Adam Sawicki
Adam Sawicki
Hello, I've pushed some changes that should make porting to Xbox easier, including custom IID_PPV_ARGS macro. Any feedback is welcome.
Support for multi-GPU is on my TODO list for the future, so it will be implemented eventually, subject to prioritization and time constraints for the development of this project. In...
That new functions come from Vulkan 1.3. Please make sure all your source files use Vulkan headers form the same SDK version. Might be related to #247
I've added documentation regarding selecting Vulkan version on compile time as well as runtime. The idea for macro `VMA_MAKE_VULKAN_VERSION(VK_API_VERSION_1_0)` looks great. I tried to implement it. Unfortunately, this is not...
Thank you for the suggestion. I agree this could be useful. Documentation chapter "Virtual allocator" says: > The "virtual allocator" functionality is implemented on a level of individual memory blocks....
Thank you for reporting this issue and for the detailed description. We will investigate it. > A few small points of friction on switching over that I'd be happy to...
This issue has been observed before. Please check following tickets, they may help: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/issues/247 , https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/issues/256. Please make sure your entire project uses the same version of Vulkan SDK.
This is great to hear, thanks a lot! By the way, what is your method to stick to the available VRAM budget? Do you have any suggestions how to change...
Thank you for describing this system. It sounds very good. I guess you use function `vmaGetHeapBudgets` but don't use `VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT`? How does this system interact with the fact that VMA...
One more question: Do you rely on passing the list of allocations that can be moved, while some others stay not movable? Would simplifying the API to consider all allocations...