Nebula
|
Graphics memory interface.
#include "threading/criticalsection.h"
#include "util/array.h"
#include "ids/idpool.h"
#include "memory/rangeallocator.h"
Go to the source code of this file.
Classes | |
struct | CoreGraphics::Alloc |
struct | CoreGraphics::AllocRange |
struct | CoreGraphics::MemoryHeap |
struct | CoreGraphics::MemoryPool |
Namespaces | |
namespace | CoreGraphics |
Acceleration structures are used to enable ray tracing on the GPU by dividing the scene into a BVH. | |
Functions | |
void | CoreGraphics::SetupMemoryPools (DeviceSize deviceLocalMemory, DeviceSize hostLocalMemory, DeviceSize hostToDeviceMemory, DeviceSize deviceToHostMemory) |
setup memory pools | |
void | CoreGraphics::DiscardMemoryPools (VkDevice dev) |
discard memory pools | |
void | CoreGraphics::FreeMemory (const CoreGraphics::Alloc &alloc) |
free memory | |
void * | CoreGraphics::GetMappedMemory (const CoreGraphics::Alloc &alloc) |
get mapped memory pointer | |