Dedicated Allocation Vulkan Sample
APIs Used
- Vulkan 1.0
- VK_NV_dedicated_allocation
Shared User Interface
The Graphics samples all share a common app framework and certain user interface elements, centered around the "Tweakbar" panel on the left side of the screen which lets you interactively control certain variables in each sample.
To show and hide the Tweakbar, simply click or touch the triangular button positioned in the top-left of the view.
Technical Details
Dedicated Allocation Vulkan Sample
This sample accompanies an article on the GameWorks developer blog and illustrates how to use the VK_NV_dedicated_allocation extension to bind an image to a dedicated memory allocation which allows further optimizations.
At startup, the sample allocates two images using one with a dedicated allocation and one with a regular allocation. In the frame loop, it renders a triangle into the active image and then uses vkCmdBlitImage to blit it to the screen for final display.Adjustable Options
The TweakBar features the following options you can adjust:- Render mode
- regular allocations
- dedicated allocations