Implicit surface rendering via ray tracing
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/*
* Copyright (c) 2022, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2022 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#pragma once
#include <memory>
#include "vk_mem_alloc.h"
#include "nvvk/resourceallocator_vk.hpp"
#include "nvvk/context_vk.hpp"
#include "nvvk/memallocator_vma_vk.hpp"
namespace nvvkhl {
/*
This is initializing the resource allocation. Nvpro_core has a sophisticated allocator,
for creating buffers, images and acceleration structures. It can use different allocators, but this one
chooses VMA.
*/
class AllocVma : public nvvk::ResourceAllocator
{
public:
explicit AllocVma(const nvvk::Context* context) { init(context); }
~AllocVma() override { deinit(); }
// Use the following to trace
// #define VMA_DEBUG_LOG(format, ...) do { printf(format, __VA_ARGS__); printf("\n"); } while(false)
void findLeak(uint64_t leak) { m_vma->findLeak(leak); }
VmaAllocator vma() { return m_vmaAlloc; }
private:
void init(const nvvk::Context* context)
{
VmaAllocatorCreateInfo allocator_info = {};
allocator_info.physicalDevice = context->m_physicalDevice;
allocator_info.device = context->m_device;
allocator_info.instance = context->m_instance;
allocator_info.flags = VMA_ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT;
vmaCreateAllocator(&allocator_info, &m_vmaAlloc);
m_vma = std::make_unique<nvvk::VMAMemoryAllocator>(context->m_device, context->m_physicalDevice, m_vmaAlloc);
nvvk::ResourceAllocator::init(context->m_device, context->m_physicalDevice, m_vma.get());
}
void deinit()
{
releaseStaging();
vmaDestroyAllocator(m_vmaAlloc);
m_vmaAlloc = nullptr;
m_vma->deinit();
nvvk::ResourceAllocator::deinit();
}
std::unique_ptr<nvvk::VMAMemoryAllocator> m_vma; // The memory allocator
VmaAllocator m_vmaAlloc{};
};
} // namespace nvvkhl