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Nebula
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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 | |