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Clarify that maxMemoryAllocationCount is about simultaneous allocations
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04_Vertex_buffers/02_Staging_buffer.md

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@@ -238,12 +238,12 @@ complex geometry.
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It should be noted that in a real world application, you're not supposed to
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actually call `vkAllocateMemory` for every individual buffer. The maximum number
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of memory allocations is limited by the `maxMemoryAllocationCount` physical
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device limit, which may be as low as `4096` even on high end hardware like an
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NVIDIA GTX 1080. The right way to allocate memory for a large number of objects
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is to create a custom allocator that splits up a single allocation among many
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different objects by using the `offset` parameters that we've seen in many
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functions.
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of simultaneous memory allocations is limited by the `maxMemoryAllocationCount`
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physical device limit, which may be as low as `4096` even on high end hardware
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like an NVIDIA GTX 1080. The right way to allocate memory for a large number of
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objects at the same time is to create a custom allocator that splits up a single
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allocation among many different objects by using the `offset` parameters that
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we've seen in many functions.
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You will currently have to write such an allocator yourself, but the author
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expects that there will be a library at some point that can be integrated into
@@ -253,4 +253,4 @@ hitting any of these limits for now.
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[C++ code](/code/staging_buffer.cpp) /
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[Vertex shader](/code/shader_vertexbuffer.vert) /
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[Fragment shader](/code/shader_vertexbuffer.frag)
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[Fragment shader](/code/shader_vertexbuffer.frag)

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