vulkan_common: Expose interop and headless devices
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@ -43,6 +43,9 @@ public:
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/// It will map the backing allocation if it hasn't been mapped before.
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std::span<u8> Map();
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/// Returns an non-owning OpenGL handle, creating one if it doesn't exist.
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u32 ExportOpenGLHandle() const;
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/// Returns the Vulkan memory handler.
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VkDeviceMemory Memory() const {
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return memory;
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@ -67,7 +70,15 @@ private:
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/// Allocates and releases memory allocations on demand.
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class MemoryAllocator {
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public:
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explicit MemoryAllocator(const Device& device_);
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/**
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* Construct memory allocator
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*
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* @param device_ Device to allocate from
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* @param export_allocations_ True when allocations have to be exported
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*
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* @throw vk::Exception on failure
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*/
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explicit MemoryAllocator(const Device& device_, bool export_allocations_ = false);
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~MemoryAllocator();
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MemoryAllocator& operator=(const MemoryAllocator&) = delete;
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@ -106,8 +117,9 @@ private:
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/// Returns index to the fastest memory type compatible with the passed requirements.
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std::optional<u32> FindType(VkMemoryPropertyFlags flags, u32 type_mask) const;
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const Device& device; ///< Device handle.
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const VkPhysicalDeviceMemoryProperties properties; ///< Physical device properties.
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const Device& device; ///< Device handle.
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const VkPhysicalDeviceMemoryProperties properties; ///< Physical device properties.
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const bool export_allocations; ///< True when memory allocations have to be exported.
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std::vector<std::unique_ptr<MemoryAllocation>> allocations; ///< Current allocations.
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};
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