Updates in documentation.
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@ -932,7 +932,7 @@ solutions are possible:
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You should take some measurements to decide which option is faster in case of your specific
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resource.
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If you don't want to specialize your code for specific types of GPUs, yon can still make
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If you don't want to specialize your code for specific types of GPUs, you can still make
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an simple optimization for cases when your resource ends up in mappable memory to use it
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directly in this case instead of creating CPU-side staging copy.
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For details see [Finding out if memory is mappable](@ref memory_mapping_finding_if_memory_mappable).
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@ -1070,6 +1070,10 @@ Features deliberately excluded from the scope of this library:
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- Data transfer - issuing commands that transfer data between buffers or images, any usage of
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`VkCommandList` or `VkCommandQueue` and related synchronization is responsibility of the user.
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- Allocations for imported/exported external memory. They tend to require
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explicit memory type index and dedicated allocation anyway, so they don't
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interact with main features of this library. Such special purpose allocations
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should be made manually, using `vkCreateBuffer()` and `vkAllocateMemory()`.
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- Support for any programming languages other than C/C++.
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Bindings to other languages are welcomed as external projects.
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@ -1377,7 +1381,7 @@ typedef enum VmaMemoryUsage
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- Resources written and read by device, e.g. images used as attachments.
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- Resources transferred from host once (immutable) or infrequently and read by
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device multiple times, e.g. textures to be sampled, vertex buffers, uniform
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(constant) buffers, and majority of other types of resources used by device.
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(constant) buffers, and majority of other types of resources used on GPU.
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Allocation may still end up in `HOST_VISIBLE` memory on some implementations.
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In such case, you are free to map it.
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@ -1386,9 +1390,9 @@ typedef enum VmaMemoryUsage
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VMA_MEMORY_USAGE_GPU_ONLY = 1,
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/** Memory will be mappable on host.
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It usually means CPU (system) memory.
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Resources created in this pool may still be accessible to the device, but access to them can be slower.
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Guarantees to be `HOST_VISIBLE` and `HOST_COHERENT`.
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CPU read may be uncached.
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CPU access is typically uncached. Writes may be write-combined.
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Resources created in this pool may still be accessible to the device, but access to them can be slow.
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It is roughly equivalent of `D3D12_HEAP_TYPE_UPLOAD`.
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Usage: Staging copy of resources used as transfer source.
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@ -1396,7 +1400,7 @@ typedef enum VmaMemoryUsage
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VMA_MEMORY_USAGE_CPU_ONLY = 2,
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/**
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Memory that is both mappable on host (guarantees to be `HOST_VISIBLE`) and preferably fast to access by GPU.
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CPU reads may be uncached and very slow.
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CPU access is typically uncached. Writes may be write-combined.
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Usage: Resources written frequently by host (dynamic), read by device. E.g. textures, vertex buffers, uniform buffers updated every frame or every draw call.
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*/
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