19745 lines
318 KiB
Beef
19745 lines
318 KiB
Beef
// This file was generated by Cpp2Beef
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using System;
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using System.Interop;
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using Vulkan;
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namespace VulkanMemoryAllocator;
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static
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{
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//
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// Copyright (c) 2017-2026 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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/** \mainpage Vulkan Memory Allocator
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<b>Version 3.4.0</b>
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Copyright (c) 2017-2026 Advanced Micro Devices, Inc. All rights reserved. \n
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License: MIT \n
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See also: [product page on GPUOpen](https://gpuopen.com/vulkan-memory-allocator/),
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[repository on GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator)
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<b>API documentation divided into groups:</b> [Topics](topics.html)
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<b>General documentation chapters:</b>
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- \subpage faq
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- \subpage quick_start
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- [Project setup](@ref quick_start_project_setup)
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- [Initialization](@ref quick_start_initialization)
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- [Resource allocation](@ref quick_start_resource_allocation)
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- \subpage choosing_memory_type
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- [Usage](@ref choosing_memory_type_usage)
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- [Required and preferred flags](@ref choosing_memory_type_required_preferred_flags)
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- [Explicit memory types](@ref choosing_memory_type_explicit_memory_types)
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- [Custom memory pools](@ref choosing_memory_type_custom_memory_pools)
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- [Dedicated allocations](@ref choosing_memory_type_dedicated_allocations)
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- \subpage memory_mapping
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- [Copy functions](@ref memory_mapping_copy_functions)
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- [Mapping functions](@ref memory_mapping_mapping_functions)
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- [Persistently mapped memory](@ref memory_mapping_persistently_mapped_memory)
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- [Cache flush and invalidate](@ref memory_mapping_cache_control)
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- \subpage staying_within_budget
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- [Querying for budget](@ref staying_within_budget_querying_for_budget)
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- [Controlling memory usage](@ref staying_within_budget_controlling_memory_usage)
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- \subpage resource_aliasing
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- \subpage custom_memory_pools
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- [Choosing memory type index](@ref custom_memory_pools_MemTypeIndex)
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- [When not to use custom pools](@ref custom_memory_pools_when_not_use)
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- [Linear allocation algorithm](@ref linear_algorithm)
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- [Free-at-once](@ref linear_algorithm_free_at_once)
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- [Stack](@ref linear_algorithm_stack)
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- [Double stack](@ref linear_algorithm_double_stack)
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- [Ring buffer](@ref linear_algorithm_ring_buffer)
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- \subpage defragmentation
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- \subpage statistics
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- [Numeric statistics](@ref statistics_numeric_statistics)
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- [JSON dump](@ref statistics_json_dump)
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- \subpage allocation_annotation
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- [Allocation user data](@ref allocation_user_data)
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- [Allocation names](@ref allocation_names)
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- \subpage virtual_allocator
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- \subpage debugging_memory_usage
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- [Memory initialization](@ref debugging_memory_usage_initialization)
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- [Margins](@ref debugging_memory_usage_margins)
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- [Corruption detection](@ref debugging_memory_usage_corruption_detection)
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- [Leak detection features](@ref debugging_memory_usage_leak_detection)
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- \subpage other_api_interop
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- [Exporting memory](@ref other_api_interop_exporting_memory)
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- [Importing memory](@ref other_api_interop_importing_memory)
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- \subpage usage_patterns
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- [GPU-only resource](@ref usage_patterns_gpu_only)
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- [Staging copy for upload](@ref usage_patterns_staging_copy_upload)
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- [Readback](@ref usage_patterns_readback)
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- [Advanced data uploading](@ref usage_patterns_advanced_data_uploading)
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- [Other use cases](@ref usage_patterns_other_use_cases)
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- \subpage configuration
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- [Pointers to Vulkan functions](@ref config_Vulkan_functions)
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- [Custom host memory allocator](@ref custom_memory_allocator)
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- [Device memory allocation callbacks](@ref allocation_callbacks)
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- [Device heap memory limit](@ref heap_memory_limit)
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- <b>Extension support</b>
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- \subpage vk_khr_dedicated_allocation
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- \subpage enabling_buffer_device_address
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- \subpage vk_ext_memory_priority
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- \subpage vk_amd_device_coherent_memory
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- \subpage general_considerations
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- [Thread safety](@ref general_considerations_thread_safety)
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- [Versioning and compatibility](@ref general_considerations_versioning_and_compatibility)
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- [Validation layer warnings](@ref general_considerations_validation_layer_warnings)
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- [Allocation algorithm](@ref general_considerations_allocation_algorithm)
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- [Features not supported](@ref general_considerations_features_not_supported)
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\defgroup group_init Library initialization
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\brief API elements related to the initialization and management of the entire library, especially #VmaAllocator object.
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\defgroup group_alloc Memory allocation
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\brief API elements related to the allocation, deallocation, and management of Vulkan memory, buffers, images.
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Most basic ones being: vmaCreateBuffer(), vmaCreateImage().
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\defgroup group_virtual Virtual allocator
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\brief API elements related to the mechanism of \ref virtual_allocator - using the core allocation algorithm
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for user-defined purpose without allocating any real GPU memory.
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\defgroup group_stats Statistics
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\brief API elements that query current status of the allocator, from memory usage, budget, to full dump of the internal state in JSON format.
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See documentation chapter: \ref statistics.
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*/
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// #if VMA_VULKAN_VERSION >= 1001000
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// #if defined(__ANDROID__) && VMA_STATIC_VULKAN_FUNCTIONS && VK_NO_PROTOTYPES
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// Defined to 1 when VK_KHR_buffer_device_address device extension or equivalent core Vulkan 1.2 feature is defined in its headers.
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// Defined to 1 when VK_EXT_memory_priority device extension is defined in Vulkan headers.
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// Defined to 1 when VK_KHR_maintenance4 device extension is defined in Vulkan headers.
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// Defined to 1 when VK_KHR_maintenance5 device extension is defined in Vulkan headers.
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// Defined to 1 when VK_KHR_external_memory device extension is defined in Vulkan headers.
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// Defined to 1 when VK_KHR_external_memory_win32 device extension is defined in Vulkan headers.
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// Define these macros to decorate all public functions with additional code,
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// before and after returned type, appropriately. This may be useful for
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// exporting the functions when compiling VMA as a separate library. Example:
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// #define VMA_CALL_PRE __declspec(dllexport)
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// #define VMA_CALL_POST __cdecl
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// Define this macro to decorate pNext pointers with an attribute specifying the Vulkan
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// structure that will be extended via the pNext chain.
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// Define this macro to decorate pointers with an attribute specifying the
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// length of the array they point to if they are not null.
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//
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// The length may be one of
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// - The name of another parameter in the argument list where the pointer is declared
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// - The name of another member in the struct where the pointer is declared
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// - The name of a member of a struct type, meaning the value of that member in
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// the context of the call. For example
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// VMA_LEN_IF_NOT_NULL("VkPhysicalDeviceMemoryProperties::memoryHeapCount"),
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// this means the number of memory heaps available in the device associated
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// with the VmaAllocator being dealt with.
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// The VMA_NULLABLE macro is defined to be _Nullable when compiling with Clang.
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// see: https://clang.llvm.org/docs/AttributeReference.html#nullable
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// The VMA_NOT_NULL macro is defined to be _Nonnull when compiling with Clang.
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// see: https://clang.llvm.org/docs/AttributeReference.html#nonnull
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// If non-dispatchable handles are represented as pointers then we can give
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// then nullability annotations
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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//
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// INTERFACE
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//
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////////////////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////////////////
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// Sections for managing code placement in file, only for development purposes e.g. for convenient folding inside an IDE.
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/**
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\addtogroup group_init
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@{
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*/
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/// Flags for created #VmaAllocator.
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/** \brief Allocator and all objects created from it will not be synchronized internally, so you must guarantee they are used from only one thread at a time or synchronized externally by you.
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Using this flag may increase performance because internal mutexes are not used.
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*/
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/** \brief Enables usage of VK_KHR_dedicated_allocation extension.
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The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion `== VK_API_VERSION_1_0`.
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When it is `VK_API_VERSION_1_1`, the flag is ignored because the extension has been promoted to Vulkan 1.1.
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Using this extension will automatically allocate dedicated blocks of memory for
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some buffers and images instead of suballocating place for them out of bigger
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memory blocks (as if you explicitly used #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT
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flag) when it is recommended by the driver. It may improve performance on some
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GPUs.
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You may set this flag only if you found out that following device extensions are
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supported, you enabled them while creating Vulkan device passed as
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VmaAllocatorCreateInfo::device, and you want them to be used internally by this
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library:
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- VK_KHR_get_memory_requirements2 (device extension)
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- VK_KHR_dedicated_allocation (device extension)
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When this flag is set, you can experience following warnings reported by Vulkan
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validation layer. You can ignore them.
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> vkBindBufferMemory(): Binding memory to buffer 0x2d but vkGetBufferMemoryRequirements() has not been called on that buffer.
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*/
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/**
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Enables usage of VK_KHR_bind_memory2 extension.
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The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion `== VK_API_VERSION_1_0`.
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When it is `VK_API_VERSION_1_1`, the flag is ignored because the extension has been promoted to Vulkan 1.1.
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You may set this flag only if you found out that this device extension is supported,
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you enabled it while creating Vulkan device passed as VmaAllocatorCreateInfo::device,
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and you want it to be used internally by this library.
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The extension provides functions `vkBindBufferMemory2KHR` and `vkBindImageMemory2KHR`,
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which allow to pass a chain of `pNext` structures while binding.
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This flag is required if you use `pNext` parameter in vmaBindBufferMemory2() or vmaBindImageMemory2().
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*/
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/**
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Enables usage of VK_EXT_memory_budget extension.
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You may set this flag only if you found out that this device extension is supported,
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you enabled it while creating Vulkan device passed as VmaAllocatorCreateInfo::device,
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and you want it to be used internally by this library, along with another instance extension
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VK_KHR_get_physical_device_properties2, which is required by it (or Vulkan 1.1, where this extension is promoted).
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The extension provides query for current memory usage and budget, which will probably
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be more accurate than an estimation used by the library otherwise.
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*/
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/**
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Enables usage of VK_AMD_device_coherent_memory extension.
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You may set this flag only if you:
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- found out that this device extension is supported and enabled it while creating Vulkan device passed as VmaAllocatorCreateInfo::device,
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- checked that `VkPhysicalDeviceCoherentMemoryFeaturesAMD::deviceCoherentMemory` is true and set it while creating the Vulkan device,
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- want it to be used internally by this library.
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The extension and accompanying device feature provide access to memory types with
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`VK_MEMORY_PROPERTY_DEVICE_COHERENT_BIT_AMD` and `VK_MEMORY_PROPERTY_DEVICE_UNCACHED_BIT_AMD` flags.
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They are useful mostly for writing breadcrumb markers - a common method for debugging GPU crash/hang/TDR.
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When the extension is not enabled, such memory types are still enumerated, but their usage is illegal.
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To protect from this error, if you don't create the allocator with this flag, it will refuse to allocate any memory or create a custom pool in such memory type,
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returning `VK_ERROR_FEATURE_NOT_PRESENT`.
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*/
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/**
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Enables usage of "buffer device address" feature, which allows you to use function
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`vkGetBufferDeviceAddress*` to get raw GPU pointer to a buffer and pass it for usage inside a shader.
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You may set this flag only if you:
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1. (For Vulkan version < 1.2) Found as available and enabled device extension
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VK_KHR_buffer_device_address.
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This extension is promoted to core Vulkan 1.2.
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2. Found as available and enabled device feature `VkPhysicalDeviceBufferDeviceAddressFeatures::bufferDeviceAddress`.
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When this flag is set, you can create buffers with `VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT` using VMA.
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The library automatically adds `VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT` to
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allocated memory blocks wherever it might be needed.
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For more information, see documentation chapter \ref enabling_buffer_device_address.
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*/
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/**
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Enables usage of VK_EXT_memory_priority extension in the library.
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You may set this flag only if you found available and enabled this device extension,
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along with `VkPhysicalDeviceMemoryPriorityFeaturesEXT::memoryPriority == VK_TRUE`,
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while creating Vulkan device passed as VmaAllocatorCreateInfo::device.
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When this flag is used, VmaAllocationCreateInfo::priority and VmaPoolCreateInfo::priority
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are used to set priorities of allocated Vulkan memory. Without it, these variables are ignored.
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A priority must be a floating-point value between 0 and 1, indicating the priority of the allocation relative to other memory allocations.
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Larger values are higher priority. The granularity of the priorities is implementation-dependent.
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It is automatically passed to every call to `vkAllocateMemory` done by the library using structure `VkMemoryPriorityAllocateInfoEXT`.
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The value to be used for default priority is 0.5.
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For more details, see the documentation of the VK_EXT_memory_priority extension.
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*/
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/**
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Enables usage of VK_KHR_maintenance4 extension in the library.
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You may set this flag only if you found available and enabled this device extension,
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while creating Vulkan device passed as VmaAllocatorCreateInfo::device.
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*/
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/**
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Enables usage of VK_KHR_maintenance5 extension in the library.
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You should set this flag if you found available and enabled this device extension,
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while creating Vulkan device passed as VmaAllocatorCreateInfo::device.
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*/
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/**
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Enables usage of VK_KHR_external_memory_win32 extension in the library.
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You should set this flag if you found available and enabled this device extension,
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while creating Vulkan device passed as VmaAllocatorCreateInfo::device.
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For more information, see \ref other_api_interop.
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*/
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/// See #VmaAllocatorCreateFlagBits.
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/** @} */
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/**
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\addtogroup group_alloc
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@{
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*/
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/// \brief Intended usage of the allocated memory.
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/** No intended memory usage specified.
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Use other members of VmaAllocationCreateInfo to specify your requirements.
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*/
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/**
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\deprecated Obsolete, preserved for backward compatibility.
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Prefers `VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT`.
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*/
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/**
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\deprecated Obsolete, preserved for backward compatibility.
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Guarantees `VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT` and `VK_MEMORY_PROPERTY_HOST_COHERENT_BIT`.
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*/
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/**
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\deprecated Obsolete, preserved for backward compatibility.
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Guarantees `VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT`, prefers `VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT`.
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*/
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/**
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\deprecated Obsolete, preserved for backward compatibility.
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Guarantees `VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT`, prefers `VK_MEMORY_PROPERTY_HOST_CACHED_BIT`.
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*/
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/**
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\deprecated Obsolete, preserved for backward compatibility.
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Prefers not `VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT`.
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*/
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/**
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Lazily allocated GPU memory having `VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT`.
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Exists mostly on mobile platforms. Using it on desktop PC or other GPUs with no such memory type present will fail the allocation.
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Usage: Memory for transient attachment images (color attachments, depth attachments etc.), created with `VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT`.
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Allocations with this usage are always created as dedicated - it implies #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
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*/
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/**
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Selects best memory type automatically.
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This flag is recommended for most common use cases.
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When using this flag, if you want to map the allocation (using vmaMapMemory() or #VMA_ALLOCATION_CREATE_MAPPED_BIT),
|
|
you must pass one of the flags: #VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or #VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT
|
|
in VmaAllocationCreateInfo::flags.
|
|
|
|
It can be used only with functions that let the library know `VkBufferCreateInfo` or `VkImageCreateInfo`, e.g.
|
|
vmaCreateBuffer(), vmaCreateImage(), vmaFindMemoryTypeIndexForBufferInfo(), vmaFindMemoryTypeIndexForImageInfo()
|
|
and not with generic memory allocation functions.
|
|
*/
|
|
|
|
/**
|
|
Selects best memory type automatically with preference for GPU (device) memory.
|
|
|
|
When using this flag, if you want to map the allocation (using vmaMapMemory() or #VMA_ALLOCATION_CREATE_MAPPED_BIT),
|
|
you must pass one of the flags: #VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or #VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT
|
|
in VmaAllocationCreateInfo::flags.
|
|
|
|
It can be used only with functions that let the library know `VkBufferCreateInfo` or `VkImageCreateInfo`, e.g.
|
|
vmaCreateBuffer(), vmaCreateImage(), vmaFindMemoryTypeIndexForBufferInfo(), vmaFindMemoryTypeIndexForImageInfo()
|
|
and not with generic memory allocation functions.
|
|
*/
|
|
|
|
/**
|
|
Selects best memory type automatically with preference for CPU (host) memory.
|
|
|
|
When using this flag, if you want to map the allocation (using vmaMapMemory() or #VMA_ALLOCATION_CREATE_MAPPED_BIT),
|
|
you must pass one of the flags: #VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or #VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT
|
|
in VmaAllocationCreateInfo::flags.
|
|
|
|
It can be used only with functions that let the library know `VkBufferCreateInfo` or `VkImageCreateInfo`, e.g.
|
|
vmaCreateBuffer(), vmaCreateImage(), vmaFindMemoryTypeIndexForBufferInfo(), vmaFindMemoryTypeIndexForImageInfo()
|
|
and not with generic memory allocation functions.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
/// Flags to be passed as VmaAllocationCreateInfo::flags.
|
|
|
|
|
|
/** \brief Set this flag if the allocation should have its own memory block.
|
|
|
|
Use it for special, big resources, like fullscreen images used as attachments.
|
|
|
|
If you use this flag while creating a buffer or an image, `VkMemoryDedicatedAllocateInfo`
|
|
structure is applied if possible.
|
|
*/
|
|
|
|
|
|
/** \brief Set this flag to only try to allocate from existing `VkDeviceMemory` blocks and never create new such block.
|
|
|
|
If new allocation cannot be placed in any of the existing blocks, allocation
|
|
fails with `VK_ERROR_OUT_OF_DEVICE_MEMORY` error.
|
|
|
|
You should not use #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT and
|
|
#VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT at the same time. It makes no sense.
|
|
*/
|
|
|
|
/** \brief Set this flag to use a memory that will be persistently mapped and retrieve pointer to it.
|
|
|
|
Pointer to mapped memory will be returned through VmaAllocationInfo::pMappedData.
|
|
|
|
It is valid to use this flag for allocation made from memory type that is not
|
|
`HOST_VISIBLE`. This flag is then ignored and memory is not mapped. This is
|
|
useful if you need an allocation that is efficient to use on GPU
|
|
(`DEVICE_LOCAL`) and still want to map it directly if possible on platforms that
|
|
support it (e.g. Intel GPU).
|
|
*/
|
|
|
|
/** \deprecated Preserved for backward compatibility. Consider using vmaSetAllocationName() instead.
|
|
|
|
Set this flag to treat VmaAllocationCreateInfo::pUserData as pointer to a
|
|
null-terminated string. Instead of copying pointer value, a local copy of the
|
|
string is made and stored in allocation's `pName`. The string is automatically
|
|
freed together with the allocation. It is also used in vmaBuildStatsString().
|
|
*/
|
|
|
|
/** Allocation will be created from upper stack in a double stack pool.
|
|
|
|
This flag is only allowed for custom pools created with #VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT flag.
|
|
*/
|
|
|
|
/** Create both buffer/image and allocation, but don't bind them together.
|
|
It is useful when you want to bind yourself to do some more advanced binding, e.g. using some extensions.
|
|
The flag is meaningful only with functions that bind by default: vmaCreateBuffer(), vmaCreateImage().
|
|
Otherwise it is ignored.
|
|
|
|
If you want to make sure the new buffer/image is not tied to the new memory allocation
|
|
through `VkMemoryDedicatedAllocateInfoKHR` structure in case the allocation ends up in its own memory block,
|
|
use also flag #VMA_ALLOCATION_CREATE_CAN_ALIAS_BIT.
|
|
*/
|
|
|
|
/** Create allocation only if additional device memory required for it, if any, won't exceed
|
|
memory budget. Otherwise return `VK_ERROR_OUT_OF_DEVICE_MEMORY`.
