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Castor3D 0.17.0
Multiplatform 3D engine
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A GPU buffer pool, that uses an allocator to allocate sub-buffers. More...
#include <GpuBuffer.hpp>
Public Member Functions | |
| GpuBaseBufferT (RenderDevice const &device, VkBufferUsageFlags usage, VkMemoryPropertyFlags memoryFlags, castor::String const &debugName, ashes::QueueShare sharingMode, AllocatorT allocator) | |
| Constructor. | |
| VkDeviceSize | getAvailable () const noexcept |
| bool | hasAvailable (VkDeviceSize size) const noexcept |
| MemChunk | allocate (VkDeviceSize size) noexcept |
| Allocates a memory chunk for a CPU buffer. | |
| void | deallocate (MemChunk const &mem) noexcept |
| Deallocates memory. | |
| size_t | getMinAlignment () const noexcept |
| ashes::BufferBase const & | getBuffer () const noexcept |
| ashes::BufferBase & | getBuffer () noexcept |
A GPU buffer pool, that uses an allocator to allocate sub-buffers.
| castor3d::GpuBaseBufferT< AllocatorT >::GpuBaseBufferT | ( | RenderDevice const & | device, |
| VkBufferUsageFlags | usage, | ||
| VkMemoryPropertyFlags | memoryFlags, | ||
| castor::String const & | debugName, | ||
| ashes::QueueShare | sharingMode, | ||
| AllocatorT | allocator ) |
Constructor.
| [in] | device | The device on which the storage is allocated. |
| [in] | usage | The buffer targets. |
| [in] | memoryFlags | The buffer memory properties. |
| [in] | debugName | The debug name. |
| [in] | sharingMode | The sharing mode. |
| [in] | allocator | The allocator. |
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noexcept |
Allocates a memory chunk for a CPU buffer.
| [in] | size | The requested memory size. |
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noexcept |
Deallocates memory.
| [in] | mem | The memory chunk. |
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noexcept |
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inlinenoexcept |
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inlinenoexcept |
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noexcept |
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noexcept |
| [in] | size | The requested memory size. |
true if there is enough remaining memory for given size.