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DeviceMemoryAllocator.cc
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#include "DeviceMemoryAllocator.h"
#include <stdexcept>
namespace {
static constexpr u32 InitialAllocationSize = 1u * 1024u * 1024u;
} // namespace
namespace vk {
struct DeviceMemoryObject : public Allocator::MemoryObject {
DeviceMemoryObject(DeviceMemory deviceMemory)
: deviceMemory(std::move(deviceMemory)) {}
DeviceMemory deviceMemory;
};
DeviceMemoryAllocator::HeapAllocator::HeapAllocator(
VirtualDevice* virtualDevice, u32 memoryTypeIndex)
: virtualDevice_(virtualDevice), memoryTypeIndex_(memoryTypeIndex) {}
std::unique_ptr<Allocator::MemoryObject>
DeviceMemoryAllocator::HeapAllocator::Allocate(const VkDeviceSize size) {
return std::make_unique<DeviceMemoryObject>(
virtualDevice_->AllocateDeviceMemory(memoryTypeIndex_, size));
}
DeviceMemoryAllocator::DeviceMemoryAllocator(
VirtualDevice* virtualDevice,
const VkPhysicalDeviceMemoryProperties* const memoryProperties)
: virtualDevice_(virtualDevice),
memoryProperties_(memoryProperties),
heapsPerMemoryIndex_(memoryProperties->memoryTypeCount) {
for (u32 memoryIndex = 0; memoryIndex < heapsPerMemoryIndex_.size();
++memoryIndex) {
Heap& heap = heapsPerMemoryIndex_[memoryIndex];
heap.allocator = HeapAllocator(virtualDevice, memoryIndex);
heap.deviceHeap = DeviceHeap(InitialAllocationSize, &heap.allocator);
}
}
BoundDeviceMemory DeviceMemoryAllocator::BindMemory(
const Buffer& buffer, const VkMemoryPropertyFlags requiredProperties) {
BoundDeviceMemory reservedMemory =
ReserveMemoryBlock(buffer.GetMemoryRequirements(), requiredProperties);
reservedMemory.Bind(buffer);
return reservedMemory;
}
BoundDeviceMemory DeviceMemoryAllocator::BindMemory(
const Image& image, const VkMemoryPropertyFlags requiredProperties) {
BoundDeviceMemory reservedMemory =
ReserveMemoryBlock(image.GetMemoryRequirements(), requiredProperties);
reservedMemory.Bind(image);
return reservedMemory;
}
BoundDeviceMemory DeviceMemoryAllocator::ReserveMemoryBlock(
const VkMemoryRequirements& memoryRequirements,
const VkMemoryPropertyFlags requiredProperties) {
const std::optional<u32> memoryTypeIndex =
DeviceMemory::FindSuitableMemoryTypeIndex(
*memoryProperties_, requiredProperties,
memoryRequirements.memoryTypeBits);
if (!memoryTypeIndex.has_value()) {
throw std::runtime_error("Could not find suitable GPU memory to allocate.");
}
DeviceHeap& heap = heapsPerMemoryIndex_[memoryTypeIndex.value()].deviceHeap;
ReservedBlock reservedBlock =
heap.ReserveMemory({.size = memoryRequirements.size,
.alignment = memoryRequirements.alignment});
return BoundDeviceMemory(
&reservedBlock.GetMemoryObjectAs<DeviceMemoryObject>().deviceMemory,
std::move(reservedBlock));
}
} // namespace vk