|
|
*/
|
|
|
|
/** \brief Set this flag if the allocated memory will have aliasing resources.
|
|
|
|
Usage of this flag prevents supplying `VkMemoryDedicatedAllocateInfoKHR` when #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT is specified.
|
|
Otherwise created dedicated memory will not be suitable for aliasing resources, resulting in Vulkan Validation Layer errors.
|
|
*/
|
|
|
|
/**
|
|
Requests possibility to map the allocation (using vmaMapMemory() or #VMA_ALLOCATION_CREATE_MAPPED_BIT).
|
|
|
|
- If you use #VMA_MEMORY_USAGE_AUTO or other `VMA_MEMORY_USAGE_AUTO*` value,
|
|
you must use this flag to be able to map the allocation. Otherwise, mapping is incorrect.
|
|
- If you use other value of #VmaMemoryUsage, this flag is ignored and mapping is always possible in memory types that are `HOST_VISIBLE`.
|
|
This includes allocations created in \ref custom_memory_pools.
|
|
|
|
Declares that mapped memory will only be written sequentially, e.g. using `memcpy()` or a loop writing number-by-number,
|
|
never read or accessed randomly, so a memory type can be selected that is uncached and write-combined.
|
|
|
|
\warning Violating this declaration may work correctly, but will likely be very slow.
|
|
Watch out for implicit reads introduced by doing e.g. `pMappedData[i] += x;`
|
|
Better prepare your data in a local variable and `memcpy()` it to the mapped pointer all at once.
|
|
*/
|
|
|
|
/**
|
|
Requests possibility to map the allocation (using vmaMapMemory() or #VMA_ALLOCATION_CREATE_MAPPED_BIT).
|
|
|
|
- If you use #VMA_MEMORY_USAGE_AUTO or other `VMA_MEMORY_USAGE_AUTO*` value,
|
|
you must use this flag to be able to map the allocation. Otherwise, mapping is incorrect.
|
|
- If you use other value of #VmaMemoryUsage, this flag is ignored and mapping is always possible in memory types that are `HOST_VISIBLE`.
|
|
This includes allocations created in \ref custom_memory_pools.
|
|
|
|
Declares that mapped memory can be read, written, and accessed in random order,
|
|
so a `HOST_CACHED` memory type is preferred.
|
|
*/
|
|
|
|
/**
|
|
Together with #VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or #VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT,
|
|
it says that despite request for host access, a not-`HOST_VISIBLE` memory type can be selected
|
|
if it may improve performance.
|
|
|
|
By using this flag, you declare that you will check if the allocation ended up in a `HOST_VISIBLE` memory type
|
|
(e.g. using vmaGetAllocationMemoryProperties()) and if not, you will create some "staging" buffer and
|
|
issue an explicit transfer to write/read your data.
|
|
To prepare for this possibility, don't forget to add appropriate flags like
|
|
`VK_BUFFER_USAGE_TRANSFER_DST_BIT`, `VK_BUFFER_USAGE_TRANSFER_SRC_BIT` to the parameters of created buffer or image.
|
|
*/
|
|
|
|
/** Allocation strategy that chooses smallest possible free range for the allocation
|
|
to minimize memory usage and fragmentation, possibly at the expense of allocation time.
|
|
*/
|
|
|
|
/** Allocation strategy that chooses first suitable free range for the allocation -
|
|
not necessarily in terms of the smallest offset but the one that is easiest and fastest to find
|
|
to minimize allocation time, possibly at the expense of allocation quality.
|
|
*/
|
|
|
|
/** Allocation strategy that chooses always the lowest offset in available space.
|
|
This is not the most efficient strategy but achieves highly packed data.
|
|
Used internally by defragmentation, not recommended in typical usage.
|
|
*/
|
|
|
|
/** Alias to #VMA_ALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT.
|
|
*/
|
|
|
|
/** Alias to #VMA_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT.
|
|
*/
|
|
|
|
/** A bit mask to extract only `STRATEGY` bits from entire set of flags.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// See #VmaAllocationCreateFlagBits.
|
|
|
|
|
|
/// Flags to be passed as VmaPoolCreateInfo::flags.
|
|
|
|
|
|
/** \brief Use this flag if you always allocate only buffers and linear images or only optimal images out of this pool and so Buffer-Image Granularity can be ignored.
|
|
|
|
This is an optional optimization flag.
|
|
|
|
If you always allocate using vmaCreateBuffer(), vmaCreateImage(),
|
|
vmaAllocateMemoryForBuffer(), then you don't need to use it because allocator
|
|
knows exact type of your allocations so it can handle Buffer-Image Granularity
|
|
in the optimal way.
|
|
|
|
If you also allocate using vmaAllocateMemoryForImage() or vmaAllocateMemory(),
|
|
exact type of such allocations is not known, so allocator must be conservative
|
|
in handling Buffer-Image Granularity, which can lead to suboptimal allocation
|
|
(wasted memory). In that case, if you can make sure you always allocate only
|
|
buffers and linear images or only optimal images out of this pool, use this flag
|
|
to make allocator disregard Buffer-Image Granularity and so make allocations
|
|
faster and more optimal.
|
|
*/
|
|
|
|
|
|
/** \brief Enables alternative, linear allocation algorithm in this pool.
|
|
|
|
Specify this flag to enable linear allocation algorithm, which always creates
|
|
new allocations after last one and doesn't reuse space from allocations freed in
|
|
between. It trades memory consumption for simplified algorithm and data
|
|
structure, which has better performance and uses less memory for metadata.
|
|
|
|
By using this flag, you can achieve behavior of free-at-once, stack,
|
|
ring buffer, and double stack.
|
|
For details, see documentation chapter \ref linear_algorithm.
|
|
*/
|
|
|
|
|
|
/** Bit mask to extract only `ALGORITHM` bits from entire set of flags.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
/// Flags to be passed as VmaPoolCreateInfo::flags. See #VmaPoolCreateFlagBits.
|
|
|
|
|
|
/// Flags to be passed as VmaDefragmentationInfo::flags.
|
|
|
|
|
|
/* \brief Use simple but fast algorithm for defragmentation.
|
|
May not achieve best results but will require least time to compute and least allocations to copy.
|
|
*/
|
|
|
|
/* \brief Default defragmentation algorithm, applied also when no `ALGORITHM` flag is specified.
|
|
Offers a balance between defragmentation quality and the amount of allocations and bytes that need to be moved.
|
|
*/
|
|
|
|
/* \brief Perform full defragmentation of memory.
|
|
Can result in notably more time to compute and allocations to copy, but will achieve best memory packing.
|
|
*/
|
|
|
|
/** \brief Use the most roboust algorithm at the cost of time to compute and number of copies to make.
|
|
Only available when bufferImageGranularity is greater than 1, since it aims to reduce
|
|
alignment issues between different types of resources.
|
|
Otherwise falls back to same behavior as #VMA_DEFRAGMENTATION_FLAG_ALGORITHM_FULL_BIT.
|
|
*/
|
|
|
|
|
|
/// A bit mask to extract only `ALGORITHM` bits from entire set of flags.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// See #VmaDefragmentationFlagBits.
|
|
|
|
|
|
/// Operation performed on single defragmentation move. See structure #VmaDefragmentationMove.
|
|
|
|
|
|
/// Buffer/image has been recreated at `dstTmpAllocation`, data has been copied, old buffer/image has been destroyed. `srcAllocation` should be changed to point to the new place. This is the default value set by vmaBeginDefragmentationPass().
|
|
|
|
/// Set this value if you cannot move the allocation. New place reserved at `dstTmpAllocation` will be freed. `srcAllocation` will remain unchanged.
|
|
|
|
/// Set this value if you decide to abandon the allocation and you destroyed the buffer/image. New place reserved at `dstTmpAllocation` will be freed, along with `srcAllocation`, which will be destroyed.
|
|
|
|
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_virtual
|
|
@{
|
|
*/
|
|
|
|
/// Flags to be passed as VmaVirtualBlockCreateInfo::flags.
|
|
|
|
|
|
/** \brief Enables alternative, linear allocation algorithm in this virtual block.
|
|
|
|
Specify this flag to enable linear allocation algorithm, which always creates
|
|
new allocations after last one and doesn't reuse space from allocations freed in
|
|
between. It trades memory consumption for simplified algorithm and data
|
|
structure, which has better performance and uses less memory for metadata.
|
|
|
|
By using this flag, you can achieve behavior of free-at-once, stack,
|
|
ring buffer, and double stack.
|
|
For details, see documentation chapter \ref linear_algorithm.
|
|
*/
|
|
|
|
|
|
/** \brief Bit mask to extract only `ALGORITHM` bits from entire set of flags.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
/// Flags to be passed as VmaVirtualBlockCreateInfo::flags. See #VmaVirtualBlockCreateFlagBits.
|
|
|
|
|
|
/// Flags to be passed as VmaVirtualAllocationCreateInfo::flags.
|
|
|
|
|
|
/** \brief Allocation will be created from upper stack in a double stack pool.
|
|
|
|
This flag is only allowed for virtual blocks created with #VMA_VIRTUAL_BLOCK_CREATE_LINEAR_ALGORITHM_BIT flag.
|
|
*/
|
|
|
|
/** \brief Allocation strategy that tries to minimize memory usage.
|
|
*/
|
|
|
|
/** \brief Allocation strategy that tries to minimize allocation time.
|
|
*/
|
|
|
|
/** Allocation strategy that chooses always the lowest offset in available space.
|
|
This is not the most efficient strategy but achieves highly packed data.
|
|
*/
|
|
|
|
/** \brief A bit mask to extract only `STRATEGY` bits from entire set of flags.
|
|
|
|
These strategy flags are binary compatible with equivalent flags in #VmaAllocationCreateFlagBits.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/// Flags to be passed as VmaVirtualAllocationCreateInfo::flags. See #VmaVirtualAllocationCreateFlagBits.
|
|
|
|
|
|
/** @} */
|
|
|
|
// _VMA_ENUM_DECLARATIONS
|
|
|
|
|
|
|
|
/**
|
|
\addtogroup group_init
|
|
@{ */
|
|
|
|
/** \struct VmaAllocator
|
|
\brief Represents main object of this library initialized.
|
|
|
|
Fill structure #VmaAllocatorCreateInfo and call function vmaCreateAllocator() to create it.
|
|
Call function vmaDestroyAllocator() to destroy it.
|
|
|
|
It is recommended to create just one object of this type per `VkDevice` object,
|
|
right after Vulkan is initialized and keep it alive until before Vulkan device is destroyed.
|
|
*/
|
|
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_alloc
|
|
@{
|
|
*/
|
|
|
|
/** \struct VmaPool
|
|
\brief Represents custom memory pool
|
|
|
|
Fill structure VmaPoolCreateInfo and call function vmaCreatePool() to create it.
|
|
Call function vmaDestroyPool() to destroy it.
|
|
|
|
For more information see [Custom memory pools](@ref choosing_memory_type_custom_memory_pools).
|
|
*/
|
|
|
|
|
|
/** \struct VmaAllocation
|
|
\brief Represents single memory allocation.
|
|
|
|
It may be either dedicated block of `VkDeviceMemory` or a specific region of a bigger block of this type
|
|
plus unique offset.
|
|
|
|
There are multiple ways to create such object.
|
|
You need to fill structure VmaAllocationCreateInfo.
|
|
For more information see [Choosing memory type](@ref choosing_memory_type).
|
|
|
|
Although the library provides convenience functions that create Vulkan buffer or image,
|
|
allocate memory for it and bind them together,
|
|
binding of the allocation to a buffer or an image is out of scope of the allocation itself.
|
|
Allocation object can exist without buffer/image bound,
|
|
binding can be done manually by the user, and destruction of it can be done
|
|
independently of destruction of the allocation.
|
|
|
|
The object also remembers its size and some other information.
|
|
To retrieve this information, use function vmaGetAllocationInfo() and inspect
|
|
returned structure VmaAllocationInfo.
|
|
*/
|
|
|
|
|
|
/** \struct VmaDefragmentationContext
|
|
\brief An opaque object that represents started defragmentation process.
|
|
|
|
Fill structure #VmaDefragmentationInfo and call function vmaBeginDefragmentation() to create it.
|
|
Call function vmaEndDefragmentation() to destroy it.
|
|
*/
|
|
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_virtual
|
|
@{
|
|
*/
|
|
|
|
/** \struct VmaVirtualAllocation
|
|
\brief Represents single memory allocation done inside VmaVirtualBlock.
|
|
|
|
Use it as a unique identifier to virtual allocation within the single block.
|
|
|
|
Use value `VK_NULL_HANDLE` to represent a null/invalid allocation.
|
|
*/
|
|
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_virtual
|
|
@{
|
|
*/
|
|
|
|
/** \struct VmaVirtualBlock
|
|
\brief Handle to a virtual block object that allows to use core allocation algorithm without allocating any real GPU memory.
|
|
|
|
Fill in #VmaVirtualBlockCreateInfo structure and use vmaCreateVirtualBlock() to create it. Use vmaDestroyVirtualBlock() to destroy it.
|
|
For more information, see documentation chapter \ref virtual_allocator.
|
|
|
|
This object is not thread-safe - should not be used from multiple threads simultaneously, must be synchronized externally.
|
|
*/
|
|
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_init
|
|
@{
|
|
*/
|
|
|
|
/// Callback function called after successful vkAllocateMemory.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Callback function called before vkFreeMemory.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/** \brief Set of callbacks that the library will call for `vkAllocateMemory` and `vkFreeMemory`.
|
|
|
|
Provided for informative purpose, e.g. to gather statistics about number of
|
|
allocations or total amount of memory allocated in Vulkan.
|
|
|
|
Used in VmaAllocatorCreateInfo::pDeviceMemoryCallbacks.
|
|
*/
|
|
|
|
|
|
/// Optional, can be null.
|
|
|
|
/// Optional, can be null.
|
|
|
|
/// Optional, can be null.
|
|
|
|
|
|
|
|
/** \brief Pointers to some Vulkan functions - a subset used by the library.
|
|
|
|
Used in VmaAllocatorCreateInfo::pVulkanFunctions.
|
|
*/
|
|
|
|
|
|
/// Required when using VMA_DYNAMIC_VULKAN_FUNCTIONS.
|
|
|
|
/// Required when using VMA_DYNAMIC_VULKAN_FUNCTIONS.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Fetch "vkGetBufferMemoryRequirements2" on Vulkan >= 1.1, fetch "vkGetBufferMemoryRequirements2KHR" when using VK_KHR_dedicated_allocation extension.
|
|
|
|
/// Fetch "vkGetImageMemoryRequirements2" on Vulkan >= 1.1, fetch "vkGetImageMemoryRequirements2KHR" when using VK_KHR_dedicated_allocation extension.
|
|
|
|
|
|
|
|
/// Fetch "vkBindBufferMemory2" on Vulkan >= 1.1, fetch "vkBindBufferMemory2KHR" when using VK_KHR_bind_memory2 extension.
|
|
|
|
/// Fetch "vkBindImageMemory2" on Vulkan >= 1.1, fetch "vkBindImageMemory2KHR" when using VK_KHR_bind_memory2 extension.
|
|
|
|
|
|
|
|
/// Fetch from "vkGetPhysicalDeviceMemoryProperties2" on Vulkan >= 1.1, but you can also fetch it from "vkGetPhysicalDeviceMemoryProperties2KHR" if you enabled extension VK_KHR_get_physical_device_properties2.
|
|
|
|
|
|
|
|
/// Fetch from "vkGetDeviceBufferMemoryRequirements" on Vulkan >= 1.3, but you can also fetch it from "vkGetDeviceBufferMemoryRequirementsKHR" if you enabled extension VK_KHR_maintenance4.
|
|
|
|
/// Fetch from "vkGetDeviceImageMemoryRequirements" on Vulkan >= 1.3, but you can also fetch it from "vkGetDeviceImageMemoryRequirementsKHR" if you enabled extension VK_KHR_maintenance4.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/// Fetch from "vkGetPhysicalDeviceProperties2" on Vulkan >= 1.1, but you can also fetch it from "vkGetPhysicalDeviceProperties2KHR" if you enabled extension VK_KHR_get_physical_device_properties2.
|
|
|
|
|
|
|
|
|
|
/// Description of a Allocator to be created.
|
|
|
|
|
|
/// Flags for created allocator. Use #VmaAllocatorCreateFlagBits enum.
|
|
|
|
/// Vulkan physical device.
|
|
/** It must be valid throughout whole lifetime of created allocator. */
|
|
|
|
/// Vulkan device.
|
|
/** It must be valid throughout whole lifetime of created allocator. */
|
|
|
|
/// Preferred size of a single `VkDeviceMemory` block to be allocated from large heaps > 1 GiB. Optional.
|
|
/** Set to 0 to use default, which is currently 256 MiB. */
|
|
|
|
/// Custom CPU memory allocation callbacks. Optional.
|
|
/** Optional, can be null. When specified, will also be used for all CPU-side memory allocations. */
|
|
|
|
/// Informative callbacks for `vkAllocateMemory`, `vkFreeMemory`. Optional.
|
|
/** Optional, can be null. */
|
|
|
|
/** \brief Either null or a pointer to an array of limits on maximum number of bytes that can be allocated out of particular Vulkan memory heap.
|
|
|
|
If not NULL, it must be a pointer to an array of
|
|
`VkPhysicalDeviceMemoryProperties::memoryHeapCount` elements, defining limit on
|
|
maximum number of bytes that can be allocated out of particular Vulkan memory
|
|
heap.
|
|
|
|
Any of the elements may be equal to `VK_WHOLE_SIZE`, which means no limit on that
|
|
heap. This is also the default in case of `pHeapSizeLimit` = NULL.
|
|
|
|
If there is a limit defined for a heap:
|
|
|
|
- If user tries to allocate more memory from that heap using this allocator,
|
|
the allocation fails with `VK_ERROR_OUT_OF_DEVICE_MEMORY`.
|
|
- If the limit is smaller than heap size reported in `VkMemoryHeap::size`, the
|
|
value of this limit will be reported instead when using vmaGetMemoryProperties().
|
|
|
|
Warning! Using this feature may not be equivalent to installing a GPU with
|
|
smaller amount of memory, because graphics driver doesn't necessary fail new
|
|
allocations with `VK_ERROR_OUT_OF_DEVICE_MEMORY` result when memory capacity is
|
|
exceeded. It may return success and just silently migrate some device memory
|
|
blocks to system RAM. This driver behavior can also be controlled using
|
|
VK_AMD_memory_overallocation_behavior extension.
|
|
*/
|
|
|
|
|
|
/** \brief Pointers to Vulkan functions. Can be null.
|
|
|
|
For details see [Pointers to Vulkan functions](@ref config_Vulkan_functions).
|
|
*/
|
|
|
|
/** \brief Handle to Vulkan instance object.
|
|
|
|
Starting from version 3.0.0 this member is no longer optional, it must be set!
|
|
*/
|
|
|
|
/** \brief Optional. Vulkan version that the application uses.
|
|
|
|
It must be a value in the format as created by macro `VK_MAKE_VERSION` or a constant like: `VK_API_VERSION_1_1`, `VK_API_VERSION_1_0`.
|
|
The patch version number specified is ignored. Only the major and minor versions are considered.
|
|
Only versions 1.0...1.4 are supported by the current implementation.
|
|
Leaving it initialized to zero is equivalent to `VK_API_VERSION_1_0`.
|
|
It must match the Vulkan version used by the application and supported on the selected physical device,
|
|
so it must be no higher than `VkApplicationInfo::apiVersion` passed to `vkCreateInstance`
|
|
and no higher than `VkPhysicalDeviceProperties::apiVersion` found on the physical device used.
|
|
*/
|
|
|
|
|
|
/** \brief Either null or a pointer to an array of external memory handle types for each Vulkan memory type.
