| // Copyright 2018 The SwiftShader Authors. All Rights Reserved. | 
 | // | 
 | // Licensed under the Apache License, Version 2.0 (the "License"); | 
 | // you may not use this file except in compliance with the License. | 
 | // You may obtain a copy of the License at | 
 | // | 
 | //    http://www.apache.org/licenses/LICENSE-2.0 | 
 | // | 
 | // Unless required by applicable law or agreed to in writing, software | 
 | // distributed under the License is distributed on an "AS IS" BASIS, | 
 | // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | 
 | // See the License for the specific language governing permissions and | 
 | // limitations under the License. | 
 |  | 
 | #include "VkBuffer.hpp" | 
 | #include "VkBufferView.hpp" | 
 | #include "VkCommandBuffer.hpp" | 
 | #include "VkCommandPool.hpp" | 
 | #include "VkDevice.hpp" | 
 | #include "VkDeviceMemory.hpp" | 
 | #include "VkEvent.hpp" | 
 | #include "VkFence.hpp" | 
 | #include "VkFramebuffer.hpp" | 
 | #include "VkImage.hpp" | 
 | #include "VkImageView.hpp" | 
 | #include "VkInstance.hpp" | 
 | #include "VkPipeline.hpp" | 
 | #include "VkPipelineCache.hpp" | 
 | #include "VkPipelineLayout.hpp" | 
 | #include "VkPhysicalDevice.hpp" | 
 | #include "VkQueryPool.hpp" | 
 | #include "VkQueue.hpp" | 
 | #include "VkSampler.hpp" | 
 | #include "VkSemaphore.hpp" | 
 | #include "VkShaderModule.hpp" | 
 | #include "VkRenderPass.hpp" | 
 | #include "WSI/VkSurfaceKHR.hpp" | 
 | #include "WSI/VkSwapchainKHR.hpp" | 
 |  | 
 | namespace vk | 
 | { | 
 |  | 
 | // Because Vulkan uses optional allocation callbacks, we use them in a custom | 
 | // placement new operator in the VkObjectBase class for simplicity. | 
 | // Unfortunately, since we use a placement new to allocate VkObjectBase derived | 
 | // classes objects, the corresponding deletion operator is a placement delete, | 
 | // which does nothing. In order to properly dispose of these objects' memory, | 
 | // we use this function, which calls the proper T:destroy() function | 
 | // prior to releasing the object (by default, VkObjectBase::destroy does nothing). | 
 | template<typename VkT> | 
 | inline void destroy(VkT vkObject, const VkAllocationCallbacks* pAllocator) | 
 | { | 
 | 	auto object = Cast(vkObject); | 
 | 	if(object) | 
 | 	{ | 
 | 		object->destroy(pAllocator); | 
 | 		// object may not point to the same pointer as vkObject, for dispatchable objects, | 
 | 		// for example, so make sure to deallocate based on the vkObject pointer, which | 
 | 		// should always point to the beginning of the allocated memory | 
 | 		vk::deallocate(vkObject, pAllocator); | 
 | 	} | 
 | } | 
 |  | 
 | } |