.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
.pNext = &img_alloc,
.allocationSize = 0,
- .alignment = 0,
.memProps = XGL_MEMORY_PROPERTY_GPU_ONLY,
.memType = XGL_MEMORY_TYPE_IMAGE,
.heapCount = 0,
img_alloc.samples = img_reqs.samples;
for (XGL_UINT i = 0; i < num_allocations; i ++) {
mem_alloc.allocationSize = mem_reqs[i].size;
- mem_alloc.alignment = mem_reqs[i].alignment;
mem_alloc.heapCount = mem_reqs[i].heapCount;
XGL_UINT heapInfo[mem_reqs[i].heapCount];
mem_alloc.pHeaps = (const XGL_UINT *) heapInfo;
.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
.pNext = &img_alloc,
.allocationSize = 0,
- .alignment = 0,
.memProps = XGL_MEMORY_PROPERTY_GPU_ONLY,
.memType = XGL_MEMORY_TYPE_IMAGE,
.heapCount = 0,
img_alloc.samples = img_reqs.samples;
for (XGL_UINT j = 0; j < num_allocations; j ++) {
mem_alloc.allocationSize = mem_reqs[j].size;
- mem_alloc.alignment = mem_reqs[j].alignment;
mem_alloc.heapCount = mem_reqs[j].heapCount;
XGL_UINT heapInfo[mem_reqs[j].heapCount];
mem_alloc.pHeaps = (const XGL_UINT *)heapInfo;
.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
.pNext = &buf_alloc,
.allocationSize = 0,
- .alignment = 0,
.memProps = XGL_MEMORY_PROPERTY_CPU_VISIBLE_BIT,
.memType = XGL_MEMORY_TYPE_BUFFER,
.heapCount = 0,
buf_alloc.usage = buf_reqs.usage;
for (XGL_UINT i = 0; i < num_allocations; i ++) {
alloc_info.allocationSize = mem_reqs[i].size;
- alloc_info.alignment = mem_reqs[i].alignment;
alloc_info.heapCount = mem_reqs[i].heapCount;
XGL_UINT heapInfo[mem_reqs[i].heapCount];
alloc_info.pHeaps = (const XGL_UINT *)heapInfo;
.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
.pNext = &img_alloc,
.allocationSize = 0,
- .alignment = 0,
.memProps = XGL_MEMORY_PROPERTY_GPU_ONLY,
.memType = XGL_MEMORY_TYPE_IMAGE,
.heapCount = 0,
img_alloc.samples = img_reqs.samples;
for (XGL_UINT i = 0; i < num_allocations; i ++) {
mem_alloc.allocationSize = mem_reqs[i].size;
- mem_alloc.alignment = mem_reqs[i].alignment;
mem_alloc.heapCount = mem_reqs[i].heapCount;
XGL_UINT heapInfo[mem_reqs[i].heapCount];
mem_alloc.pHeaps = (const XGL_UINT *)heapInfo;
.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
.pNext = &img_alloc,
.allocationSize = 0,
- .alignment = 0,
.memProps = XGL_MEMORY_PROPERTY_GPU_ONLY,
.memType = XGL_MEMORY_TYPE_IMAGE,
.heapCount = 0,
img_alloc.samples = img_reqs.samples;
for (XGL_UINT j = 0; j < num_allocations; j ++) {
mem_alloc.allocationSize = mem_reqs[j].size;
- mem_alloc.alignment = mem_reqs[j].alignment;
mem_alloc.heapCount = mem_reqs[j].heapCount;
XGL_UINT heapInfo[mem_reqs[j].heapCount];
mem_alloc.pHeaps = (const XGL_UINT *)heapInfo;
.sType = XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO,
.pNext = &buf_alloc,
.allocationSize = 0,
- .alignment = 0,
.memProps = XGL_MEMORY_PROPERTY_CPU_VISIBLE_BIT,
.memType = XGL_MEMORY_TYPE_BUFFER,
.heapCount = 0,
buf_alloc.usage = buf_reqs.usage;
for (XGL_UINT i = 0; i < num_allocations; i ++) {
mem_alloc.allocationSize = mem_reqs[i].size;
- mem_alloc.alignment = mem_reqs[i].alignment;
mem_alloc.heapCount = mem_reqs[i].heapCount;
mem_alloc.pHeaps = mem_reqs[i].pHeaps;
memcpy((void *) mem_alloc.pHeaps, mem_reqs[i].pHeaps,
XGL_STRUCTURE_TYPE sType; // Must be XGL_STRUCTURE_TYPE_MEMORY_ALLOC_INFO
XGL_VOID* pNext; // Pointer to next structure
XGL_GPU_SIZE allocationSize; // Size of memory allocation
- XGL_GPU_SIZE alignment;
XGL_UINT heapCount;
const XGL_UINT* pHeaps;
XGL_MEMORY_PRIORITY memPriority;