|
|
|
|
If not NULL, it must be a pointer to an array of `VkPhysicalDeviceMemoryProperties::memoryTypeCount`
|
|
elements, defining external memory handle types of particular Vulkan memory type,
|
|
to be passed using `VkExportMemoryAllocateInfoKHR`.
|
|
|
|
Any of the elements may be equal to 0, which means not to use `VkExportMemoryAllocateInfoKHR` on this memory type.
|
|
This is also the default in case of `pTypeExternalMemoryHandleTypes` = NULL.
|
|
*/
|
|
|
|
// #if VMA_EXTERNAL_MEMORY
|
|
|
|
|
|
/// Information about existing #VmaAllocator object.
|
|
|
|
|
|
/** \brief Handle to Vulkan instance object.
|
|
|
|
This is the same value as has been passed through VmaAllocatorCreateInfo::instance.
|
|
*/
|
|
|
|
/** \brief Handle to Vulkan physical device object.
|
|
|
|
This is the same value as has been passed through VmaAllocatorCreateInfo::physicalDevice.
|
|
*/
|
|
|
|
/** \brief Handle to Vulkan device object.
|
|
|
|
This is the same value as has been passed through VmaAllocatorCreateInfo::device.
|
|
*/
|
|
|
|
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_stats
|
|
@{
|
|
*/
|
|
|
|
/** \brief Calculated statistics of memory usage e.g. in a specific memory type, heap, custom pool, or total.
|
|
|
|
These are fast to calculate.
|
|
See functions: vmaGetHeapBudgets(), vmaGetPoolStatistics().
|
|
*/
|
|
|
|
|
|
/** \brief Number of `VkDeviceMemory` objects - Vulkan memory blocks allocated.
|
|
*/
|
|
|
|
/** \brief Number of #VmaAllocation objects allocated.
|
|
|
|
Dedicated allocations have their own blocks, so each one adds 1 to `allocationCount` as well as `blockCount`.
|
|
*/
|
|
|
|
/** \brief Number of bytes allocated in `VkDeviceMemory` blocks.
|
|
|
|
\note To avoid confusion, please be aware that what Vulkan calls an "allocation" - a whole `VkDeviceMemory` object
|
|
(e.g. as in `VkPhysicalDeviceLimits::maxMemoryAllocationCount`) is called a "block" in VMA, while VMA calls
|
|
"allocation" a #VmaAllocation object that represents a memory region sub-allocated from such block, usually for a single buffer or image.
|
|
*/
|
|
|
|
/** \brief Total number of bytes occupied by all #VmaAllocation objects.
|
|
|
|
Always less or equal than `blockBytes`.
|
|
Difference `(blockBytes - allocationBytes)` is the amount of memory allocated from Vulkan
|
|
but unused by any #VmaAllocation.
|
|
*/
|
|
|
|
|
|
|
|
/** \brief More detailed statistics than #VmaStatistics.
|
|
|
|
These are slower to calculate. Use for debugging purposes.
|
|
See functions: vmaCalculateStatistics(), vmaCalculatePoolStatistics().
|
|
|
|
Previous version of the statistics API provided averages, but they have been removed
|
|
because they can be easily calculated as:
|
|
|
|
\code
|
|
VkDeviceSize allocationSizeAvg = detailedStats.statistics.allocationBytes / detailedStats.statistics.allocationCount;
|
|
VkDeviceSize unusedBytes = detailedStats.statistics.blockBytes - detailedStats.statistics.allocationBytes;
|
|
VkDeviceSize unusedRangeSizeAvg = unusedBytes / detailedStats.unusedRangeCount;
|
|
\endcode
|
|
*/
|
|
|
|
|
|
/// Basic statistics.
|
|
|
|
/// Number of free ranges of memory between allocations.
|
|
|
|
/// Smallest allocation size. `VK_WHOLE_SIZE` if there are 0 allocations.
|
|
|
|
/// Largest allocation size. 0 if there are 0 allocations.
|
|
|
|
/// Smallest empty range size. `VK_WHOLE_SIZE` if there are 0 empty ranges.
|
|
|
|
/// Largest empty range size. 0 if there are 0 empty ranges.
|
|
|
|
|
|
|
|
/** \brief General statistics from current state of the Allocator -
|
|
total memory usage across all memory heaps and types.
|
|
|
|
These are slower to calculate. Use for debugging purposes.
|
|
See function vmaCalculateStatistics().
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/** \brief Statistics of current memory usage and available budget for a specific memory heap.
|
|
|
|
These are fast to calculate.
|
|
See function vmaGetHeapBudgets().
|
|
*/
|
|
|
|
|
|
/** \brief Statistics fetched from the library.
|
|
*/
|
|
|
|
/** \brief Estimated current memory usage of the program, in bytes.
|
|
|
|
Fetched from system using VK_EXT_memory_budget extension if enabled.
|
|
|
|
It might be different than `statistics.blockBytes` (usually higher) due to additional implicit objects
|
|
also occupying the memory, like swapchain, pipelines, descriptor heaps, command buffers, or
|
|
`VkDeviceMemory` blocks allocated outside of this library, if any.
|
|
*/
|
|
|
|
/** \brief Estimated amount of memory available to the program, in bytes.
|
|
|
|
Fetched from system using VK_EXT_memory_budget extension if enabled.
|
|
|
|
It might be different (most probably smaller) than `VkMemoryHeap::size[heapIndex]` due to factors
|
|
external to the program, decided by the operating system.
|
|
Difference `budget - usage` is the amount of additional memory that can probably
|
|
be allocated without problems. Exceeding the budget may result in various problems.
|
|
*/
|
|
|
|
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_alloc
|
|
@{
|
|
*/
|
|
|
|
/** \brief Parameters of new #VmaAllocation.
|
|
|
|
To be used with functions like vmaCreateBuffer(), vmaCreateImage(), and many others.
|
|
*/
|
|
|
|
|
|
/// Use #VmaAllocationCreateFlagBits enum.
|
|
|
|
/** \brief Intended usage of memory.
|
|
|
|
You can leave #VMA_MEMORY_USAGE_UNKNOWN if you specify memory requirements in other way. \n
|
|
If `pool` is not null, this member is ignored.
|
|
*/
|
|
|
|
/** \brief Flags that must be set in a Memory Type chosen for an allocation.
|
|
|
|
Leave 0 if you specify memory requirements in other way. \n
|
|
If `pool` is not null, this member is ignored.*/
|
|
|
|
/** \brief Flags that preferably should be set in a memory type chosen for an allocation.
|
|
|
|
Set to 0 if no additional flags are preferred. \n
|
|
If `pool` is not null, this member is ignored. */
|
|
|
|
/** \brief Bitmask containing one bit set for every memory type acceptable for this allocation.
|
|
|
|
Value 0 is equivalent to `UINT32_MAX` - it means any memory type is accepted if
|
|
it meets other requirements specified by this structure, with no further
|
|
restrictions on memory type index. \n
|
|
If `pool` is not null, this member is ignored.
|
|
*/
|
|
|
|
/** \brief Pool that this allocation should be created in.
|
|
|
|
Leave `VK_NULL_HANDLE` to allocate from default pool. If not null, members:
|
|
`usage`, `requiredFlags`, `preferredFlags`, `memoryTypeBits` are ignored.
|
|
*/
|
|
|
|
/** \brief Custom general-purpose pointer that will be stored in #VmaAllocation, can be read as VmaAllocationInfo::pUserData and changed using vmaSetAllocationUserData().
|
|
|
|
If #VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT is used, it must be either
|
|
null or pointer to a null-terminated string. The string will be then copied to
|
|
internal buffer, so it doesn't need to be valid after allocation call.
|
|
*/
|
|
|
|
/** \brief A floating-point value between 0 and 1, indicating the priority of the allocation relative to other memory allocations.
|
|
|
|
It is used only when #VMA_ALLOCATOR_CREATE_EXT_MEMORY_PRIORITY_BIT flag was used during creation of the #VmaAllocator object
|
|
and this allocation ends up as dedicated or is explicitly forced as dedicated using #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
|
|
Otherwise, it has the priority of a memory block where it is placed and this variable is ignored.
|
|
*/
|
|
|
|
/** \brief Additional minimum alignment to be used for this allocation. Can be 0.
|
|
|
|
Leave 0 (default) not to impose any additional alignment. If not 0, it must be a power of two.
|
|
|
|
When creating a buffer or an image, specifying a custom alignment is not needed in most cases,
|
|
because Vulkan implementation inspects the `CreateInfo` structure (including intended usage flags)
|
|
and returns required alignment through functions like `vkGetBufferMemoryRequirements2`, which VMA automatically
|
|
uses and respects.
|
|
Extra alignment may be needed in some cases, like when using a buffer for acceleration structure scratch
|
|
(`VkPhysicalDeviceAccelerationStructurePropertiesKHR::minAccelerationStructureScratchOffsetAlignment`, see also issue #523)
|
|
or when doing interop with OpenGL.
|
|
*/
|
|
|
|
|
|
|
|
/// Describes parameter of created #VmaPool.
|
|
|
|
|
|
/** \brief Vulkan memory type index to allocate this pool from.
|
|
*/
|
|
|
|
/** \brief Use combination of #VmaPoolCreateFlagBits.
|
|
*/
|
|
|
|
/** \brief Size of a single `VkDeviceMemory` block to be allocated as part of this pool, in bytes. Optional.
|
|
|
|
Specify nonzero to set explicit, constant size of memory blocks used by this
|
|
pool.
|
|
|
|
Leave 0 to use default and let the library manage block sizes automatically.
|
|
Sizes of particular blocks may vary.
|
|
In this case, the pool will also support dedicated allocations.
|
|
*/
|
|
|
|
/** \brief Minimum number of blocks to be always allocated in this pool, even if they stay empty.
|
|
|
|
Set to 0 to have no preallocated blocks and allow the pool be completely empty.
|
|
*/
|
|
|
|
/** \brief Maximum number of blocks that can be allocated in this pool. Optional.
|
|
|
|
Set to 0 to use default, which is `SIZE_MAX`, which means no limit.
|
|
|
|
Set to same value as VmaPoolCreateInfo::minBlockCount to have fixed amount of memory allocated
|
|
throughout whole lifetime of this pool.
|
|
*/
|
|
|
|
/** \brief A floating-point value between 0 and 1, indicating the priority of the allocations in this pool relative to other memory allocations.
|
|
|
|
It is used only when #VMA_ALLOCATOR_CREATE_EXT_MEMORY_PRIORITY_BIT flag was used during creation of the #VmaAllocator object.
|
|
Otherwise, this variable is ignored.
|
|
*/
|
|
|
|
/** \brief Additional minimum alignment to be used for all allocations created from this pool. Can be 0.
|
|
|
|
Leave 0 (default) not to impose any additional alignment. If not 0, it must be a power of two.
|
|
|
|
When creating a buffer or an image, specifying a custom alignment is not needed in most cases,
|
|
because Vulkan implementation inspects the `CreateInfo` structure (including intended usage flags)
|
|
and returns required alignment through functions like `vkGetBufferMemoryRequirements2`, which VMA automatically
|
|
uses and respects.
|
|
Extra alignment may be needed in some cases, like when using a buffer for acceleration structure scratch
|
|
(`VkPhysicalDeviceAccelerationStructurePropertiesKHR::minAccelerationStructureScratchOffsetAlignment`, see also issue #523)
|
|
or when doing interop with OpenGL.
|
|
*/
|
|
|
|
/** \brief Additional `pNext` chain to be attached to `VkMemoryAllocateInfo` used for every allocation made by this pool. Optional.
|
|
|
|
Optional, can be null. If not null, it must point to a `pNext` chain of structures that can be attached to `VkMemoryAllocateInfo`.
|
|
It can be useful for special needs such as adding `VkExportMemoryAllocateInfoKHR`.
|
|
Structures pointed by this member must remain alive and unchanged for the whole lifetime of the custom pool.
|
|
|
|
Please note that some structures, e.g. `VkMemoryPriorityAllocateInfoEXT`, `VkMemoryDedicatedAllocateInfoKHR`,
|
|
can be attached automatically by this library when using other, more convenient of its features.
|
|
*/
|
|
|
|
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_alloc
|
|
@{
|
|
*/
|
|
|
|
/**
|
|
Parameters of #VmaAllocation objects, that can be retrieved using function vmaGetAllocationInfo().
|
|
|
|
There is also an extended version of this structure that carries additional parameters: #VmaAllocationInfo2.
|
|
*/
|
|
|
|
|
|
/** \brief Memory type index that this allocation was allocated from.
|
|
|
|
It never changes.
|
|
*/
|
|
|
|
/** \brief Handle to Vulkan memory object.
|
|
|
|
Same memory object can be shared by multiple allocations.
|
|
|
|
It can change after the allocation is moved during \ref defragmentation.
|
|
*/
|
|
|
|
/** \brief Offset in `VkDeviceMemory` object to the beginning of this allocation, in bytes. `(deviceMemory, offset)` pair is unique to this allocation.
|
|
|
|
You usually don't need to use this offset. If you create a buffer or an image together with the allocation using e.g. function
|
|
vmaCreateBuffer(), vmaCreateImage(), functions that operate on these resources refer to the beginning of the buffer or image,
|
|
not entire device memory block. Functions like vmaMapMemory(), vmaBindBufferMemory() also refer to the beginning of the allocation
|
|
and apply this offset automatically.
|
|
|
|
It can change after the allocation is moved during \ref defragmentation.
|
|
*/
|
|
|
|
/** \brief Size of this allocation, in bytes.
|
|
|
|
It never changes.
|
|
|
|
\note Allocation size returned in this variable may be greater than the size
|
|
requested for the resource e.g. as `VkBufferCreateInfo::size`. Whole size of the
|
|
allocation is accessible for operations on memory e.g. using a pointer after
|
|
mapping with vmaMapMemory(), but operations on the resource e.g. using
|
|
`vkCmdCopyBuffer` must be limited to the size of the resource.
|
|
*/
|
|
|
|
/** \brief Pointer to the beginning of this allocation as mapped data.
|
|
|
|
If the allocation hasn't been mapped using vmaMapMemory() and hasn't been
|
|
created with #VMA_ALLOCATION_CREATE_MAPPED_BIT flag, this value is null.
|
|
|
|
It can change after call to vmaMapMemory(), vmaUnmapMemory().
|
|
It can also change after the allocation is moved during \ref defragmentation.
|
|
*/
|
|
|
|
/** \brief Custom general-purpose pointer that was passed as VmaAllocationCreateInfo::pUserData or set using vmaSetAllocationUserData().
|
|
|
|
It can change after call to vmaSetAllocationUserData() for this allocation.
|
|
*/
|
|
|
|
/** \brief Custom allocation name that was set with vmaSetAllocationName().
|
|
|
|
It can change after call to vmaSetAllocationName() for this allocation.
|
|
|
|
Another way to set custom name is to pass it in VmaAllocationCreateInfo::pUserData with
|
|
additional flag #VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT set [DEPRECATED].
|
|
*/
|
|
|
|
|
|
|
|
/// Extended parameters of a #VmaAllocation object that can be retrieved using function vmaGetAllocationInfo2().
|
|
|
|
|
|
/** \brief Basic parameters of the allocation.
|
|
|
|
If you need only these, you can use function vmaGetAllocationInfo() and structure #VmaAllocationInfo instead.
|
|
*/
|
|
|
|
/** \brief Size of the `VkDeviceMemory` block that the allocation belongs to.
|
|
|
|
In case of an allocation with dedicated memory, it will be equal to `allocationInfo.size`.
|
|
*/
|
|
|
|
/** \brief `VK_TRUE` if the allocation has dedicated memory, `VK_FALSE` if it was placed as part of a larger memory block.
|
|
|
|
When `VK_TRUE`, it also means `VkMemoryDedicatedAllocateInfo` was used when creating the allocation
|
|
(if VK_KHR_dedicated_allocation extension or Vulkan version >= 1.1 is enabled).
|
|
*/
|
|
|
|
|
|
|
|
/** Callback function called during vmaBeginDefragmentation() to check custom criterion about ending current defragmentation pass.
|
|
|
|
Should return true if the defragmentation needs to stop current pass.
|
|
*/
|
|
|
|
|
|
/** \brief Parameters for defragmentation.
|
|
|
|
To be used with function vmaBeginDefragmentation().
|
|
*/
|
|
|
|
|
|
/// \brief Use combination of #VmaDefragmentationFlagBits.
|
|
|
|
/** \brief Custom pool to be defragmented.
|
|
|
|
If null then default pools will undergo defragmentation process.
|
|
*/
|
|
|
|
/** \brief Maximum numbers of bytes that can be copied during single pass, while moving allocations to different places.
|
|
|
|
`0` means no limit.
|
|
*/
|
|
|
|
/** \brief Maximum number of allocations that can be moved during single pass to a different place.
|
|
|
|
`0` means no limit.
|
|
*/
|
|
|
|
/** \brief Optional custom callback for stopping vmaBeginDefragmentation().
|
|
|
|
Have to return true for breaking current defragmentation pass.
|
|
*/
|
|
|
|
/// \brief Optional data to pass to custom callback for stopping pass of defragmentation.
|
|
|
|
|
|
|
|
/// Single move of an allocation to be done for defragmentation.
|
|
|
|
|
|
/// Operation to be performed on the allocation by vmaEndDefragmentationPass(). Default value is #VMA_DEFRAGMENTATION_MOVE_OPERATION_COPY. You can modify it.
|
|
|
|
/// Allocation that should be moved.
|
|
|
|
/** \brief Temporary allocation pointing to destination memory that will replace `srcAllocation`.
|
|
|
|
\warning Do not store this allocation in your data structures! It exists only temporarily, for the duration of the defragmentation pass,
|
|
to be used for binding new buffer/image to the destination memory using e.g. vmaBindBufferMemory().
|
|
vmaEndDefragmentationPass() will destroy it and make `srcAllocation` point to this memory.
|
|
*/
|
|
|
|
|
|
|
|
/** \brief Parameters for incremental defragmentation steps.
|
|
|
|
To be used with function vmaBeginDefragmentationPass().
|
|
*/
|
|
|
|
|
|
/// Number of elements in the `pMoves` array.
|
|
|
|
/** \brief Array of moves to be performed by the user in the current defragmentation pass.
|
|
|
|
Pointer to an array of `moveCount` elements, owned by VMA, created in vmaBeginDefragmentationPass(), destroyed in vmaEndDefragmentationPass().
|
|
|
|
For each element, you should:
|
|
|
|
1. Create a new buffer/image in the place pointed by VmaDefragmentationMove::dstMemory + VmaDefragmentationMove::dstOffset.
|
|
2. Copy data from the VmaDefragmentationMove::srcAllocation e.g. using `vkCmdCopyBuffer`, `vkCmdCopyImage`.
|
|
3. Make sure these commands finished executing on the GPU.
|
|
4. Destroy the old buffer/image.
|
|
|
|
Only then you can finish defragmentation pass by calling vmaEndDefragmentationPass().
|
|
After this call, the allocation will point to the new place in memory.
|
|
|
|
Alternatively, if you cannot move specific allocation, you can set VmaDefragmentationMove::operation to #VMA_DEFRAGMENTATION_MOVE_OPERATION_IGNORE.
|
|
|
|
Alternatively, if you decide you want to completely remove the allocation:
|
|
|
|
1. Destroy its buffer/image.
|
|
2. Set VmaDefragmentationMove::operation to #VMA_DEFRAGMENTATION_MOVE_OPERATION_DESTROY.
|
|
|
|
Then, after vmaEndDefragmentationPass() the allocation will be freed.
|
|
*/
|
|
|
|
|
|
|
|
/// Statistics returned for defragmentation process in function vmaEndDefragmentation().
|
|
|
|
|
|
/// Total number of bytes that have been copied while moving allocations to different places.
|
|
|
|
/// Total number of bytes that have been released to the system by freeing empty `VkDeviceMemory` objects.
