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Fixed documentation about OpenGL interop
Added information about dedicated allocations now supported in custom pools.
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2 changed files with 3 additions and 6 deletions
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@ -20439,8 +20439,7 @@ also dedicated allocations or other allocations made from default pools,
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an alternative solution is to fill in VmaAllocatorCreateInfo::pTypeExternalMemoryHandleTypes.
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It should point to an array with `VkExternalMemoryHandleTypeFlagsKHR` to be automatically passed by the library
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through `VkExportMemoryAllocateInfoKHR` on each allocation made from a specific memory type.
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This is currently the only method to use if you need exported dedicated allocations, as they cannot be created out of custom pools.
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This will change in future versions of the library though.
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Please note that new versions of the library also support dedicated allocations created in custom pools.
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You should not mix these two methods in a way that allows to apply both to the same memory type.
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Otherwise, `VkExportMemoryAllocateInfoKHR` structure would be attached twice to the `pNext` chain of `VkMemoryAllocateInfo`.
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@ -20460,8 +20459,6 @@ from a function like `vkGetBufferMemoryRequirements`, which is called by VMA aut
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If you want to create a buffer with a specific minimum alignment out of default pools,
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use special function vmaCreateBufferWithAlignment(), which takes additional parameter `minAlignment`.
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This is currently the only method to use if you need exported dedicated allocations, as they cannot be created out of custom pools.
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This will change in future versions of the library though.
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Note the problem of alignment affects only resources placed inside bigger `VkDeviceMemory` blocks and not dedicated
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allocations, as these, by definition, always have alignment = 0 because the resource is bound to the beginning of its dedicated block.
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