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VulkanMemoryAllocator reviews and mentions
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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.
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Stats
GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of VulkanMemoryAllocator is C.
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