|
|
|
|
/// Number of allocations that have been moved to different places.
|
|
|
|
/// Number of empty `VkDeviceMemory` objects that have been released to the system.
|
|
|
|
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_virtual
|
|
@{
|
|
*/
|
|
|
|
/// Parameters of created #VmaVirtualBlock object to be passed to vmaCreateVirtualBlock().
|
|
|
|
|
|
/** \brief Total size of the virtual block.
|
|
|
|
Sizes can be expressed in bytes or any units you want as long as you are consistent in using them.
|
|
For example, if you allocate from some array of structures, 1 can mean single instance of entire structure.
|
|
*/
|
|
|
|
|
|
/** \brief Use combination of #VmaVirtualBlockCreateFlagBits.
|
|
*/
|
|
|
|
|
|
/** \brief Custom CPU memory allocation callbacks. Optional.
|
|
|
|
Optional, can be null. When specified, they will be used for all CPU-side memory allocations.
|
|
*/
|
|
|
|
|
|
|
|
/// Parameters of created virtual allocation to be passed to vmaVirtualAllocate().
|
|
|
|
|
|
/** \brief Size of the allocation.
|
|
|
|
Cannot be zero.
|
|
*/
|
|
|
|
/** \brief Required alignment of the allocation. Optional.
|
|
|
|
Must be power of two. Special value 0 has the same meaning as 1 - means no special alignment is required, so allocation can start at any offset.
|
|
*/
|
|
|
|
/** \brief Use combination of #VmaVirtualAllocationCreateFlagBits.
|
|
*/
|
|
|
|
/** \brief Custom pointer to be associated with the allocation. Optional.
|
|
|
|
It can be any value and can be used for user-defined purposes. It can be fetched or changed later.
|
|
*/
|
|
|
|
|
|
|
|
/// Parameters of an existing virtual allocation, returned by vmaGetVirtualAllocationInfo().
|
|
|
|
|
|
/** \brief Offset of the allocation.
|
|
|
|
Offset at which the allocation was made.
|
|
*/
|
|
|
|
/** \brief Size of the allocation.
|
|
|
|
Same value as passed in VmaVirtualAllocationCreateInfo::size.
|
|
*/
|
|
|
|
/** \brief Custom pointer associated with the allocation.
|
|
|
|
Same value as passed in VmaVirtualAllocationCreateInfo::pUserData or to vmaSetVirtualAllocationUserData().
|
|
*/
|
|
|
|
|
|
|
|
/** @} */
|
|
|
|
// _VMA_DATA_TYPES_DECLARATIONS
|
|
|
|
|
|
|
|
/**
|
|
\addtogroup group_init
|
|
@{
|
|
*/
|
|
|
|
|
|
/** \brief Fully initializes `pDstVulkanFunctions` structure with Vulkan functions needed by VMA
|
|
using [volk library](https://github.com/zeux/volk).
|
|
|
|
This function is defined in VMA header only if "volk.h" was included before it.
|
|
|
|
To use this function properly:
|
|
|
|
-# Initialize volk and Vulkan:
|
|
-# Call `volkInitialize()`
|
|
-# Create `VkInstance` object
|
|
-# Call `volkLoadInstance()`
|
|
-# Create `VkDevice` object
|
|
-# Call `volkLoadDevice()`
|
|
-# Fill in structure #VmaAllocatorCreateInfo, especially members:
|
|
- VmaAllocatorCreateInfo::device
|
|
- VmaAllocatorCreateInfo::vulkanApiVersion
|
|
- VmaAllocatorCreateInfo::flags - set appropriate flags for the Vulkan extensions you enabled
|
|
-# Create an instance of the #VmaVulkanFunctions structure.
|
|
-# Call vmaImportVulkanFunctionsFromVolk().
|
|
Parameter `pAllocatorCreateInfo` is read to find out which functions should be fetched for
|
|
appropriate Vulkan version and extensions.
|
|
Parameter `pDstVulkanFunctions` is filled with those function pointers, or null if not applicable.
|
|
-# Attach the #VmaVulkanFunctions structure to VmaAllocatorCreateInfo::pVulkanFunctions.
|
|
-# Call vmaCreateAllocator() to create the #VmaAllocator object.
|
|
|
|
Example:
|
|
|
|
\code
|
|
VmaAllocatorCreateInfo allocatorCreateInfo = {};
|
|
allocatorCreateInfo.physicalDevice = myPhysicalDevice;
|
|
allocatorCreateInfo.device = myDevice;
|
|
allocatorCreateInfo.instance = myInstance;
|
|
allocatorCreateInfo.vulkanApiVersion = VK_API_VERSION_1_3;
|
|
allocatorCreateInfo.flags = VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT |
|
|
VMA_ALLOCATOR_CREATE_EXT_MEMORY_PRIORITY_BIT |
|
|
VMA_ALLOCATOR_CREATE_KHR_EXTERNAL_MEMORY_WIN32_BIT;
|
|
|
|
VmaVulkanFunctions vulkanFunctions;
|
|
VkResult res = vmaImportVulkanFunctionsFromVolk(&allocatorCreateInfo, &vulkanFunctions);
|
|
// Check res...
|
|
allocatorCreateInfo.pVulkanFunctions = &vulkanFunctions;
|
|
|
|
VmaAllocator allocator;
|
|
res = vmaCreateAllocator(&allocatorCreateInfo, &allocator);
|
|
// Check res...
|
|
\endcode
|
|
|
|
Internally in this function, pointers to functions related to the entire Vulkan instance are fetched using global function definitions,
|
|
while pointers to functions related to the Vulkan device are fetched using `volkLoadDeviceTable()` for given `pAllocatorCreateInfo->device`.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
/// Creates #VmaAllocator object.
|
|
|
|
|
|
|
|
|
|
/// Destroys allocator object.
|
|
public static void Destroy(this VmaAllocator allocator) => vmaDestroyAllocator(allocator);
|
|
|
|
/** \brief Returns information about existing #VmaAllocator object - handle to Vulkan device etc.
|
|
|
|
It might be useful if you want to keep just the #VmaAllocator handle and fetch other required handles to
|
|
`VkPhysicalDevice`, `VkDevice` etc. every time using this function.
|
|
*/
|
|
public static void GetInfo(this VmaAllocator allocator, out VmaAllocatorInfo pAllocatorInfo) => vmaGetAllocatorInfo(allocator, out pAllocatorInfo);
|
|
|
|
/**
|
|
PhysicalDeviceProperties are fetched from physicalDevice by the allocator.
|
|
You can access it here, without fetching it again on your own.
|
|
*/
|
|
public static void GetPhysicalDeviceProperties(this VmaAllocator allocator, out VkPhysicalDeviceProperties* ppPhysicalDeviceProperties) => vmaGetPhysicalDeviceProperties(allocator, out ppPhysicalDeviceProperties);
|
|
|
|
/**
|
|
PhysicalDeviceMemoryProperties are fetched from physicalDevice by the allocator.
|
|
You can access it here, without fetching it again on your own.
|
|
*/
|
|
public static void GetMemoryProperties(this VmaAllocator allocator, out VkPhysicalDeviceMemoryProperties* ppPhysicalDeviceMemoryProperties) => vmaGetMemoryProperties(allocator, out ppPhysicalDeviceMemoryProperties);
|
|
|
|
/**
|
|
\brief Given Memory Type Index, returns Property Flags of this memory type.
|
|
|
|
This is just a convenience function. Same information can be obtained using
|
|
vmaGetMemoryProperties().
|
|
*/
|
|
public static void GetMemoryTypeProperties(this VmaAllocator allocator, uint32 memoryTypeIndex, out VkMemoryPropertyFlags pFlags) => vmaGetMemoryTypeProperties(allocator, memoryTypeIndex, out pFlags);
|
|
|
|
/** \brief Sets index of the current frame.
|
|
*/
|
|
public static void SetCurrentFrameIndex(this VmaAllocator allocator, uint32 frameIndex) => vmaSetCurrentFrameIndex(allocator, frameIndex);
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_stats
|
|
@{
|
|
*/
|
|
|
|
/** \brief Retrieves statistics from current state of the Allocator.
|
|
|
|
This function is called "calculate" not "get" because it has to traverse all
|
|
internal data structures, so it may be quite slow. Use it for debugging purposes.
|
|
For faster but more brief statistics suitable to be called every frame or every allocation,
|
|
use vmaGetHeapBudgets().
|
|
|
|
Note that when using allocator from multiple threads, returned information may immediately
|
|
become outdated.
|
|
*/
|
|
public static void CalculateStatistics(this VmaAllocator allocator, out VmaTotalStatistics pStats) => vmaCalculateStatistics(allocator, out pStats);
|
|
|
|
/** \brief Retrieves information about current memory usage and budget for all memory heaps.
|
|
|
|
\param allocator
|
|
\param[out] pBudgets Must point to array with number of elements at least equal to number of memory heaps in physical device used.
|
|
|
|
This function is called "get" not "calculate" because it is very fast, suitable to be called
|
|
every frame or every allocation. For more detailed statistics use vmaCalculateStatistics().
|
|
|
|
Note that when using allocator from multiple threads, returned information may immediately
|
|
become outdated.
|
|
*/
|
|
public static void GetHeapBudgets(this VmaAllocator allocator, out VmaBudget pBudgets) => vmaGetHeapBudgets(allocator, out pBudgets);
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_alloc
|
|
@{
|
|
*/
|
|
|
|
/**
|
|
\brief Helps to find `memoryTypeIndex`, given `memoryTypeBits` and #VmaAllocationCreateInfo.
|
|
|
|
This algorithm tries to find a memory type that:
|
|
|
|
- Is allowed by `memoryTypeBits`.
|
|
- Contains all the flags from `pAllocationCreateInfo->requiredFlags`.
|
|
- Matches intended usage.
|
|
- Has as many flags from `pAllocationCreateInfo->preferredFlags` as possible.
|
|
|
|
\return Returns `VK_ERROR_FEATURE_NOT_PRESENT` if not found. Receiving such result
|
|
from this function or any other allocating function probably means that your
|
|
device doesn't support any memory type with requested features for the specific
|
|
type of resource you want to use it for. Please check parameters of your
|
|
resource, like image layout (`OPTIMAL` versus `LINEAR`) or mip level count.
|
|
*/
|
|
public static VkResult FindMemoryTypeIndex(this VmaAllocator allocator, uint32 memoryTypeBits, VmaAllocationCreateInfo* pAllocationCreateInfo, out uint32 pMemoryTypeIndex) => vmaFindMemoryTypeIndex(allocator, memoryTypeBits, pAllocationCreateInfo, out pMemoryTypeIndex);
|
|
|
|
/**
|
|
\brief Helps to find `memoryTypeIndex`, given `VkBufferCreateInfo` and #VmaAllocationCreateInfo.
|
|
|
|
It can be useful e.g. to determine value to be used as VmaPoolCreateInfo::memoryTypeIndex.
|
|
It may need to internally create a temporary, dummy buffer that never has memory bound.
|
|
*/
|
|
public static VkResult FindMemoryTypeIndexForBufferInfo(this VmaAllocator allocator, VkBufferCreateInfo* pBufferCreateInfo, VmaAllocationCreateInfo* pAllocationCreateInfo, out uint32 pMemoryTypeIndex) => vmaFindMemoryTypeIndexForBufferInfo(allocator, pBufferCreateInfo, pAllocationCreateInfo, out pMemoryTypeIndex);
|
|
|
|
/**
|
|
\brief Helps to find `memoryTypeIndex`, given `VkImageCreateInfo` and #VmaAllocationCreateInfo.
|
|
|
|
It can be useful e.g. to determine value to be used as VmaPoolCreateInfo::memoryTypeIndex.
|
|
It may need to internally create a temporary, dummy image that never has memory bound.
|
|
*/
|
|
public static VkResult FindMemoryTypeIndexForImageInfo(this VmaAllocator allocator, VkImageCreateInfo* pImageCreateInfo, VmaAllocationCreateInfo* pAllocationCreateInfo, out uint32 pMemoryTypeIndex) => vmaFindMemoryTypeIndexForImageInfo(allocator, pImageCreateInfo, pAllocationCreateInfo, out pMemoryTypeIndex);
|
|
|
|
/** \brief Allocates Vulkan device memory and creates #VmaPool object.
|
|
|
|
\param allocator Allocator object.
|
|
\param pCreateInfo Parameters of pool to create.
|
|
\param[out] pPool Handle to created pool.
|
|
*/
|
|
public static VkResult CreatePool(this VmaAllocator allocator, VmaPoolCreateInfo* pCreateInfo, out VmaPool pPool) => vmaCreatePool(allocator, pCreateInfo, out pPool);
|
|
|
|
/** \brief Destroys #VmaPool object and frees Vulkan device memory.
|
|
*/
|
|
public static void Destroy(this VmaPool pool, VmaAllocator allocator) => vmaDestroyPool(allocator, pool);
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_stats
|
|
@{
|
|
*/
|
|
|
|
/** \brief Retrieves statistics of existing #VmaPool object.
|
|
|
|
\param allocator Allocator object.
|
|
\param pool Pool object.
|
|
\param[out] pPoolStats Statistics of specified pool.
|
|
|
|
Note that when using the pool from multiple threads, returned information may immediately
|
|
become outdated.
|
|
*/
|
|
public static void GetStatistics(this VmaPool pool, VmaAllocator allocator, out VmaStatistics pPoolStats) => vmaGetPoolStatistics(allocator, pool, out pPoolStats);
|
|
|
|
/** \brief Retrieves detailed statistics of existing #VmaPool object.
|
|
|
|
\param allocator Allocator object.
|
|
\param pool Pool object.
|
|
\param[out] pPoolStats Statistics of specified pool.
|
|
*/
|
|
public static void CalculateStatistics(this VmaPool pool, VmaAllocator allocator, out VmaDetailedStatistics pPoolStats) => vmaCalculatePoolStatistics(allocator, pool, out pPoolStats);
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_alloc
|
|
@{
|
|
*/
|
|
|
|
/** \brief Checks magic number in margins around all allocations in given memory pool in search for corruptions.
|
|
|
|
Corruption detection is enabled only when `VMA_DEBUG_DETECT_CORRUPTION` macro is defined to nonzero,
|
|
`VMA_DEBUG_MARGIN` is defined to nonzero and the pool is created in memory type that is
|
|
`HOST_VISIBLE` and `HOST_COHERENT`. For more information, see [Corruption detection](@ref debugging_memory_usage_corruption_detection).
|
|
|
|
Possible return values:
|
|
|
|
- `VK_ERROR_FEATURE_NOT_PRESENT` - corruption detection is not enabled for specified pool.
|
|
- `VK_SUCCESS` - corruption detection has been performed and succeeded.
|
|
- `VK_ERROR_UNKNOWN` - corruption detection has been performed and found memory corruptions around one of the allocations.
|
|
`VMA_ASSERT` is also fired in that case.
|
|
- Other value: Error returned by Vulkan, e.g. memory mapping failure.
|
|
*/
|
|
public static VkResult CheckCorruption(this VmaPool pool, VmaAllocator allocator) => vmaCheckPoolCorruption(allocator, pool);
|
|
|
|
/** \brief Retrieves name of a custom pool.
|
|
|
|
After the call `ppName` is either null or points to an internally-owned null-terminated string
|
|
containing name of the pool that was previously set. The pointer becomes invalid when the pool is
|
|
destroyed or its name is changed using vmaSetPoolName().
|
|
*/
|
|
public static void GetName(this VmaPool pool, VmaAllocator allocator, out c_char* ppName) => vmaGetPoolName(allocator, pool, out ppName);
|
|
|
|
/** \brief Sets name of a custom pool.
|
|
|
|
`pName` can be either null or pointer to a null-terminated string with new name for the pool.
|
|
Function makes internal copy of the string, so it can be changed or freed immediately after this call.
|
|
*/
|
|
public static void SetName(this VmaPool pool, VmaAllocator allocator, c_char* pName) => vmaSetPoolName(allocator, pool, pName);
|
|
|
|
/** \brief General purpose memory allocation.
|
|
|
|
\param allocator The main allocator object.
|
|
\param pVkMemoryRequirements Requirements for the allocated memory.
|
|
\param pCreateInfo Allocation creation parameters.
|
|
\param[out] pAllocation Handle to allocated memory.
|
|
\param[out] pAllocationInfo Optional, can be null. Information about allocated memory. It can be also fetched later using vmaGetAllocationInfo().
|
|
|
|
The function creates a #VmaAllocation object without creating a buffer or an image together with it.
|
|
|
|
- It is recommended to use vmaAllocateMemoryForBuffer(), vmaAllocateMemoryForImage(),
|
|
vmaCreateBuffer(), vmaCreateImage() instead whenever possible.
|
|
- You can also create a buffer or an image later in an existing allocation using
|
|
vmaCreateAliasingBuffer2(), vmaCreateAliasingImage2().
|
|
- You can also create a buffer or an image on your own and bind it to an existing allocation
|
|
using vmaBindBufferMemory2(), vmaBindImageMemory2().
|
|
|
|
You must free the returned allocation object using vmaFreeMemory() or vmaFreeMemoryPages().
|
|
|
|
There is also extended version of this function: vmaAllocateDedicatedMemory()
|
|
that offers additional parameter `pMemoryAllocateNext`.
|
|
*/
|
|
public static VkResult AllocateMemory(this VmaAllocator allocator, VkMemoryRequirements* pVkMemoryRequirements, VmaAllocationCreateInfo* pCreateInfo, out VmaAllocation pAllocation, out VmaAllocationInfo pAllocationInfo) => vmaAllocateMemory(allocator, pVkMemoryRequirements, pCreateInfo, out pAllocation, out pAllocationInfo);
|
|
|
|
/** \brief General purpose allocation of a dedicated memory.
|
|
|
|
This function is similar vmaAllocateMemory(), but
|
|
it always allocates dedicated memory - flag #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT is implied.
|
|
It offers additional parameter `pMemoryAllocateNext`,
|
|
which can be used to attach `pNext` chain to the `VkMemoryAllocateInfo` structure.
|
|
It can be useful for importing external memory. For more information, see \ref other_api_interop.
|
|
*/
|
|
public static VkResult AllocateDedicatedMemory(this VmaAllocator allocator, VkMemoryRequirements* pVkMemoryRequirements, VmaAllocationCreateInfo* pCreateInfo, out void pMemoryAllocateNext, out VmaAllocation pAllocation, out VmaAllocationInfo pAllocationInfo) => vmaAllocateDedicatedMemory(allocator, pVkMemoryRequirements, pCreateInfo, out pMemoryAllocateNext, out pAllocation, out pAllocationInfo);
|
|
|
|
/** \brief General purpose memory allocation for multiple allocation objects at once.
|
|
|
|
\param allocator Allocator object.
|
|
\param pVkMemoryRequirements Memory requirements for each allocation.
|
|
\param pCreateInfo Creation parameters for each allocation.
|
|
\param allocationCount Number of allocations to make.
|
|
\param[out] pAllocations Pointer to array that will be filled with handles to created allocations.
|
|
\param[out] pAllocationInfo Optional. Pointer to array that will be filled with parameters of created allocations.
|
|
|
|
You should free the memory using vmaFreeMemory() or vmaFreeMemoryPages().
|
|
|
|
Word "pages" is just a suggestion to use this function to allocate pieces of memory needed for sparse binding.
|
|
It is just a general purpose allocation function able to make multiple allocations at once.
|
|
It may be internally optimized to be more efficient than calling vmaAllocateMemory() `allocationCount` times.
|
|
|
|
All allocations are made using same parameters. All of them are created out of the same memory pool and type.
|
|
If any allocation fails, all allocations already made within this function call are also freed, so that when
|
|
returned result is not `VK_SUCCESS`, `pAllocation` array is always entirely filled with `VK_NULL_HANDLE`.
