Update docs for Align

This commit is contained in:
Maik Klein 2017-12-12 12:09:47 +01:00
parent 139dc2aa3b
commit 65e1a7689d

View file

@ -3,14 +3,13 @@ use std::marker::PhantomData;
use std::mem::size_of;
use vk;
/// `Align` handles dynamic alignment. x86 aligns on 4 byte boundries but GPUs
/// sometimes have different requirements. For example if the user wants to create
/// a Uniform buffer of a Vec3<f32>, `get_buffer_memory_requirements` might return
/// an alignment of 16 bytes. A Vec3<f32> has a size of 12 bytes. The memory layout
/// for a `Vec<Vec3<f32>>` will be contigous, because 4 is a multiple of 12. But Vulkan
/// expects a 4 byte padding in between each Vec3<f32>, if the alignment is 16 bytes.
/// `Vec3<f32>, 4bytes, Vec3<f32>, 4bytes, Vec3<f32>...`. Align is able to take a slice
/// that is allocated on 4 bytes boundries, and insert the correct amount of paddings.
/// `Align` handles dynamic alignment. The is useful for dynamic uniform buffers where
/// the alignment might be different. For example a 4x4 f32 matrix has a size of 64 bytes
/// but the min alignment for a dynamic uniform buffer might be 256 bytes. A slice of `&[Mat4x4<f32>]`
/// has a memory layout of `[[64 bytes], [64 bytes], [64 bytes]]`, but it might need to have a memory
/// layout of `[[256 bytes], [256 bytes], [256 bytes]].
/// `Align::copy_from_slice` will copy a slice of `&[T]` directly into the host memory without
/// an additional allocation and with the correct alignment.
#[derive(Debug, Clone)]
pub struct Align<T> {
ptr: *mut vk::c_void,