator` to manage the allocation and deallocation of the resources.
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@DOC_END */
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class AllocVma : public nvvk::ResourceAllocator
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{
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public:
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explicit AllocVma(const nvvk::Context* context)
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{
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VmaAllocatorCreateInfo allocator_info = {};
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allocator_info.physicalDevice = context->m_physicalDevice;
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allocator_info.device = context->m_device;
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allocator_info.instance = context->m_instance;
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allocator_info.flags = VMA_ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT;
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init(allocator_info);
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}
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explicit AllocVma(const VmaAllocatorCreateInfo& allocatorInfo) { init(allocatorInfo); }
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~AllocVma() override { deinit(); }
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// Use the following to trace
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// #define VMA_DEBUG_LOG(format, ...) do { printf(format, __VA_ARGS__); printf("\n"); } while(false)
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void findLeak(uint64_t leak) { m_vma->findLeak(leak); }
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VmaAllocator vma() { return m_vmaAlloc; }
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private:
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void init(const VmaAllocatorCreateInfo& allocatorInfo)
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{
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vmaCreateAllocator(&allocatorInfo, &m_vmaAlloc);
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m_vma = std::make_unique<nvvk::VMAMemoryAllocator>(allocatorInfo.device, allocatorInfo.physicalDevice, m_vmaAlloc);
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nvvk::ResourceAllocator::init(allocatorInfo.device, allocatorInfo.physicalDevice, m_vma.get());
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}
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void deinit()
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{
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releaseStaging();
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vmaDestroyAllocator(m_vmaAlloc);
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m_vmaAlloc = nullptr;
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m_vma->deinit();
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nvvk::ResourceAllocator::deinit();
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}
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std::unique_ptr<nvvk::VMAMemoryAllocator> m_vma; // The memory allocator
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VmaAllocator m_vmaAlloc{};
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};
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} // namespace nvvkhl
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