|
|
*/
|
|
public static VkResult AllocateMemoryPages(this VmaAllocator allocator, VkMemoryRequirements* pVkMemoryRequirements, VmaAllocationCreateInfo* pCreateInfo, c_size allocationCount, out VmaAllocation pAllocations, out VmaAllocationInfo pAllocationInfo) => vmaAllocateMemoryPages(allocator, pVkMemoryRequirements, pCreateInfo, allocationCount, out pAllocations, out pAllocationInfo);
|
|
|
|
/** \brief Allocates memory suitable for given `VkBuffer`.
|
|
|
|
\param allocator
|
|
\param buffer
|
|
\param pCreateInfo
|
|
\param[out] pAllocation Handle to allocated memory.
|
|
\param[out] pAllocationInfo Optional. Information about allocated memory. It can be later fetched using function vmaGetAllocationInfo().
|
|
|
|
It only creates #VmaAllocation. To bind the memory to the buffer, use vmaBindBufferMemory().
|
|
|
|
This is a special-purpose function. In most cases you should use vmaCreateBuffer().
|
|
|
|
You must free the allocation using vmaFreeMemory() when no longer needed.
|
|
*/
|
|
public static VkResult AllocateMemoryForBuffer(this VmaAllocator allocator, VkBuffer buffer, VmaAllocationCreateInfo* pCreateInfo, out VmaAllocation pAllocation, out VmaAllocationInfo pAllocationInfo) => vmaAllocateMemoryForBuffer(allocator, buffer, pCreateInfo, out pAllocation, out pAllocationInfo);
|
|
|
|
/** \brief Allocates memory suitable for given `VkImage`.
|
|
|
|
\param allocator
|
|
\param image
|
|
\param pCreateInfo
|
|
\param[out] pAllocation Handle to allocated memory.
|
|
\param[out] pAllocationInfo Optional. Information about allocated memory. It can be later fetched using function vmaGetAllocationInfo().
|
|
|
|
It only creates #VmaAllocation. To bind the memory to the buffer, use vmaBindImageMemory().
|
|
|
|
This is a special-purpose function. In most cases you should use vmaCreateImage().
|
|
|
|
You must free the allocation using vmaFreeMemory() when no longer needed.
|
|
*/
|
|
public static VkResult AllocateMemoryForImage(this VmaAllocator allocator, VkImage image, VmaAllocationCreateInfo* pCreateInfo, out VmaAllocation pAllocation, out VmaAllocationInfo pAllocationInfo) => vmaAllocateMemoryForImage(allocator, image, pCreateInfo, out pAllocation, out pAllocationInfo);
|
|
|
|
/** \brief Frees memory previously allocated using vmaAllocateMemory(), vmaAllocateMemoryForBuffer(), or vmaAllocateMemoryForImage().
|
|
|
|
Passing `VK_NULL_HANDLE` as `allocation` is valid. Such function call is just skipped.
|
|
*/
|
|
public static void FreeMemory(this VmaAllocation allocation, VmaAllocator allocator) => vmaFreeMemory(allocator, allocation);
|
|
|
|
/** \brief Frees memory and destroys multiple allocations.
|
|
|
|
Word "pages" is just a suggestion to use this function to free pieces of memory used for sparse binding.
|
|
It is just a general purpose function to free memory and destroy allocations made using e.g. vmaAllocateMemory(),
|
|
vmaAllocateMemoryPages() and other functions.
|
|
It may be internally optimized to be more efficient than calling vmaFreeMemory() `allocationCount` times.
|
|
|
|
Allocations in `pAllocations` array can come from any memory pools and types.
|
|
Passing `VK_NULL_HANDLE` as elements of `pAllocations` array is valid. Such entries are just skipped.
|
|
*/
|
|
public static void FreeMemoryPages(this VmaAllocator allocator, c_size allocationCount, VmaAllocation* pAllocations) => vmaFreeMemoryPages(allocator, allocationCount, pAllocations);
|
|
|
|
/** \brief Returns current information about specified allocation.
|
|
|
|
Current parameters of given allocation are returned in `pAllocationInfo`.
|
|
|
|
Although this function doesn't lock any mutex, so it should be quite efficient,
|
|
you should avoid calling it too often.
|
|
You can retrieve same VmaAllocationInfo structure while creating your resource, from function
|
|
vmaCreateBuffer(), vmaCreateImage(). You can remember it if you are sure parameters don't change
|
|
(e.g. due to defragmentation).
|
|
|
|
There is also a new function vmaGetAllocationInfo2() that offers extended information
|
|
about the allocation, returned using new structure #VmaAllocationInfo2.
|
|
*/
|
|
public static void GetInfo(this VmaAllocation allocation, VmaAllocator allocator, out VmaAllocationInfo pAllocationInfo) => vmaGetAllocationInfo(allocator, allocation, out pAllocationInfo);
|
|
|
|
/** \brief Returns extended information about specified allocation.
|
|
|
|
Current parameters of given allocation are returned in `pAllocationInfo`.
|
|
Extended parameters in structure #VmaAllocationInfo2 include memory block size
|
|
and a flag telling whether the allocation has dedicated memory.
|
|
It can be useful e.g. for interop with OpenGL.
|
|
*/
|
|
public static void GetInfo2(this VmaAllocation allocation, VmaAllocator allocator, out VmaAllocationInfo2 pAllocationInfo) => vmaGetAllocationInfo2(allocator, allocation, out pAllocationInfo);
|
|
|
|
/** \brief Sets pUserData in given allocation to new value.
|
|
|
|
The value of pointer `pUserData` is copied to allocation's `pUserData`.
|
|
It is opaque, so you can use it however you want - e.g.
|
|
as a pointer, ordinal number or some handle to you own data.
|
|
*/
|
|
public static void SetUserData(this VmaAllocation allocation, VmaAllocator allocator, out void pUserData) => vmaSetAllocationUserData(allocator, allocation, out pUserData);
|
|
|
|
/** \brief Sets pName in given allocation to new value.
|
|
|
|
`pName` must be either null, or pointer to a null-terminated string. The function
|
|
makes local copy of the string and sets it as allocation's `pName`. String
|
|
passed as pName doesn't need to be valid for whole lifetime of the allocation -
|
|
you can free it after this call. String previously pointed by allocation's
|
|
`pName` is freed from memory.
|
|
*/
|
|
public static void SetName(this VmaAllocation allocation, VmaAllocator allocator, c_char* pName) => vmaSetAllocationName(allocator, allocation, pName);
|
|
|
|
/**
|
|
\brief Given an allocation, returns Property Flags of its memory type.
|
|
|
|
This is just a convenience function. Same information can be obtained using
|
|
vmaGetAllocationInfo() + vmaGetMemoryProperties().
|
|
*/
|
|
public static void GetMemoryProperties(this VmaAllocation allocation, VmaAllocator allocator, out VkMemoryPropertyFlags pFlags) => vmaGetAllocationMemoryProperties(allocator, allocation, out pFlags);
|
|
|
|
|
|
|
|
/**
|
|
\brief Given an allocation, returns Win32 handle that may be imported by other processes or APIs.
|
|
|
|
\param allocator The main allocator object.
|
|
\param allocation Allocation.
|
|
\param hTargetProcess A valid handle to target process or null. If it's null, the function returns
|
|
handle for the current process.
|
|
\param[out] pHandle Output parameter that returns the handle.
|
|
|
|
The function fills `pHandle` with handle that can be used in target process.
|
|
The handle is fetched using function `vkGetMemoryWin32HandleKHR`.
|
|
|
|
Each call to this function creates a new handle that must be closed using:
|
|
|
|
\code
|
|
CloseHandle(handle);
|
|
\endcode
|
|
|
|
You can close it any time, before or after destroying the allocation object.
|
|
It is reference-counted internally by Windows.
|
|
|
|
Note the handle is returned for the entire `VkDeviceMemory` block that the allocation belongs to.
|
|
If the allocation is sub-allocated from a larger block, you may need to consider the offset of the allocation
|
|
(VmaAllocationInfo::offset).
|
|
|
|
This function always uses `VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT`.
|
|
An extended version of this function is available as vmaGetMemoryWin32Handle2()
|
|
that allows using other handle type.
|
|
|
|
This function is available compile-time only when VK_KHR_external_memory_win32 extension is available.
|
|
It can be manually disabled by predefining `VMA_EXTERNAL_MEMORY_WIN32=0` macro.
|
|
|
|
If the function fails with `VK_ERROR_FEATURE_NOT_PRESENT` error code, please double-check
|
|
that VmaVulkanFunctions::vkGetMemoryWin32HandleKHR function pointer is set, e.g.
|
|
either by using macro `VMA_DYNAMIC_VULKAN_FUNCTIONS`
|
|
or by manually passing it through VmaAllocatorCreateInfo::pVulkanFunctions.
|
|
|
|
For more information, see chapter \ref other_api_interop.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
\brief Given an allocation, returns Win32 handle that may be imported by other processes or APIs.
|
|
|
|
\param allocator The main allocator object.
|
|
\param allocation Allocation.
|
|
\param handleType Type of handle to be exported. It should be one of:
|
|
- `VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT_KHR`
|
|
- `VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_KMT_BIT_KHR`
|
|
- `VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_BIT_KHR`
|
|
- `VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D11_TEXTURE_KMT_BIT_KHR`
|
|
- `VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_HEAP_BIT_KHR`
|
|
- `VK_EXTERNAL_MEMORY_HANDLE_TYPE_D3D12_RESOURCE_BIT_KHR`
|
|
\param hTargetProcess A valid handle to target process or null. If it's null, the function returns
|
|
handle for the current process.
|
|
\param[out] pHandle Output parameter that returns the handle.
|
|
|
|
The function fills `pHandle` with handle that can be used in target process.
|
|
The handle is fetched using function `vkGetMemoryWin32HandleKHR`.
|
|
|
|
If `handleType == VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT_KHR`,
|
|
or other NT handle types,
|
|
each call to this function creates a new handle that must be closed using:
|
|
|
|
\code
|
|
CloseHandle(handle);
|
|
\endcode
|
|
|
|
You can close it any time, before or after destroying the allocation object.
|
|
It is reference-counted internally by Windows.
|
|
|
|
Note the handle is returned for the entire `VkDeviceMemory` block that the allocation belongs to.
|
|
If the allocation is sub-allocated from a larger block, you may need to consider the offset of the allocation
|
|
(VmaAllocationInfo::offset).
|
|
|
|
This function is available compile-time only when VK_KHR_external_memory_win32 extension is available.
|
|
It can be manually disabled by predefining `VMA_EXTERNAL_MEMORY_WIN32=0` macro.
|
|
|
|
If the function fails with `VK_ERROR_FEATURE_NOT_PRESENT` error code, please double-check
|
|
that VmaVulkanFunctions::vkGetMemoryWin32HandleKHR function pointer is set, e.g.
|
|
either by using macro `VMA_DYNAMIC_VULKAN_FUNCTIONS`
|
|
or by manually passing it through VmaAllocatorCreateInfo::pVulkanFunctions.
|
|
|
|
For more information, see chapter \ref other_api_interop.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// VMA_EXTERNAL_MEMORY_WIN32
|
|
|
|
/** \brief Maps memory represented by given allocation and returns pointer to it.
|
|
|
|
Maps memory represented by given allocation to make it accessible to CPU code.
|
|
When succeeded, `*ppData` contains pointer to first byte of this memory.
|
|
|
|
\warning
|
|
If the allocation is part of a bigger `VkDeviceMemory` block, returned pointer is
|
|
correctly offsetted to the beginning of region assigned to this particular allocation.
|
|
Unlike the result of `vkMapMemory`, it points to the allocation, not to the beginning of the whole block.
|
|
You should not add VmaAllocationInfo::offset to it!
|
|
|
|
Mapping is internally reference-counted and synchronized, so despite raw Vulkan
|
|
function `vkMapMemory()` cannot be used to map same block of `VkDeviceMemory`
|
|
multiple times simultaneously, it is safe to call this function on allocations
|
|
assigned to the same memory block. Actual Vulkan memory will be mapped on first
|
|
mapping and unmapped on last unmapping.
|
|
|
|
If the function succeeded, you must call vmaUnmapMemory() to unmap the
|
|
allocation when mapping is no longer needed or before freeing the allocation, at
|
|
the latest.
|
|
|
|
It also safe to call this function multiple times on the same allocation. You
|
|
must call vmaUnmapMemory() same number of times as you called vmaMapMemory().
|
|
|
|
It is also safe to call this function on allocation created with
|
|
#VMA_ALLOCATION_CREATE_MAPPED_BIT flag. Its memory stays mapped all the time.
|
|
You must still call vmaUnmapMemory() same number of times as you called
|
|
vmaMapMemory(). You must not call vmaUnmapMemory() additional time to free the
|
|
"0-th" mapping made automatically due to #VMA_ALLOCATION_CREATE_MAPPED_BIT flag.
|
|
|
|
This function fails when used on allocation made in memory type that is not
|
|
`HOST_VISIBLE`.
|
|
|
|
This function doesn't automatically flush or invalidate caches.
|
|
If the allocation is made from a memory types that is not `HOST_COHERENT`,
|
|
you also need to use vmaInvalidateAllocation() / vmaFlushAllocation(), as required by Vulkan specification.
|
|
*/
|
|
public static VkResult MapMemory(this VmaAllocation allocation, VmaAllocator allocator, out void* ppData) => vmaMapMemory(allocator, allocation, out ppData);
|
|
|
|
/** \brief Unmaps memory represented by given allocation, mapped previously using vmaMapMemory().
|
|
|
|
For details, see description of vmaMapMemory().
|
|
|
|
This function doesn't automatically flush or invalidate caches.
|
|
If the allocation is made from a memory types that is not `HOST_COHERENT`,
|
|
you also need to use vmaInvalidateAllocation() / vmaFlushAllocation(), as required by Vulkan specification.
|
|
*/
|
|
public static void UnmapMemory(this VmaAllocation allocation, VmaAllocator allocator) => vmaUnmapMemory(allocator, allocation);
|
|
|
|
/** \brief Flushes memory of given allocation.
|
|
|
|
Calls `vkFlushMappedMemoryRanges()` for memory associated with given range of given allocation.
|
|
It needs to be called after writing to a mapped memory for memory types that are not `HOST_COHERENT`.
|
|
Unmap operation doesn't do that automatically.
|
|
|
|
- `offset` must be relative to the beginning of allocation.
|
|
- `size` can be `VK_WHOLE_SIZE`. It means all memory from `offset` the the end of given allocation.
|
|
- `offset` and `size` don't have to be aligned.
|
|
They are internally rounded down/up to multiply of `nonCoherentAtomSize`.
|
|
- If `size` is 0, this call is ignored.
|
|
- If memory type that the `allocation` belongs to is not `HOST_VISIBLE` or it is `HOST_COHERENT`,
|
|
this call is ignored.
|
|
|
|
Warning! `offset` and `size` are relative to the contents of given `allocation`.
|
|
If you mean whole allocation, you can pass 0 and `VK_WHOLE_SIZE`, respectively.
|
|
Do not pass allocation's offset as `offset`!!!
|
|
|
|
This function returns the `VkResult` from `vkFlushMappedMemoryRanges` if it is
|
|
called, otherwise `VK_SUCCESS`.
|
|
*/
|
|
public static VkResult Flush(this VmaAllocation allocation, VmaAllocator allocator, VkDeviceSize offset, VkDeviceSize size) => vmaFlushAllocation(allocator, allocation, offset, size);
|
|
|
|
/** \brief Invalidates memory of given allocation.
|
|
|
|
Calls `vkInvalidateMappedMemoryRanges()` for memory associated with given range of given allocation.
|
|
It needs to be called before reading from a mapped memory for memory types that are not `HOST_COHERENT`.
|
|
Map operation doesn't do that automatically.
|
|
|
|
- `offset` must be relative to the beginning of allocation.
|
|
- `size` can be `VK_WHOLE_SIZE`. It means all memory from `offset` the the end of given allocation.
|
|
- `offset` and `size` don't have to be aligned.
|
|
They are internally rounded down/up to multiply of `nonCoherentAtomSize`.
|
|
- If `size` is 0, this call is ignored.
|
|
- If memory type that the `allocation` belongs to is not `HOST_VISIBLE` or it is `HOST_COHERENT`,
|
|
this call is ignored.
|
|
|
|
Warning! `offset` and `size` are relative to the contents of given `allocation`.
|
|
If you mean whole allocation, you can pass 0 and `VK_WHOLE_SIZE`, respectively.
|
|
Do not pass allocation's offset as `offset`!!!
|
|
|
|
This function returns the `VkResult` from `vkInvalidateMappedMemoryRanges` if
|
|
it is called, otherwise `VK_SUCCESS`.
|
|
*/
|
|
public static VkResult Invalidate(this VmaAllocation allocation, VmaAllocator allocator, VkDeviceSize offset, VkDeviceSize size) => vmaInvalidateAllocation(allocator, allocation, offset, size);
|
|
|
|
/** \brief Flushes memory of given set of allocations.
|
|
|
|
Calls `vkFlushMappedMemoryRanges()` for memory associated with given ranges of given allocations.
|
|
For more information, see documentation of vmaFlushAllocation().
|
|
|
|
\param allocator
|
|
\param allocationCount
|
|
\param allocations
|
|
\param offsets If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all offsets are zero.
|
|
\param sizes If not null, it must point to an array of sizes of regions to flush in respective allocations. Null means `VK_WHOLE_SIZE` for all allocations.
|
|
|
|
This function returns the `VkResult` from `vkFlushMappedMemoryRanges` if it is
|
|
called, otherwise `VK_SUCCESS`.
|
|
*/
|
|
public static VkResult FlushAllocations(this VmaAllocator allocator, uint32 allocationCount, VmaAllocation* allocations, VkDeviceSize* offsets, VkDeviceSize* sizes) => vmaFlushAllocations(allocator, allocationCount, allocations, offsets, sizes);
|
|
|
|
/** \brief Invalidates memory of given set of allocations.
|
|
|
|
Calls `vkInvalidateMappedMemoryRanges()` for memory associated with given ranges of given allocations.
|
|
For more information, see documentation of vmaInvalidateAllocation().
|
|
|
|
\param allocator
|
|
\param allocationCount
|
|
\param allocations
|
|
\param offsets If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all offsets are zero.
|
|
\param sizes If not null, it must point to an array of sizes of regions to flush in respective allocations. Null means `VK_WHOLE_SIZE` for all allocations.
|
|
|
|
This function returns the `VkResult` from `vkInvalidateMappedMemoryRanges` if it is
|
|
called, otherwise `VK_SUCCESS`.
|
|
*/
|
|
public static VkResult InvalidateAllocations(this VmaAllocator allocator, uint32 allocationCount, VmaAllocation* allocations, VkDeviceSize* offsets, VkDeviceSize* sizes) => vmaInvalidateAllocations(allocator, allocationCount, allocations, offsets, sizes);
|
|
|
|
/** \brief Maps the allocation temporarily if needed, copies data from specified host pointer to it, and flushes the memory from the host caches if needed.
|
|
|
|
\param allocator
|
|
\param pSrcHostPointer Pointer to the host data that become source of the copy.
|
|
\param dstAllocation Handle to the allocation that becomes destination of the copy.
|
|
\param dstAllocationLocalOffset Offset within `dstAllocation` where to write copied data, in bytes.
|
|
\param size Number of bytes to copy.
|
|
|
|
This is a convenience function that allows to copy data from a host pointer to an allocation easily.
|
|
Same behavior can be achieved by calling vmaMapMemory(), `memcpy()`, vmaUnmapMemory(), vmaFlushAllocation().
|
|
|
|
This function can be called only for allocations created in a memory type that has `VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT` flag.
|
|
It can be ensured e.g. by using #VMA_MEMORY_USAGE_AUTO and #VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or
|
|
#VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT.
|
|
Otherwise, the function will fail and generate a Validation Layers error.
