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Vulkan Cookbook

You're reading from   Vulkan Cookbook Work through recipes to unlock the full potential of the next generation graphics API—Vulkan

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Product type Paperback
Published in Apr 2017
Publisher Packt
ISBN-13 9781786468154
Length 700 pages
Edition 1st Edition
Languages
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Author (1):
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Pawel Lapinski Pawel Lapinski
Author Profile Icon Pawel Lapinski
Pawel Lapinski
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Toc

Table of Contents (13) Chapters Close

Preface 1. Instance and Devices FREE CHAPTER 2. Image Presentation 3. Command Buffers and Synchronization 4. Resources and Memory 5. Descriptor Sets 6. Render Passes and Framebuffers 7. Shaders 8. Graphics and Compute Pipelines 9. Command Recording and Drawing 10. Helper Recipes 11. Lighting 12. Advanced Rendering Techniques

Freeing a memory object

In Vulkan, when we create resources, we later destroy them. On the other hand, resources that represent different memory objects or pools are allocated and freed. Memory objects bound to images and buffers are also freed. We should free them when we no longer need them.

How to do it...

  1. Take the logical device's handle and store it in a variable of type VkDevice named logical_device.
  2. Take the variable of type VkDeviceMemory named memory_object, in which the handle of the memory object is stored.
  3. Call vkFreeMemory( logical_device, memory_object, nullptr ). Use the handle of the logical device, the handle of the memory object, and a nullptr value.
  4. For safety reasons, assign the VK_NULL_HANDLE value to the memory_object variable.
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