VulkanMemoryAllocator
volk
VulkanMemoryAllocator | volk | |
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11 | 8 | |
2,383 | 1,206 | |
1.1% | - | |
8.2 | 8.1 | |
5 days ago | 13 days ago | |
C | C | |
MIT License | MIT License |
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VulkanMemoryAllocator
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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.
volk
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Volk makes my VkInstance NULL
Im learning Vulkan in attempt to create a renderer for a video game I plan on making. Following the spec https://registry.khronos.org/vulkan/specs/1.0/html/vkspec.html, I've reached the point to where I can create and destroy the VkInstance. I'm using GLFW for the windowing and was originally using for the Vulkan stuff, but turned to Volk https://github.com/zeux/volk to load Vulkan in the end. Reflecting that change, I replace the vulkan.h includes with volk.h, defined the platform macro for my platform, and unlinked Vulkan in my Makefile.
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C/C++: ld: error: undefined symbol: vkEnumerateInstanceVersion
Do you link libVulkan-1.so statically in your project? On Android, only Vulkan 1.0 functions are exposed via this lib. Performance wise and to use any Vulkan functions above 1.0 you need to load all your Vulkan functions by yourself or (even better) use a loader library like volk
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Boot Camp and Vulkan work for programming
no problem! This library might help you too https://github.com/zeux/volk
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I have trouble creating window In Ubuntu
You also should not link to Vulkan directly (-lvulkan) but retrieve the function pointers to the Vulkan functions by yourself or using a loder library like volk.
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Releasing a Standalone (*.exe) Vulcan Application
You can't statically link vulkan, you need to load vulkan-1.dll from the driver installation. You can use something like volk for this https://github.com/zeux/volk
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How to use functions from Vulkan extensions from the SDK?
Use a Vulkan loader like Volk. https://github.com/zeux/volk
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LunarG releases new Vulkan 1.3.204.0 SDKs with Vulkan Profiles Toolset
For developing with Vulkan all you need are the Vulkan Headers and some kind of static loader to link against or you use a dynamic loader like volk.
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Vulkan Memory Allocator can't load some Vulkan functions?
I am using VMA as well in my renderer and I am not having any issues with it. As I am using Volk (https://github.com/zeux/volk) to locate and load all Vulkan function pointers. Thats why I need to tell VMA to not load any functions statically:
What are some alternatives?
buddy_alloc - A single header buddy memory allocator for C & C++
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
doon-vk - Personal exploration of the Vulkan API
Quake3e - Improved Quake III Arena engine
bdwgc - The Boehm-Demers-Weiser conservative C/C++ Garbage Collector (bdwgc, also known as bdw-gc, boehm-gc, libgc)
ncnn - ncnn is a high-performance neural network inference framework optimized for the mobile platform
vulkan-guide - Introductory guide to vulkan.
Vulkan-Headers - Vulkan header files and API registry
SPP
waifu2x-ncnn-vulkan - waifu2x converter ncnn version, runs fast on intel / amd / nvidia / apple-silicon GPU with vulkan
OCRA - Overly Complicated Rendering Abstraction
vulkan-performance-test