|
|
|
|
`dstAllocationLocalOffset` is relative to the contents of given `dstAllocation`.
|
|
If you mean whole allocation, you should pass 0.
|
|
Do not pass allocation's offset within device memory block this parameter!
|
|
*/
|
|
public static VkResult CopyMemoryToAllocation(this VmaAllocator allocator, void* pSrcHostPointer, VmaAllocation dstAllocation, VkDeviceSize dstAllocationLocalOffset, VkDeviceSize size) => vmaCopyMemoryToAllocation(allocator, pSrcHostPointer, dstAllocation, dstAllocationLocalOffset, size);
|
|
|
|
/** \brief Invalidates memory in the host caches if needed, maps the allocation temporarily if needed, and copies data from it to a specified host pointer.
|
|
|
|
\param allocator
|
|
\param srcAllocation Handle to the allocation that becomes source of the copy.
|
|
\param srcAllocationLocalOffset Offset within `srcAllocation` where to read copied data, in bytes.
|
|
\param pDstHostPointer Pointer to the host memory that become destination of the copy.
|
|
\param size Number of bytes to copy.
|
|
|
|
This is a convenience function that allows to copy data from an allocation to a host pointer easily.
|
|
Same behavior can be achieved by calling vmaInvalidateAllocation(), vmaMapMemory(), `memcpy()`, vmaUnmapMemory().
|
|
|
|
This function should be called only for allocations created in a memory type that has `VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT`
|
|
and `VK_MEMORY_PROPERTY_HOST_CACHED_BIT` flag.
|
|
It can be ensured e.g. by using #VMA_MEMORY_USAGE_AUTO and #VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT.
|
|
Otherwise, the function may fail and generate a Validation Layers error.
|
|
It may also work very slowly when reading from an uncached memory.
|
|
|
|
`srcAllocationLocalOffset` is relative to the contents of given `srcAllocation`.
|
|
If you mean whole allocation, you should pass 0.
|
|
Do not pass allocation's offset within device memory block as this parameter!
|
|
*/
|
|
public static VkResult CopyToMemory(this VmaAllocation srcAllocation, VmaAllocator allocator, VkDeviceSize srcAllocationLocalOffset, out void pDstHostPointer, VkDeviceSize size) => vmaCopyAllocationToMemory(allocator, srcAllocation, srcAllocationLocalOffset, out pDstHostPointer, size);
|
|
|
|
/** \brief Checks magic number in margins around all allocations in given memory types (in both default and custom pools) in search for corruptions.
|
|
|
|
\param allocator
|
|
\param memoryTypeBits Bit mask, where each bit set means that a memory type with that index should be checked.
|
|
|
|
Corruption detection is enabled only when `VMA_DEBUG_DETECT_CORRUPTION` macro is defined to nonzero,
|
|
`VMA_DEBUG_MARGIN` is defined to nonzero and only for memory types that are
|
|
`HOST_VISIBLE` and `HOST_COHERENT`. For more information, see [Corruption detection](@ref debugging_memory_usage_corruption_detection).
|
|
|
|
Possible return values:
|
|
|
|
- `VK_ERROR_FEATURE_NOT_PRESENT` - corruption detection is not enabled for any of specified memory types.
|
|
- `VK_SUCCESS` - corruption detection has been performed and succeeded.
|
|
- `VK_ERROR_UNKNOWN` - corruption detection has been performed and found memory corruptions around one of the allocations.
|
|
`VMA_ASSERT` is also fired in that case.
|
|
- Other value: Error returned by Vulkan, e.g. memory mapping failure.
|
|
*/
|
|
public static VkResult CheckCorruption(this VmaAllocator allocator, uint32 memoryTypeBits) => vmaCheckCorruption(allocator, memoryTypeBits);
|
|
|
|
/** \brief Begins defragmentation process.
|
|
|
|
\param allocator Allocator object.
|
|
\param pInfo Structure filled with parameters of defragmentation.
|
|
\param[out] pContext Context object that must be passed to vmaEndDefragmentation() to finish defragmentation.
|
|
\returns
|
|
- `VK_SUCCESS` if defragmentation can begin.
|
|
- `VK_ERROR_FEATURE_NOT_PRESENT` if defragmentation is not supported.
|
|
|
|
For more information about defragmentation, see documentation chapter:
|
|
[Defragmentation](@ref defragmentation).
|
|
*/
|
|
public static VkResult BeginDefragmentation(this VmaAllocator allocator, VmaDefragmentationInfo* pInfo, out VmaDefragmentationContext pContext) => vmaBeginDefragmentation(allocator, pInfo, out pContext);
|
|
|
|
/** \brief Ends defragmentation process.
|
|
|
|
\param allocator Allocator object.
|
|
\param context Context object that has been created by vmaBeginDefragmentation().
|
|
\param[out] pStats Optional stats for the defragmentation. Can be null.
|
|
|
|
Use this function to finish defragmentation started by vmaBeginDefragmentation().
|
|
*/
|
|
public static void EndDefragmentation(this VmaDefragmentationContext context, VmaAllocator allocator, out VmaDefragmentationStats pStats) => vmaEndDefragmentation(allocator, context, out pStats);
|
|
|
|
/** \brief Starts single defragmentation pass.
|
|
|
|
\param allocator Allocator object.
|
|
\param context Context object that has been created by vmaBeginDefragmentation().
|
|
\param[out] pPassInfo Computed information for current pass.
|
|
\returns
|
|
- `VK_SUCCESS` if no more moves are possible. Then you can omit call to vmaEndDefragmentationPass() and simply end whole defragmentation.
|
|
- `VK_INCOMPLETE` if there are pending moves returned in `pPassInfo`. You need to perform them, call vmaEndDefragmentationPass(),
|
|
and then preferably try another pass with vmaBeginDefragmentationPass().
|
|
*/
|
|
public static VkResult BeginDefragmentationPass(this VmaDefragmentationContext context, VmaAllocator allocator, out VmaDefragmentationPassMoveInfo pPassInfo) => vmaBeginDefragmentationPass(allocator, context, out pPassInfo);
|
|
|
|
/** \brief Ends single defragmentation pass.
|
|
|
|
\param allocator Allocator object.
|
|
\param context Context object that has been created by vmaBeginDefragmentation().
|
|
\param pPassInfo Computed information for current pass filled by vmaBeginDefragmentationPass() and possibly modified by you.
|
|
|
|
Returns `VK_SUCCESS` if no more moves are possible or `VK_INCOMPLETE` if more defragmentations are possible.
|
|
|
|
Ends incremental defragmentation pass and commits all defragmentation moves from `pPassInfo`.
|
|
After this call:
|
|
|
|
- Allocations at `pPassInfo[i].srcAllocation` that had `pPassInfo[i].operation ==` #VMA_DEFRAGMENTATION_MOVE_OPERATION_COPY
|
|
(which is the default) will be pointing to the new destination place.
|
|
- Allocation at `pPassInfo[i].srcAllocation` that had `pPassInfo[i].operation ==` #VMA_DEFRAGMENTATION_MOVE_OPERATION_DESTROY
|
|
will be freed.
|
|
|
|
If no more moves are possible you can end whole defragmentation.
|
|
*/
|
|
public static VkResult EndDefragmentationPass(this VmaDefragmentationContext context, VmaAllocator allocator, out VmaDefragmentationPassMoveInfo pPassInfo) => vmaEndDefragmentationPass(allocator, context, out pPassInfo);
|
|
|
|
/** \brief Binds buffer to allocation.
|
|
|
|
Binds specified buffer to region of memory represented by specified allocation.
|
|
Gets `VkDeviceMemory` handle and offset from the allocation.
|
|
If you want to create a buffer, allocate memory for it and bind them together separately,
|
|
you should use this function for binding instead of standard `vkBindBufferMemory()`,
|
|
because it ensures proper synchronization so that when a `VkDeviceMemory` object is used by multiple
|
|
allocations, calls to `vkBind*Memory()` or `vkMapMemory()` won't happen from multiple threads simultaneously
|
|
(which is illegal in Vulkan).
|
|
|
|
It is recommended to use function vmaCreateBuffer() instead of this one.
|
|
*/
|
|
public static VkResult BindBufferMemory(this VmaAllocation allocation, VmaAllocator allocator, VkBuffer buffer) => vmaBindBufferMemory(allocator, allocation, buffer);
|
|
|
|
/** \brief Binds buffer to allocation with additional parameters.
|
|
|
|
\param allocator
|
|
\param allocation
|
|
\param allocationLocalOffset Additional offset to be added while binding, relative to the beginning of the `allocation`. Normally it should be 0.
|
|
\param buffer
|
|
\param pNext A chain of structures to be attached to `VkBindBufferMemoryInfoKHR` structure used internally. Normally it should be null.
|
|
|
|
This function is similar to vmaBindBufferMemory(), but it provides additional parameters.
|
|
|
|
If `pNext` is not null, #VmaAllocator object must have been created with #VMA_ALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT flag
|
|
or with VmaAllocatorCreateInfo::vulkanApiVersion `>= VK_API_VERSION_1_1`. Otherwise the call fails.
|
|
*/
|
|
public static VkResult BindBufferMemory2(this VmaAllocation allocation, VmaAllocator allocator, VkDeviceSize allocationLocalOffset, VkBuffer buffer, void* pNext) => vmaBindBufferMemory2(allocator, allocation, allocationLocalOffset, buffer, pNext);
|
|
|
|
/** \brief Binds image to allocation.
|
|
|
|
Binds specified image to region of memory represented by specified allocation.
|
|
Gets `VkDeviceMemory` handle and offset from the allocation.
|
|
If you want to create an image, allocate memory for it and bind them together separately,
|
|
you should use this function for binding instead of standard `vkBindImageMemory()`,
|
|
because it ensures proper synchronization so that when a `VkDeviceMemory` object is used by multiple
|
|
allocations, calls to `vkBind*Memory()` or `vkMapMemory()` won't happen from multiple threads simultaneously
|
|
(which is illegal in Vulkan).
|
|
|
|
It is recommended to use function vmaCreateImage() instead of this one.
|
|
*/
|
|
public static VkResult BindImageMemory(this VmaAllocation allocation, VmaAllocator allocator, VkImage image) => vmaBindImageMemory(allocator, allocation, image);
|
|
|
|
/** \brief Binds image to allocation with additional parameters.
|
|
|
|
\param allocator
|
|
\param allocation
|
|
\param allocationLocalOffset Additional offset to be added while binding, relative to the beginning of the `allocation`. Normally it should be 0.
|
|
\param image
|
|
\param pNext A chain of structures to be attached to `VkBindImageMemoryInfoKHR` structure used internally. Normally it should be null.
|
|
|
|
This function is similar to vmaBindImageMemory(), but it provides additional parameters.
|
|
|
|
If `pNext` is not null, #VmaAllocator object must have been created with #VMA_ALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT flag
|
|
or with VmaAllocatorCreateInfo::vulkanApiVersion `>= VK_API_VERSION_1_1`. Otherwise the call fails.
|
|
*/
|
|
public static VkResult BindImageMemory2(this VmaAllocation allocation, VmaAllocator allocator, VkDeviceSize allocationLocalOffset, VkImage image, void* pNext) => vmaBindImageMemory2(allocator, allocation, allocationLocalOffset, image, pNext);
|
|
|
|
/** \brief Creates a new `VkBuffer`, allocates and binds memory for it.
|
|
|
|
\param allocator The main allocator object.
|
|
\param pBufferCreateInfo Buffer creation parameters.
|
|
\param pAllocationCreateInfo Allocation creation parameters.
|
|
\param[out] pBuffer Buffer that was created.
|
|
\param[out] pAllocation Allocation that was created.
|
|
\param[out] pAllocationInfo Optional, can be null. Information about allocated memory.
|
|
It can be also fetched later using vmaGetAllocationInfo().
|
|
|
|
This function automatically:
|
|
|
|
-# Creates buffer.
|
|
-# Allocates appropriate memory for it.
|
|
-# Binds the buffer with the memory.
|
|
|
|
If any of these operations fail, buffer and allocation are not created,
|
|
returned value is negative error code, `*pBuffer` and `*pAllocation` are returned as null.
|
|
|
|
If the function succeeded, you must destroy both buffer and allocation when you
|
|
no longer need them using either convenience function vmaDestroyBuffer() or
|
|
separately, using `vkDestroyBuffer()` and vmaFreeMemory().
|
|
|
|
If VK_KHR_dedicated_allocation extenion or Vulkan version >= 1.1 is used,
|
|
the function queries the driver whether
|
|
it requires or prefers the new buffer to have dedicated allocation. If yes,
|
|
and if dedicated allocation is possible
|
|
(#VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT is not used), it creates dedicated
|
|
allocation for this buffer, just like when using
|
|
#VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
|
|
|
|
\note This function creates a new `VkBuffer`. Sub-allocation of parts of one large buffer,
|
|
although recommended as a good practice, is out of scope of this library and could be implemented
|
|
by the user as a higher-level logic on top of VMA.
|
|
|
|
There is also an extended versions of this function available with additional parameter `pMemoryAllocateNext` -
|
|
see vmaCreateDedicatedBuffer().
|
|
*/
|
|
public static VkResult CreateBuffer(this VmaAllocator allocator, VkBufferCreateInfo* pBufferCreateInfo, VmaAllocationCreateInfo* pAllocationCreateInfo, out VkBuffer pBuffer, out VmaAllocation pAllocation, out VmaAllocationInfo pAllocationInfo) => vmaCreateBuffer(allocator, pBufferCreateInfo, pAllocationCreateInfo, out pBuffer, out pAllocation, out pAllocationInfo);
|
|
|
|
/** \brief Creates a buffer with additional minimum alignment.
|
|
|
|
Similar to vmaCreateBuffer() but provides additional parameter `minAlignment` which allows to specify custom,
|
|
minimum alignment to be used when placing the buffer inside a larger memory block, which may be needed e.g.
|
|
for interop with OpenGL.
|
|
|
|
\deprecated
|
|
This function in obsolete since new VmaAllocationCreateInfo::minAlignment member allows specifying custom
|
|
alignment while using any allocation function, like the standard vmaCreateBuffer().
|
|
*/
|
|
public static VkResult CreateBufferWithAlignment(this VmaAllocator allocator, VkBufferCreateInfo* pBufferCreateInfo, VmaAllocationCreateInfo* pAllocationCreateInfo, VkDeviceSize minAlignment, out VkBuffer pBuffer, out VmaAllocation pAllocation, out VmaAllocationInfo pAllocationInfo) => vmaCreateBufferWithAlignment(allocator, pBufferCreateInfo, pAllocationCreateInfo, minAlignment, out pBuffer, out pAllocation, out pAllocationInfo);
|
|
|
|
/** \brief Creates a dedicated buffer while offering extra parameter `pMemoryAllocateNext`.
|
|
|
|
This function is similar vmaCreateBuffer(), but
|
|
it always allocates dedicated memory for the buffer - flag #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT is implied.
|
|
It offers additional parameter `pMemoryAllocateNext`,
|
|
which can be used to attach `pNext` chain to the `VkMemoryAllocateInfo` structure.
|
|
It can be useful for importing external memory. For more information, see \ref other_api_interop.
|
|
*/
|
|
public static VkResult CreateDedicatedBuffer(this VmaAllocator allocator, VkBufferCreateInfo* pBufferCreateInfo, VmaAllocationCreateInfo* pAllocationCreateInfo, out void pMemoryAllocateNext, out VkBuffer pBuffer, out VmaAllocation pAllocation, out VmaAllocationInfo pAllocationInfo) => vmaCreateDedicatedBuffer(allocator, pBufferCreateInfo, pAllocationCreateInfo, out pMemoryAllocateNext, out pBuffer, out pAllocation, out pAllocationInfo);
|
|
|
|
/** \brief Creates a new `VkBuffer`, binds already created memory for it.
|
|
|
|
\param allocator
|
|
\param allocation Allocation that provides memory to be used for binding new buffer to it.
|
|
\param pBufferCreateInfo
|
|
\param[out] pBuffer Buffer that was created.
|
|
|
|
This function automatically:
|
|
|
|
-# Creates buffer.
|
|
-# Binds the buffer with the supplied memory.
|
|
|
|
If any of these operations fail, buffer is not created,
|
|
returned value is negative error code and `*pBuffer` is null.
|
|
|
|
If the function succeeded, you must destroy the buffer when you
|
|
no longer need it using `vkDestroyBuffer()`. If you want to also destroy the corresponding
|
|
allocation you can use convenience function vmaDestroyBuffer().
|
|
|
|
\note There is a new version of this function augmented with parameter `allocationLocalOffset` - see vmaCreateAliasingBuffer2().
|
|
*/
|
|
public static VkResult CreateAliasingBuffer(this VmaAllocation allocation, VmaAllocator allocator, VkBufferCreateInfo* pBufferCreateInfo, out VkBuffer pBuffer) => vmaCreateAliasingBuffer(allocator, allocation, pBufferCreateInfo, out pBuffer);
|
|
|
|
/** \brief Creates a new `VkBuffer`, binds already created memory for it.
|
|
|
|
\param allocator
|
|
\param allocation Allocation that provides memory to be used for binding new buffer to it.
|
|
\param allocationLocalOffset Additional offset to be added while binding, relative to the beginning of the allocation. Normally it should be 0.
|
|
\param pBufferCreateInfo
|
|
\param[out] pBuffer Buffer that was created.
|
|
|
|
This function automatically:
|
|
|
|
-# Creates buffer.
|
|
-# Binds the buffer with the supplied memory.
|
|
|
|
If any of these operations fail, buffer is not created,
|
|
returned value is negative error code and `*pBuffer` is null.
|
|
|
|
If the function succeeded, you must destroy the buffer when you
|
|
no longer need it using `vkDestroyBuffer()`. If you want to also destroy the corresponding
|
|
allocation you can use convenience function vmaDestroyBuffer().
|
|
|
|
\note This is a new version of the function augmented with parameter `allocationLocalOffset`.
|
|
*/
|
|
public static VkResult CreateAliasingBuffer2(this VmaAllocation allocation, VmaAllocator allocator, VkDeviceSize allocationLocalOffset, VkBufferCreateInfo* pBufferCreateInfo, out VkBuffer pBuffer) => vmaCreateAliasingBuffer2(allocator, allocation, allocationLocalOffset, pBufferCreateInfo, out pBuffer);
|
|
|
|
/** \brief Destroys Vulkan buffer and frees allocated memory.
|
|
|
|
This is just a convenience function equivalent to:
|
|
|
|
\code
|
|
vkDestroyBuffer(device, buffer, allocationCallbacks);
|
|
vmaFreeMemory(allocator, allocation);
|
|
\endcode
|
|
|
|
It is safe to pass null as buffer and/or allocation.
|
|
*/
|
|
public static void DestroyBuffer(this VmaAllocator allocator, VkBuffer buffer, VmaAllocation allocation) => vmaDestroyBuffer(allocator, buffer, allocation);
|
|
|
|
/** \brief Function similar to vmaCreateBuffer() but for images.
|
|
|
|
There is also an extended version of this function available: vmaCreateDedicatedImage()
|
|
which offers additional parameter `pMemoryAllocateNext`.
|
|
*/
|
|
public static VkResult CreateImage(this VmaAllocator allocator, VkImageCreateInfo* pImageCreateInfo, VmaAllocationCreateInfo* pAllocationCreateInfo, out VkImage pImage, out VmaAllocation pAllocation, out VmaAllocationInfo pAllocationInfo) => vmaCreateImage(allocator, pImageCreateInfo, pAllocationCreateInfo, out pImage, out pAllocation, out pAllocationInfo);
|
|
|
|
/** \brief Function similar to vmaCreateDedicatedBuffer() but for images.
|
|
|
|
This function is similar vmaCreateImage(), but
|
|
it always allocates dedicated memory for the image - flag #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT is implied.
