use std::sync::Arc; use gpu_allocator::metal::{AllocationCreateDesc, Allocator, AllocatorCreateDesc}; use log::info; fn main() { env_logger::Builder::from_env(env_logger::Env::default().default_filter_or("trace")).init(); let device = Arc::new(metal::Device::system_default().unwrap()); // Setting up the allocator let mut allocator = Allocator::new(&AllocatorCreateDesc { device: device.clone(), debug_settings: Default::default(), allocation_sizes: Default::default(), }) .unwrap(); // Test allocating Gpu Only memory { let allocation_desc = AllocationCreateDesc::buffer( &device, "Test allocation (Gpu Only)", 512, gpu_allocator::MemoryLocation::GpuOnly, ); let allocation = allocator.allocate(&allocation_desc).unwrap(); let _buffer = allocation.make_buffer().unwrap(); allocator.free(&allocation).unwrap(); info!("Allocation and deallocation of GpuOnly memory was successful."); } // Test allocating Cpu to Gpu memory { let allocation_desc = AllocationCreateDesc::buffer( &device, "Test allocation (Cpu to Gpu)", 512, gpu_allocator::MemoryLocation::CpuToGpu, ); let allocation = allocator.allocate(&allocation_desc).unwrap(); let _buffer = allocation.make_buffer().unwrap(); allocator.free(&allocation).unwrap(); info!("Allocation and deallocation of CpuToGpu memory was successful."); } // Test allocating Gpu to Cpu memory { let allocation_desc = AllocationCreateDesc::buffer( &device, "Test allocation (Gpu to Cpu)", 512, gpu_allocator::MemoryLocation::GpuToCpu, ); let allocation = allocator.allocate(&allocation_desc).unwrap(); let _buffer = allocation.make_buffer().unwrap(); allocator.free(&allocation).unwrap(); info!("Allocation and deallocation of GpuToCpu memory was successful."); } // Test allocating texture { let texture_desc = metal::TextureDescriptor::new(); texture_desc.set_pixel_format(metal::MTLPixelFormat::RGBA8Unorm); texture_desc.set_width(64); texture_desc.set_height(64); texture_desc.set_storage_mode(metal::MTLStorageMode::Private); let allocation_desc = AllocationCreateDesc::texture(&device, "Test allocation (Texture)", &texture_desc); let allocation = allocator.allocate(&allocation_desc).unwrap(); let _texture = allocation.make_texture(&texture_desc).unwrap(); allocator.free(&allocation).unwrap(); info!("Allocation and deallocation of Texture was successful."); } // Test allocating acceleration structure { let empty_array = metal::Array::from_slice(&[]); let acc_desc = metal::PrimitiveAccelerationStructureDescriptor::descriptor(); acc_desc.set_geometry_descriptors(empty_array); let sizes = device.acceleration_structure_sizes_with_descriptor(&acc_desc); let allocation_desc = AllocationCreateDesc::acceleration_structure_with_size( &device, "Test allocation (Acceleration structure)", sizes.acceleration_structure_size, gpu_allocator::MemoryLocation::GpuOnly, ); let allocation = allocator.allocate(&allocation_desc).unwrap(); let _acc_structure = allocation.make_acceleration_structure(); allocator.free(&allocation).unwrap(); info!("Allocation and deallocation of Acceleration structure was successful."); } }