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- // Copyright (C) 2009-present, Panagiotis Christopoulos Charitos and contributors.
- // All rights reserved.
- // Code licensed under the BSD License.
- // http://www.anki3d.org/LICENSE
- #pragma once
- #include <AnKi/Core/Common.h>
- #include <AnKi/Gr/Utils/StackGpuMemoryPool.h>
- #include <AnKi/Gr/GrManager.h>
- #include <AnKi/Gr/Buffer.h>
- namespace anki {
- /// @addtogroup gpu_memory
- /// @{
- /// GPU only transient memory. Used for temporary allocations. Allocations will get reset after each frame.
- class GpuVisibleTransientMemoryPool : public MakeSingleton<GpuVisibleTransientMemoryPool>
- {
- template<typename>
- friend class MakeSingleton;
- public:
- BufferView allocate(PtrSize size, PtrSize alignment)
- {
- PtrSize offset;
- Buffer* buffer;
- m_pool.allocate(size, alignment, offset, buffer);
- return BufferView(buffer, offset, size);
- }
- template<typename T>
- BufferView allocateStructuredBuffer(U32 count)
- {
- return allocateStructuredBuffer(count, sizeof(T));
- }
- BufferView allocateStructuredBuffer(U32 count, U32 structureSize)
- {
- return allocate(PtrSize(structureSize * count), (m_structuredBufferAlignment == kMaxU32) ? structureSize : m_structuredBufferAlignment);
- }
- void endFrame();
- private:
- StackGpuMemoryPool m_pool;
- U32 m_frame = 0;
- U32 m_structuredBufferAlignment = kMaxU32;
- GpuVisibleTransientMemoryPool()
- {
- if(!GrManager::getSingleton().getDeviceCapabilities().m_structuredBufferNaturalAlignment)
- {
- m_structuredBufferAlignment = GrManager::getSingleton().getDeviceCapabilities().m_structuredBufferBindOffsetAlignment;
- }
- BufferUsageBit buffUsage = BufferUsageBit::kAllConstant | BufferUsageBit::kAllUav | BufferUsageBit::kAllSrv | BufferUsageBit::kIndirectDraw
- | BufferUsageBit::kIndirectCompute | BufferUsageBit::kVertexOrIndex | BufferUsageBit::kAllCopy
- | BufferUsageBit::kIndirectDispatchRays | BufferUsageBit::kShaderBindingTable;
- if(GrManager::getSingleton().getDeviceCapabilities().m_rayTracingEnabled)
- {
- buffUsage |= (BufferUsageBit::kAccelerationStructureBuildScratch | BufferUsageBit::kAccelerationStructureBuild
- | BufferUsageBit::kAccelerationStructure);
- }
- m_pool.init(10_MB, 2.0, 0, buffUsage, BufferMapAccessBit::kNone, true, "GpuVisibleTransientMemoryPool");
- }
- ~GpuVisibleTransientMemoryPool() = default;
- };
- /// @}
- } // end namespace anki
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