|
|
It offers additional parameter `pMemoryAllocateNext`,
|
|
which can be used to attach `pNext` chain to the `VkMemoryAllocateInfo` structure.
|
|
It can be useful for importing external memory. For more information, see \ref other_api_interop.
|
|
*/
|
|
public static VkResult CreateDedicatedImage(this VmaAllocator allocator, VkImageCreateInfo* pImageCreateInfo, VmaAllocationCreateInfo* pAllocationCreateInfo, out void pMemoryAllocateNext, out VkImage pImage, out VmaAllocation pAllocation, out VmaAllocationInfo pAllocationInfo) => vmaCreateDedicatedImage(allocator, pImageCreateInfo, pAllocationCreateInfo, out pMemoryAllocateNext, out pImage, out pAllocation, out pAllocationInfo);
|
|
|
|
/// Function similar to vmaCreateAliasingBuffer() but for images.
|
|
public static VkResult CreateAliasingImage(this VmaAllocation allocation, VmaAllocator allocator, VkImageCreateInfo* pImageCreateInfo, out VkImage pImage) => vmaCreateAliasingImage(allocator, allocation, pImageCreateInfo, out pImage);
|
|
|
|
/// Function similar to vmaCreateAliasingBuffer2() but for images.
|
|
public static VkResult CreateAliasingImage2(this VmaAllocation allocation, VmaAllocator allocator, VkDeviceSize allocationLocalOffset, VkImageCreateInfo* pImageCreateInfo, out VkImage pImage) => vmaCreateAliasingImage2(allocator, allocation, allocationLocalOffset, pImageCreateInfo, out pImage);
|
|
|
|
/** \brief Destroys Vulkan image and frees allocated memory.
|
|
|
|
This is just a convenience function equivalent to:
|
|
|
|
\code
|
|
vkDestroyImage(device, image, allocationCallbacks);
|
|
vmaFreeMemory(allocator, allocation);
|
|
\endcode
|
|
|
|
It is safe to pass null as image and/or allocation.
|
|
*/
|
|
public static void DestroyImage(this VmaAllocator allocator, VkImage image, VmaAllocation allocation) => vmaDestroyImage(allocator, image, allocation);
|
|
|
|
/** @} */
|
|
|
|
/**
|
|
\addtogroup group_virtual
|
|
@{
|
|
*/
|
|
|
|
/** \brief Creates new #VmaVirtualBlock object.
|
|
|
|
\param pCreateInfo Parameters for creation.
|
|
\param[out] pVirtualBlock Returned virtual block object or `VMA_NULL` if creation failed.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/** \brief Destroys #VmaVirtualBlock object.
|
|
|
|
Please note that you should consciously handle virtual allocations that could remain unfreed in the block.
|
|
You should either free them individually using vmaVirtualFree() or call vmaClearVirtualBlock()
|
|
if you are sure this is what you want. If you do neither, an assert is called.
|
|
|
|
If you keep pointers to some additional metadata associated with your virtual allocations in their `pUserData`,
|
|
don't forget to free them.
|
|
*/
|
|
public static void Destroy(this VmaVirtualBlock virtualBlock) => vmaDestroyVirtualBlock(virtualBlock);
|
|
|
|
/** \brief Returns true of the #VmaVirtualBlock is empty - contains 0 virtual allocations and has all its space available for new allocations.
|
|
*/
|
|
public static VkBool32 IsEmpty(this VmaVirtualBlock virtualBlock) => vmaIsVirtualBlockEmpty(virtualBlock);
|
|
|
|
/** \brief Returns information about a specific virtual allocation within a virtual block, like its size and `pUserData` pointer.
|
|
*/
|
|
public static void GetInfo(this VmaVirtualAllocation allocation, VmaVirtualBlock virtualBlock, out VmaVirtualAllocationInfo pVirtualAllocInfo) => vmaGetVirtualAllocationInfo(virtualBlock, allocation, out pVirtualAllocInfo);
|
|
|
|
/** \brief Allocates new virtual allocation inside given #VmaVirtualBlock.
|
|
|
|
If the allocation fails due to not enough free space available, `VK_ERROR_OUT_OF_DEVICE_MEMORY` is returned
|
|
(despite the function doesn't ever allocate actual GPU memory).
|
|
`pAllocation` is then set to `VK_NULL_HANDLE` and `pOffset`, if not null, it set to `UINT64_MAX`.
|
|
|
|
\param virtualBlock Virtual block
|
|
\param pCreateInfo Parameters for the allocation
|
|
\param[out] pAllocation Returned handle of the new allocation
|
|
\param[out] pOffset Returned offset of the new allocation. Optional, can be null.
|
|
*/
|
|
public static VkResult VirtualAllocate(this VmaVirtualBlock virtualBlock, VmaVirtualAllocationCreateInfo* pCreateInfo, out VmaVirtualAllocation pAllocation, out VkDeviceSize pOffset) => vmaVirtualAllocate(virtualBlock, pCreateInfo, out pAllocation, out pOffset);
|
|
|
|
/** \brief Frees virtual allocation inside given #VmaVirtualBlock.
|
|
|
|
It is correct to call this function with `allocation == VK_NULL_HANDLE` - it does nothing.
|
|
*/
|
|
public static void VirtualFree(this VmaVirtualAllocation allocation, VmaVirtualBlock virtualBlock) => vmaVirtualFree(virtualBlock, allocation);
|
|
|
|
/** \brief Frees all virtual allocations inside given #VmaVirtualBlock.
|
|
|
|
You must either call this function or free each virtual allocation individually with vmaVirtualFree()
|
|
before destroying a virtual block. Otherwise, an assert is called.
|
|
|
|
If you keep pointer to some additional metadata associated with your virtual allocation in its `pUserData`,
|
|
don't forget to free it as well.
|
|
*/
|
|
public static void Clear(this VmaVirtualBlock virtualBlock) => vmaClearVirtualBlock(virtualBlock);
|
|
|
|
/** \brief Changes custom pointer associated with given virtual allocation.
|
|
*/
|
|
public static void SetUserData(this VmaVirtualAllocation allocation, VmaVirtualBlock virtualBlock, out void pUserData) => vmaSetVirtualAllocationUserData(virtualBlock, allocation, out pUserData);
|
|
|
|
/** \brief Calculates and returns statistics about virtual allocations and memory usage in given #VmaVirtualBlock.
|
|
|
|
This function is fast to call. For more detailed statistics, see vmaCalculateVirtualBlockStatistics().
|
|
*/
|
|
public static void GetStatistics(this VmaVirtualBlock virtualBlock, out VmaStatistics pStats) => vmaGetVirtualBlockStatistics(virtualBlock, out pStats);
|
|
|
|
/** \brief Calculates and returns detailed statistics about virtual allocations and memory usage in given #VmaVirtualBlock.
|
|
|
|
This function is slow to call. Use for debugging purposes.
|
|
For less detailed statistics, see vmaGetVirtualBlockStatistics().
|
|
*/
|
|
public static void CalculateStatistics(this VmaVirtualBlock virtualBlock, out VmaDetailedStatistics pStats) => vmaCalculateVirtualBlockStatistics(virtualBlock, out pStats);
|
|
|
|
/** @} */
|
|
|
|
|
|
/**
|
|
\addtogroup group_stats
|
|
@{
|
|
*/
|
|
|
|
/** \brief Builds and returns a null-terminated string in JSON format with information about given #VmaVirtualBlock.
|
|
\param virtualBlock Virtual block.
|
|
\param[out] ppStatsString Returned string.
|
|
\param detailedMap Pass `VK_FALSE` to only obtain statistics as returned by vmaCalculateVirtualBlockStatistics(). Pass `VK_TRUE` to also obtain full list of allocations and free spaces.
|
|
|
|
Returned string must be freed using vmaFreeVirtualBlockStatsString().
|
|
*/
|
|
public static void BuildStatsString(this VmaVirtualBlock virtualBlock, out c_char* ppStatsString, VkBool32 detailedMap) => vmaBuildVirtualBlockStatsString(virtualBlock, out ppStatsString, detailedMap);
|
|
|
|
/// Frees a string returned by vmaBuildVirtualBlockStatsString().
|
|
public static void FreeStatsString(this VmaVirtualBlock virtualBlock, out c_char pStatsString) => vmaFreeVirtualBlockStatsString(virtualBlock, out pStatsString);
|
|
|
|
/** \brief Builds and returns statistics as a null-terminated string in JSON format.
|
|
\param allocator
|
|
\param[out] ppStatsString Must be freed using vmaFreeStatsString() function.
|
|
\param detailedMap
|
|
*/
|
|
public static void BuildStatsString(this VmaAllocator allocator, out c_char* ppStatsString, VkBool32 detailedMap) => vmaBuildStatsString(allocator, out ppStatsString, detailedMap);
|
|
|
|
public static void FreeStatsString(this VmaAllocator allocator, out c_char pStatsString) => vmaFreeStatsString(allocator, out pStatsString);
|
|
}
|
|
|
|
/** @} */
|
|
|
|
// VMA_STATS_STRING_ENABLED
|
|
|
|
// _VMA_FUNCTION_HEADERS
|
|
|
|
|
|
|
|
|
|
|
|
// AMD_VULKAN_MEMORY_ALLOCATOR_H
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// IMPLEMENTATION
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// For Visual Studio IntelliSense.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// C++20
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// For functions like __popcnt, _BitScanForward etc.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// For snprintf
|
|
|
|
|
|
/*******************************************************************************
|
|
CONFIGURATION SECTION
|
|
|
|
Define some of these macros before each #include of this header or change them
|
|
here if you need other then default behavior depending on your environment.
|
|
*/
|
|
|
|
|
|
/*
|
|
Define this macro to 1 to make the library fetch pointers to Vulkan functions
|
|
internally, like:
|
|
|
|
vulkanFunctions.vkAllocateMemory = &vkAllocateMemory;
|
|
*/
|
|
|
|
|
|
|
|
|
|
/*
|
|
Define this macro to 1 to make the library fetch pointers to Vulkan functions
|
|
internally, like:
|
|
|
|
vulkanFunctions.vkAllocateMemory = (PFN_vkAllocateMemory)vkGetDeviceProcAddr(device, "vkAllocateMemory");
|
|
|
|
To use this feature in new versions of VMA you now have to pass
|
|
VmaVulkanFunctions::vkGetInstanceProcAddr and vkGetDeviceProcAddr as
|
|
VmaAllocatorCreateInfo::pVulkanFunctions. Other members can be null.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
// C++17
|
|
|
|
// Visual studio defines __cplusplus properly only when passed additional parameter: /Zc:__cplusplus
|
|
// Otherwise it is always 199711L, despite shared_mutex works since Visual Studio 2015 Update 2.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
Define this macro to include custom header files without having to edit this file directly, e.g.:
|
|
|
|
// Inside of "my_vma_configuration_user_includes.h":
|
|
|
|
#include "my_custom_assert.h" // for MY_CUSTOM_ASSERT
|
|
#include "my_custom_min.h" // for my_custom_min
|
|
#include <algorithm>
|
|
#include <mutex>
|
|
|
|
// Inside a different file, which includes "vk_mem_alloc.h":
|
|
|
|
#define VMA_CONFIGURATION_USER_INCLUDES_H "my_vma_configuration_user_includes.h"
|
|
#define VMA_ASSERT(expr) MY_CUSTOM_ASSERT(expr)
|
|
#define VMA_MIN(v1, v2) (my_custom_min(v1, v2))
|
|
#include "vk_mem_alloc.h"
|
|
...
|
|
|
|
The following headers are used in this CONFIGURATION section only, so feel free to
|
|
remove them if not needed.
|
|
*/
|
|
|
|
// for assert
|
|
// for min, max, swap, sort
|
|
|
|
|
|
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|
|
// Value used as null pointer. Define it to e.g.: nullptr, NULL, 0, (void*)0.
|
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|
|
// C++17
|
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|
|
// Normal assert to check for programmer's errors, especially in Debug configuration.
|
|
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|
|
|
// Assert that will be called very often, like inside data structures e.g. operator[].
|
|
// Making it non-empty can make program slow.
|
|
|
|
|
|
|
|
|
|
//VMA_ASSERT(expr)
|
|
|
|
|
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|
|
// Assert used for reporting memory leaks - unfreed allocations.
|
|
|
|
|
|
|
|
|
|
// If your compiler is not compatible with C++17 and definition of
|
|
// aligned_alloc() function is missing, uncommenting following line may help:
|
|
|
|
//#include <malloc.h>
|
|
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|
|
// alignment must be >= sizeof(void*)
|
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|
|
// namespace
|
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|
|
// Unfortunately, aligned_alloc causes VMA to crash due to it returning null pointers. (At least under 11.4)
|
|
// Therefore, for now disable this specific exception until a proper solution is found.
|
|
//#if defined(__APPLE__) && (defined(MAC_OS_X_VERSION_10_16) || defined(__IPHONE_14_0))
|
|
//#if MAC_OS_X_VERSION_MAX_ALLOWED >= MAC_OS_X_VERSION_10_16 || __IPHONE_OS_VERSION_MAX_ALLOWED >= __IPHONE_14_0
|
|
// // For C++14, usr/include/malloc/_malloc.h declares aligned_alloc()) only
|
|
// // with the MacOSX11.0 SDK in Xcode 12 (which is what adds
|
|
// // MAC_OS_X_VERSION_10_16), even though the function is marked
|
|
// // available for 10.15. That is why the preprocessor checks for 10.16 but
|
|
// // the __builtin_available checks for 10.15.
|
|
// // People who use C++17 could call aligned_alloc with the 10.15 SDK already.
|
|
// if (__builtin_available(macOS 10.15, iOS 13, *))
|
|
// return aligned_alloc(alignment, size);
|
|
//#endif
|
|
//#endif
|
|
|
|
// alignment must be >= sizeof(void*)
|
|
|
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|
|
// namespace
|
|
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|
|
|
|
// namespace
|
|
// C++17
|
|
|
|
|
|
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|
|
|
|
|
// namespace
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
// namespace
|
|
|
|
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|
|
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|
|
|
|
|
|
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|
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|
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|
|
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|
|
// namespace
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// VMA_SYSTEM_FREE is the old name, but might have been defined by the user
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Returns number of bits set to 1 in (v)
|
|
|
|
|
|
|
|
|
|
// Scans integer for index of first nonzero value from the Least Significant Bit (LSB). If mask is 0 then returns UINT8_MAX
|
|
|
|
|
|
|
|
|
|
// Scans integer for index of first nonzero value from the Most Significant Bit (MSB). If mask is 0 then returns UINT8_MAX
|
|
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|
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|
|
|
|
|
|
|
/*
|
|
#define VMA_DEBUG_LOG_FORMAT(format, ...) do { \
|
|
printf((format), __VA_ARGS__); \
|
|
printf("\n"); \
|
|
} while(false)
|
|
*/
|
|
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|
|
// Define this macro to 1 to enable functions: vmaBuildStatsString, vmaFreeStatsString.
|
|
|
|
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|
|
|
|
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|
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|
|
// namespace
|
|
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|
|
// Read-write mutex, where "read" is shared access, "write" is exclusive access.
|
|
|
|
|
|
// Use std::shared_mutex from C++17.
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
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|
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|
|
|
|
// Use SRWLOCK from WinAPI.
|
|
// Minimum supported client = Windows Vista, server = Windows Server 2008.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Less efficient fallback: Use normal mutex.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// #if VMA_USE_STL_SHARED_MUTEX
|
|
// #ifndef VMA_RW_MUTEX
|
|
|
|
/*
|
|
If providing your own implementation, you need to implement a subset of std::atomic.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
Every allocation will have its own memory block.
|
|
Define to 1 for debugging purposes only.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
Minimum alignment of all allocations, in bytes.
|
|
Set to more than 1 for debugging purposes. Must be power of two.
|
|
*/
|
|
// Old name
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
Minimum margin after every allocation, in bytes.
|
|
Set nonzero for debugging purposes only.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
Define this macro to 1 to automatically fill new allocations and destroyed
|
|
allocations with some bit pattern.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
Define this macro to 1 together with non-zero value of VMA_DEBUG_MARGIN to
|
|
enable writing magic value to the margin after every allocation and
|
|
validating it, so that memory corruptions (out-of-bounds writes) are detected.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
Set this to 1 for debugging purposes only, to enable single mutex protecting all
|
|
entry calls to the library. Can be useful for debugging multithreading issues.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/**
|
|
Minimum value for VkPhysicalDeviceLimits::bufferImageGranularity.
|
|
Set to more than 1 for debugging purposes only. Must be power of two.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/*
|
|
Set this to 1 to make VMA never exceed VkPhysicalDeviceLimits::maxMemoryAllocationCount
|
|
and return error instead of leaving up to Vulkan implementation what to do in such cases.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/*
|
|
Set this to 1 to make VMA never exceed VkPhysicalDeviceMemoryProperties::memoryHeaps[i].size
|
|
with a single allocation size VkMemoryAllocateInfo::allocationSize
|
|
and return error instead of leaving up to Vulkan implementation what to do in such cases.
|
|
It protects agaist validation error VUID-vkAllocateMemory-pAllocateInfo-01713.
|
|
On the other hand, allowing exceeding this size may result in a successful allocation despite the validation error.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/// Maximum size of a memory heap in Vulkan to consider it "small".
|
|
|
|
|
|
|
|
|
|
/// Default size of a block allocated as single VkDeviceMemory from a "large" heap.
|
|
|
|
|
|
|
|
/*
|
|
Mapping hysteresis is a logic that launches when vmaMapMemory/vmaUnmapMemory is called
|
|
or a persistently mapped allocation is created and destroyed several times in a row.
|
|
It keeps additional +1 mapping of a device memory block to prevent calling actual
|
|
vkMapMemory/vkUnmapMemory too many times, which may improve performance and help
|
|
tools like RenderDoc.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*******************************************************************************
|
|
END OF CONFIGURATION
|
|
*/
|
|
// _VMA_CONFIGURATION
|
|
|
|
|
|
|
|
|
|
|
|
// Decimal 2139416166, float NaN, little-endian binary 66 E6 84 7F.
|
|
|
|
|
|
// Copy of some Vulkan definitions so we don't need to check their existence just to handle few constants.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// This one is tricky. Vulkan specification defines this code as available since
|
|
// Vulkan 1.0, but doesn't actually define it in Vulkan SDK earlier than 1.2.131.
|
|
// See pull request #207.
|
|
|
|
// namespace
|
|
|
|
|
|
|
|
// Correspond to values of enum VmaSuballocationType.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Used by "Linear" algorithm.
|
|
|
|
|
|
|
|
|
|
|
|
// _VMA_ENUM_DECLARATIONS
|
|
|
|
|
|
// Opaque handle used by allocation algorithms to identify single allocation in any conforming way.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// _VMA_FORWARD_DECLARATIONS
|
|
|
|
|
|
|
|
// Finds structure with s->sType == sType in mainStruct->pNext chain.
|
|
// Returns pointer to it. If not found, returns null.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// An abstraction over buffer or image `usage` flags, depending on available extensions.
|
|
|
|
|
|
|
|
// VkFlags64
|
|
|
|
// VkFlags32
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// This relies on values of VK_IMAGE_USAGE_TRANSFER* being the same as VK_BUFFER_IMAGE_TRANSFER*.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// If VkBufferCreateInfo::pNext chain contains VkBufferUsageFlags2CreateInfoKHR,
|
|
// take usage from it and ignore VkBufferCreateInfo::usage, per specification
|
|
// of the VK_KHR_maintenance5 extension.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Maybe in the future there will be VK_KHR_maintenanceN extension with structure
|
|
// VkImageUsageFlags2CreateInfoKHR, like the one for buffers...
|
|
|
|
|
|
// _VMA_BUFFER_IMAGE_USAGE
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
Returns number of bits set to 1 in (v).
|
|
|
|
On specific platforms and compilers you can use intrinsics like:
|
|
|
|
Visual Studio:
|
|
return __popcnt(v);
|
|
GCC, Clang:
|
|
return static_cast<uint32_t>(__builtin_popcount(v));
|
|
|
|
Define macro VMA_COUNT_BITS_SET to provide your optimized implementation.
|
|
But you need to check in runtime whether user's CPU supports these, as some old processors don't.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
Returns true if given number is a power of two.
|
|
T must be unsigned integer number or signed integer but always nonnegative.
|
|
For 0 returns true.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Aligns given value up to nearest multiply of align value. For example: VmaAlignUp(11, 8) = 16.
|
|
// Use types like uint32_t, uint64_t as T.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Aligns given value down to nearest multiply of align value. For example: VmaAlignDown(11, 8) = 8.
|
|
// Use types like uint32_t, uint64_t as T.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Division with mathematical rounding to nearest number.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Divide by 'y' and round up to nearest integer.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Returns smallest power of 2 greater or equal to v.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Returns largest power of 2 less or equal to v.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
Returns true if two memory blocks occupy overlapping pages.
|
|
ResourceA must be in less memory offset than ResourceB.
|
|
|
|
Algorithm is based on "Vulkan 1.0.39 - A Specification (with all registered Vulkan extensions)"
|
|
chapter 11.6 "Resource Memory Association", paragraph "Buffer-Image Granularity".
