1 | // Copyright 2018 The SwiftShader Authors. All Rights Reserved. |
2 | // |
3 | // Licensed under the Apache License, Version 2.0 (the "License"); |
4 | // you may not use this file except in compliance with the License. |
5 | // You may obtain a copy of the License at |
6 | // |
7 | // http://www.apache.org/licenses/LICENSE-2.0 |
8 | // |
9 | // Unless required by applicable law or agreed to in writing, software |
10 | // distributed under the License is distributed on an "AS IS" BASIS, |
11 | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
12 | // See the License for the specific language governing permissions and |
13 | // limitations under the License. |
14 | |
15 | #include "VkBuffer.hpp" |
16 | #include "VkBufferView.hpp" |
17 | #include "VkCommandBuffer.hpp" |
18 | #include "VkCommandPool.hpp" |
19 | #include "VkDevice.hpp" |
20 | #include "VkDeviceMemory.hpp" |
21 | #include "VkEvent.hpp" |
22 | #include "VkFence.hpp" |
23 | #include "VkFramebuffer.hpp" |
24 | #include "VkImage.hpp" |
25 | #include "VkImageView.hpp" |
26 | #include "VkInstance.hpp" |
27 | #include "VkPipeline.hpp" |
28 | #include "VkPipelineCache.hpp" |
29 | #include "VkPipelineLayout.hpp" |
30 | #include "VkPhysicalDevice.hpp" |
31 | #include "VkQueryPool.hpp" |
32 | #include "VkQueue.hpp" |
33 | #include "VkSampler.hpp" |
34 | #include "VkSemaphore.hpp" |
35 | #include "VkShaderModule.hpp" |
36 | #include "VkRenderPass.hpp" |
37 | #include "WSI/VkSurfaceKHR.hpp" |
38 | #include "WSI/VkSwapchainKHR.hpp" |
39 | |
40 | #include <type_traits> |
41 | |
42 | namespace vk |
43 | { |
44 | |
45 | // Because Vulkan uses optional allocation callbacks, we use them in a custom |
46 | // placement new operator in the VkObjectBase class for simplicity. |
47 | // Unfortunately, since we use a placement new to allocate VkObjectBase derived |
48 | // classes objects, the corresponding deletion operator is a placement delete, |
49 | // which does nothing. In order to properly dispose of these objects' memory, |
50 | // we use this function, which calls the T:destroy() function then the T |
51 | // destructor prior to releasing the object (by default, |
52 | // VkObjectBase::destroy does nothing). |
53 | template<typename VkT> |
54 | inline void destroy(VkT vkObject, const VkAllocationCallbacks* pAllocator) |
55 | { |
56 | auto object = Cast(vkObject); |
57 | if(object) |
58 | { |
59 | using T = typename std::remove_pointer<decltype(object)>::type; |
60 | object->destroy(pAllocator); |
61 | object->~T(); |
62 | // object may not point to the same pointer as vkObject, for dispatchable objects, |
63 | // for example, so make sure to deallocate based on the vkObject pointer, which |
64 | // should always point to the beginning of the allocated memory |
65 | vk::deallocate(vkObject, pAllocator); |
66 | } |
67 | } |
68 | |
69 | } |
70 | |