VulkanMemoryAllocator
Easy to integrate Vulkan memory allocation library (by GPUOpen-LibrariesAndSDKs)
SPP
By dsleep
VulkanMemoryAllocator | SPP | |
---|---|---|
11 | 6 | |
2,383 | 11 | |
1.1% | - | |
8.2 | 0.0 | |
5 days ago | 2 months ago | |
C | C | |
MIT License | GNU General Public License v3.0 or later |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
VulkanMemoryAllocator
Posts with mentions or reviews of VulkanMemoryAllocator.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-10-08.
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Why do I need to load VMA vulkan functions dynamically?
Hello - working on a Vulkan renderer and I ran into a topic I don't understand. I use the Vulkan Memory Allocator and upon updating my local targeted Vulkan SDK to 1.3.250 from 1.3.204, I receive exactly the same error as this user: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/issues/280 Error: The procedure entry point vkGetDeviceBufferMemoryRequirements could not be located in the DLL.
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Managing Vertex Buffers
For problem 1 I would recommend looking into Vulkan Memory Allocator: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator The general idea is to allocate large chunks of memory, then sub-allocate out of those when buffers are required. This is nice for several reasons: - Memory allocation can be slow and involve system calls. Sub-allocating does not require system calls - Your memory will be more cache-friendly as all your buffers will be relatively adjacent - There is a finite number of unique allocations you can have. Performing larger allocations keeps your usage lower
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[Part 7] Update of my Vulkan renderer: LODs, Multiple different meshes, Memory Allocator, Render architecture and more
Integrated Vulkan Memory Allocator, making all GPU memory allocations much easier to work with.
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Is it a good idea to use VMA for memory management for production?
Seems like it was initially added more than 2 years ago, they really should release more often :P
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Vulkan 1.3 released
Use VMA, originally created by AMD, never worry about device memory and device memory alignment again.
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Low bandwidth using memcpy
I am using VMA for memory allocation with the VMA_MEMORY_USAGE_GPU_TO_CPU usage flag. That means that the flags VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT and VK_MEMORY_PROPERTY_HOST_CACHED_BIT are already set.
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Need advices over OpenGL/Vulkan abstraction
Repo for Vulkan Memory mangement (AMD): https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
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Deleting staging buffer after copying to image causes weird artifacts in texture mapping
Since it's a header-only lib, you could always try cloning the latest from [GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator) and see if the problem continues with that version.
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Allocating multi-layered images with a huge amount of layers
Alternatively, you could just use an existing allocator library, a popular choice is VMA: https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
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Memory management doubts
Personally, I'd recommend (VMA)[https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator] if you don't want to deal with all of this yourself.
SPP
Posts with mentions or reviews of SPP.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-10-05.
- How can transfer a framebuffer that the Vulkan application draws to Electron application?
- Trying to figure out how material system can be implemented
- I started implementing new modern Vulkan renderer
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Game assets, objects, GC, how far do you go?
WIP github: https://github.com/dsleep/SPP example of a bit of that GCC testing... tests/objectGeneralTests.cpp
- Need advices over OpenGL/Vulkan abstraction
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Signed Distance Field Editor (Using CEF/DX12)
https://github.com/dsleep/SPP for the repo all code available.
What are some alternatives?
When comparing VulkanMemoryAllocator and SPP you can also consider the following projects:
volk - Meta loader for Vulkan API
OCRA - Overly Complicated Rendering Abstraction
buddy_alloc - A single header buddy memory allocator for C & C++
flutter_embedder - Flutter embedder written in Rust (WIP)
doon-vk - Personal exploration of the Vulkan API
bdwgc - The Boehm-Demers-Weiser conservative C/C++ Garbage Collector (bdwgc, also known as bdw-gc, boehm-gc, libgc)
vulkan-guide - Introductory guide to vulkan.
vulkan-performance-test
wgpu - Cross-platform, safe, pure-rust graphics api.
nanovg_vulkan - Antialiased 2D vector drawing library on top of OpenGL for UI and visualizations. (added Vulkan support)
VapourSynth-RIFE-ncnn-Vulkan - RIFE filter for VapourSynth
VulkanMemoryAllocator vs volk
SPP vs OCRA
VulkanMemoryAllocator vs buddy_alloc
SPP vs flutter_embedder
VulkanMemoryAllocator vs doon-vk
VulkanMemoryAllocator vs bdwgc
VulkanMemoryAllocator vs vulkan-guide
VulkanMemoryAllocator vs OCRA
VulkanMemoryAllocator vs vulkan-performance-test
VulkanMemoryAllocator vs wgpu
VulkanMemoryAllocator vs nanovg_vulkan
VulkanMemoryAllocator vs VapourSynth-RIFE-ncnn-Vulkan