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
Returns true if given suballocation types could conflict and must respect
|
|
VkPhysicalDeviceLimits::bufferImageGranularity. They conflict if one is buffer
|
|
or linear image and another one is optimal image. If type is unknown, behave
|
|
conservatively.
|
|
*/
|
|
|
|
|
|
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// no-op
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/*
|
|
Fills structure with parameters of an example buffer to be used for transfers
|
|
during GPU memory defragmentation.
|
|
*/
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// Example size.
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|
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/*
|
|
Performs binary search and returns iterator to first element that is greater or
|
|
equal to (key), according to comparison (cmp).
|
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|
|
Cmp should return true if first argument is less than second argument.
|
|
|
|
Returned value is the found element, if present in the collection or place where
|
|
new element with value (key) should be inserted.
|
|
*/
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// Overflow-safe midpoint calculation
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/*
|
|
Returns true if all pointers in the array are not-null and unique.
|
|
Warning! O(n^2) complexity. Use only inside VMA_HEAVY_ASSERT.
|
|
T must be pointer type, e.g. VmaAllocation, VmaPool.
|
|
*/
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// This is the main algorithm that guides the selection of a memory type best for an allocation -
|
|
// converts usage to required/preferred/not preferred flags.
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// CPU random access - e.g. a buffer written to or transferred from GPU to read back on CPU.
|
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|
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// Prefer cached. Cannot require it, because some platforms don't have it (e.g. Raspberry Pi - see #362)!
|
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|
|
// Nice if it will end up in HOST_VISIBLE, but more importantly prefer DEVICE_LOCAL.
|
|
// Omitting HOST_VISIBLE here is intentional.
|
|
// In case there is DEVICE_LOCAL | HOST_VISIBLE | HOST_CACHED, it will pick that one.
|
|
// Otherwise, this will give same weight to DEVICE_LOCAL as HOST_VISIBLE | HOST_CACHED and select the former if occurs first on the list.
|
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|
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// Always CPU memory.
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|
|
// CPU sequential write - may be CPU or host-visible GPU memory, uncached and write-combined.
|
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|
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// Want uncached and write-combined.
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// Always CPU memory.
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|
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// Direct GPU access, CPU sequential write (e.g. a dynamic uniform buffer updated every frame)
|
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|
|
// Could go to CPU memory or GPU BAR/unified. Up to the user to decide. If no preference, choose GPU memory.
|
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|
|
// GPU no direct access, CPU sequential write (e.g. an upload buffer to be transferred to the GPU)
|
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|
|
// Could go to CPU memory or GPU BAR/unified. Up to the user to decide. If no preference, choose CPU memory.
|
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|
|
// No CPU access
|
|
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|
|
// if(deviceAccess)
|
|
//
|
|
// GPU access, no CPU access (e.g. a color attachment image) - prefer GPU memory,
|
|
// unless there is a clear preference from the user not to do so.
|
|
//
|
|
// else:
|
|
//
|
|
// No direct GPU access, no CPU access, just transfers.
|
|
// It may be staging copy intended for e.g. preserving image for next frame (then better GPU memory) or
|
|
// a "swap file" copy to free some GPU memory (then better CPU memory).
|
|
// Up to the user to decide. If no preferece, assume the former and choose GPU memory.
|
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|
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// Avoid DEVICE_COHERENT unless explicitly requested.
|
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|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// Memory allocation
|
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|
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// VMA_STATS_STRING_ENABLED
|
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|
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// namespace
|
|
|
|
// _VMA_FUNCTIONS
|
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|
|
// namespace
|
|
|
|
// _VMA_STATISTICS_FUNCTIONS
|
|
|
|
|
|
// Helper RAII class to lock a mutex in constructor and unlock it in destructor (at the end of scope).
|
|
|
|
|
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|
|
// Helper RAII class to lock a RW mutex in constructor and unlock it in destructor (at the end of scope), for reading.
|
|
|
|
|
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|
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|
|
// Helper RAII class to lock a RW mutex in constructor and unlock it in destructor (at the end of scope), for writing.
|
|
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|
|
|
|
|
|
// _VMA_MUTEX_LOCK
|
|
|
|
|
|
// An object that increments given atomic but decrements it back in the destructor unless Commit() is called.
|
|
|
|
|
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|
|
|
|
|
// _VMA_ATOMIC_TRANSACTIONAL_INCREMENT
|
|
|
|
|
|
// STL-compatible allocator.
|
|
|
|
|
|
|
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|
|
|
|
|
|
// _VMA_STL_ALLOCATOR
|
|
|
|
|
|
/* Class with interface compatible with subset of std::vector.
|
|
T must be POD because constructors and destructors are not called and memcpy is
|
|
used for these objects. */
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// This version of the constructor is here for compatibility with pre-C++14 std::vector.
|
|
// value is unused.
|
|
|
|
|
|
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|
|
|
// _VMA_VECTOR_FUNCTIONS
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// namespace
|
|
|
|
// _VMA_VECTOR
|
|
|
|
|
|
/*
|
|
This is a vector (a variable-sized array), optimized for the case when the array is small.
|
|
|
|
It contains some number of elements in-place, which allows it to avoid heap allocation
|
|
when the actual number of elements is below that threshold. This allows normal "small"
|
|
cases to be fast without losing generality for large inputs.
|
|
*/
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
// Used when m_Size <= N
|
|
// Used when m_Size > N
|
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
// Any direction, staying in m_DynamicArray
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Growing, moving from m_StaticArray to m_DynamicArray
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Shrinking, moving from m_DynamicArray to m_StaticArray
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Any direction, staying in m_StaticArray - nothing to do here
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
// I know, this could be more optimal for case where memmove can be memcpy directly from m_StaticArray to m_DynamicArray.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// I know, this could be more optimal for case where memmove can be memcpy directly from m_DynamicArray to m_StaticArray.
|
|
|
|
|
|
|
|
|
|
|
|
// _VMA_SMALL_VECTOR_FUNCTIONS
|
|
// _VMA_SMALL_VECTOR
|
|
|
|
|
|
/*
|
|
Allocator for objects of type T using a list of arrays (pools) to speed up
|
|
allocation. Number of elements that can be allocated is not bounded because
|
|
allocator can create multiple blocks.
|
|
*/
|
|
|
|
|
|
|
|
|
|
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|
|
|
// This block has some free items: Use first one.
|
|
|
|
|
|
|
|
|
|
|
|
// Explicit constructor call.
|
|
|
|
|
|
|
|
|
|
// No block has free item: Create new one and use it.
|
|
|
|
|
|
|
|
|
|
// Explicit constructor call.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Search all memory blocks to find ptr.
|
|
|
|
|
|
|
|
|
|
// Casting to union.
|
|
|
|
|
|
|
|
// Check if pItemPtr is in address range of this block.
|
|
|
|
|
|
// Explicit destructor call.
|
|
|
|
|
|
|
|
|
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// Setup singly-linked list of all free items in this block.
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// _VMA_POOL_ALLOCATOR_FUNCTIONS
|
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// _VMA_POOL_ALLOCATOR
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// Doubly linked list.
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// Intentionally not calling Clear, because that would be unnecessary
|
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// computations to return all items to m_ItemAllocator as free.
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// Item can be null - it means PushBack.
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// Item can be null - it means PushFront.
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// _VMA_RAW_LIST_FUNCTIONS
|
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// _VMA_RAW_LIST
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// _VMA_LIST_FUNCTIONS
|
|
// _VMA_LIST
|
|
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|
|
|
/*
|
|
Expected interface of ItemTypeTraits:
|
|
struct MyItemTypeTraits
|
|
{
|
|
typedef MyItem ItemType;
|
|
static ItemType* GetPrev(const ItemType* item) { return item->myPrevPtr; }
|
|
static ItemType* GetNext(const ItemType* item) { return item->myNextPtr; }
|
|
static ItemType*& AccessPrev(ItemType* item) { return item->myPrevPtr; }
|
|
static ItemType*& AccessNext(ItemType* item) { return item->myNextPtr; }
|
|
};
|
|
*/
|
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// Movable, not copyable.
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// MyItem can be null - it means PushBack.
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|
// MyItem can be null - it means PushFront.
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|
// _VMA_INTRUSIVE_LINKED_LIST_FUNCTIONS
|
|
// _VMA_INTRUSIVE_LINKED_LIST
|
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|
|
// Returned string is not null-terminated!
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//_VMA_STRING_BUILDER_FUNCTIONS
|
|
// _VMA_STRING_BUILDER
|
|
|
|
|
|
/*
|
|
Allows to conveniently build a correct JSON document to be written to the
|
|
VmaStringBuilder passed to the constructor.
|
|
*/
|
|
|
|
|
|
|
|
|
|
// sb - string builder to write the document to. Must remain alive for the whole lifetime of this object.
|
|
|
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|
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|
|
// Begins object by writing "{".
|
|
// Inside an object, you must call pairs of WriteString and a value, e.g.:
|
|
// j.BeginObject(true); j.WriteString("A"); j.WriteNumber(1); j.WriteString("B"); j.WriteNumber(2); j.EndObject();
|
|
// Will write: { "A": 1, "B": 2 }
|
|
|
|
// Ends object by writing "}".
|
|
|
|
|
|
// Begins array by writing "[".
|
|
// Inside an array, you can write a sequence of any values.
|
|
|
|
// Ends array by writing "[".
|
|
|
|
|
|
// Writes a string value inside "".
|
|
// pStr can contain any ANSI characters, including '"', new line etc. - they will be properly escaped.
|
|
|
|
|
|
// Begins writing a string value.
|
|
// Call BeginString, ContinueString, ContinueString, ..., EndString instead of
|
|
// WriteString to conveniently build the string content incrementally, made of
|
|
// parts including numbers.
|
|
|
|
// Posts next part of an open string.
|
|
|
|
// Posts next part of an open string. The number is converted to decimal characters.
|
|
|
|
|
|
// Posts next part of an open string. Pointer value is converted to characters
|
|
// using "%p" formatting - shown as hexadecimal number, e.g.: 000000081276Ad00
|
|
|
|
// Ends writing a string value by writing '"'.
|
|
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|
|
// Writes a number value.
|
|
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|
|
// Writes a boolean value - false or true.
|
|
|
|
// Writes a null value.
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|
// _VMA_JSON_WRITER_FUNCTIONS
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// namespace
|
|
|
|
// _VMA_JSON_WRITER
|
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|
|
// Call when Map was called.
|
|
// Returns true if switched to extra +1 mapping reference count.
|
|
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|
|
// m_ExtraMapping == 1
|
|
|
|
// #if VMA_MAPPING_HYSTERESIS_ENABLED
|
|
|
|
|
|
|
|
// Call when Unmap was called.
|
|
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|
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|
|
|
|
// m_ExtraMapping == 1
|
|
|
|
// #if VMA_MAPPING_HYSTERESIS_ENABLED
|
|
|
|
|
|
// Call when allocation was made from the memory block.
|
|
|
|
|
|
|
|
|
|
|
|
// m_ExtraMapping == 0
|
|
|
|
// #if VMA_MAPPING_HYSTERESIS_ENABLED
|
|
|
|
|
|
// Call when allocation was freed from the memory block.
|
|
// Returns true if switched to extra -1 mapping reference count.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// m_ExtraMapping == 0
|
|
|
|
// #if VMA_MAPPING_HYSTERESIS_ENABLED
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 0 or 1.
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// _VMA_MAPPING_HYSTERESIS
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
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|
|
// Strengthened
|
|
|
|
|
|
|
|
// Try to get handle first.
|
|
|
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|
|
// KMT handle is returned as is.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Not atomic
|
|
|
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|
|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Protects access m_Handle
|
|
// True if m_Handle is NT handle, false if it's a KMT handle.
|
|
|
|
|
|
|
|
|
|
// ABI compatibility
|
|
|
|
|
|
|
|
|
|
// VMA_EXTERNAL_MEMORY_WIN32
|
|
|
|
|
|
|
|
/*
|
|
Represents a single block of device memory (`VkDeviceMemory`) with all the
|
|
data about its regions (aka suballocations, #VmaAllocation), assigned and free.
|
|
|
|
Thread-safety:
|
|
- Access to m_pMetadata must be externally synchronized.
|
|
- Map, Unmap, Bind* are synchronized internally.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Always call after construction.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Always call before destruction.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Call when allocation/free was made from m_pMetadata.
|
|
// Used for m_MappingHysteresis.
|
|
|
|
|
|
|
|
// Validates all data structures inside this object. If not valid, returns false.
|
|
|
|
|
|
|
|
// ppData can be null.
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// VMA_EXTERNAL_MEMORY_WIN32
|
|
|
|
// VK_NULL_HANDLE if not belongs to custom pool.
|
|
|
|
|
|
|
|
|
|
/*
|
|
Protects access to m_hMemory so it is not used by multiple threads simultaneously, e.g. vkMapMemory, vkBindBufferMemory.
|
|
Also protects m_MapCount, m_pMappedData.
|
|
m_IsMapped mirrors whether m_pMappedData is non-null and can be read without this mutex in allocation heuristics.
|
|
Allocations, deallocations, any change in m_pMetadata is protected by parent's VmaBlockVector::m_Mutex.
|
|
*/
|
|
|
|
|
|
|
|
|
|
/*
|
|
Mirrors `m_pMappedData != VMA_NULL` for allocation heuristics that only need mapped/unmapped state.
|
|
This is atomic so allocation scans don't race with Map/Unmap while the actual mapped pointer remains protected by m_MapAndBindMutex.
|
|
*/
|
|
|
|
|
|
|
|
|
|
// _VMA_DEVICE_MEMORY_BLOCK
|
|
|
|
|
|
|
|
|
|
// Not null means memory is mapped.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
// This struct is allocated using VmaPoolAllocator.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// pMappedData not null means allocation is created with MAPPED flag.
|
|
|
|
|
|
|
|
|
|
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|
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|
|
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|
|
|
|
|
|
|
|
|
|
// VMA_EXTERNAL_MEMORY_WIN32
|
|
|
|
|
|
// Allocation out of VmaDeviceMemoryBlock.
|
|
|
|
|
|
|
|
|
|
|
|
// Allocation for an object that has its own private VkDeviceMemory.
|
|
|
|
|
|
// VK_NULL_HANDLE if not belongs to custom pool.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Allocation out of VmaDeviceMemoryBlock.
|
|
|
|
// Allocation for an object that has its own private VkDeviceMemory.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// ALLOCATION_TYPE
|
|
// VmaSuballocationType
|
|
// Reference counter for vmaMapMemory()/vmaUnmapMemory().
|
|
|
|
// enum FLAGS
|
|
|
|
// 0 if unknown.
|
|
|
|
|
|
|
|
|
|
// _VMA_ALLOCATION_T
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// _VMA_DEDICATED_ALLOCATION_LIST_ITEM_TRAITS
|
|
|
|
|
|
/*
|
|
Stores linked list of VmaAllocation_T objects.
|
|
Thread-safe, synchronized internally.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Writes JSON array with the list of allocations.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
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|
|
|
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|
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|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// VMA_STATS_STRING_ENABLED
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// _VMA_DEDICATED_ALLOCATION_LIST_FUNCTIONS
|
|
// _VMA_DEDICATED_ALLOCATION_LIST
|
|
|
|
|
|
/*
|
|
Represents a region of VmaDeviceMemoryBlock that is either assigned and returned as
|
|
allocated memory block or free.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Comparator for offsets.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// _VMA_SUBALLOCATION
|
|
|
|
|
|
/*
|
|
Parameters of planned allocation inside a VmaDeviceMemoryBlock.
|
|
item points to a FREE suballocation.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// _VMA_ALLOCATION_REQUEST
|
|
|
|
|
|
/*
|
|
Data structure used for bookkeeping of allocations and unused ranges of memory
|
|
in a single VkDeviceMemory block.
|
|
*/
|
|
|
|
|
|
|
|
|
|
// pAllocationCallbacks, if not null, must be owned externally - alive and unchanged for the whole lifetime of this object.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Validates all data structures inside this object. If not valid, returns false.
|
|
|
|
|
|
|
|
|
|
// Returns true if this block is empty - contains only single free suballocation.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Shouldn't modify blockCount.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Tries to find a place for suballocation with given parameters inside this block.
|
|
// If succeeded, fills pAllocationRequest and returns true.
|
|
// If failed, returns false.
|
|
|
|
|
|
|
|
|
|
|
|
// Always one of VMA_ALLOCATION_CREATE_STRATEGY_* or VMA_ALLOCATION_INTERNAL_STRATEGY_* flags.
|
|
|
|
|
|
|
|
|
|
|
|
// Makes actual allocation based on request. Request must already be checked and valid.
|
|
|
|
|
|
|
|
|
|
|
|
// Frees suballocation assigned to given memory region.
|
|
|
|
|
|
// Frees all allocations.
|
|
// Careful! Don't call it if there are VmaAllocation objects owned by userData of cleared allocations!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// mapRefCount == UINT32_MAX means unspecified.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// VMA_STATS_STRING_ENABLED
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// VMA_STATS_STRING_ENABLED
|
|
// _VMA_BLOCK_METADATA_FUNCTIONS
|
|
// _VMA_BLOCK_METADATA
|
|
|
|
|
|
// Before deleting object of this class remember to call 'Destroy()'
|
|
/*
|
|
Tracks block occupancy at VkPhysicalDeviceLimits::bufferImageGranularity page boundaries.
|
|
For each granularity-sized page in a memory block, m_RegionInfo stores:
|
|
- allocCount: how many allocations touch this page as their first or last page.
|
|
- allocType: the remembered VmaSuballocationType for that page while allocCount > 0.
|
|
Only boundary pages are tracked because buffer-image granularity conflicts matter when
|
|
adjacent allocations share the same granularity page at the start or end of an allocation.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Before destroying object you must call free it's memory
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
Checks whether an allocation placed in a free block would conflict with existing
|
|
allocations due to buffer-image granularity requirements and, if needed, aligns the
|
|
allocation start to the next granularity page.
|
|
|
|
Parameters:
|
|
- inOutAllocOffset: candidate allocation offset inside the block; may be increased.
|
|
- allocSize: size of the allocation being placed.
|
|
- blockOffset: start offset of the free block being considered.
|
|
- blockSize: size of the free block being considered.
|
|
- allocType: VmaSuballocationType of the allocation being placed.
|
|
|
|
Returns true when the placement conflicts or no longer fits in the free block after alignment.
|
|
Returns false when the placement is valid, possibly after updating inOutAllocOffset.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Check proper page structure
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// When current alloc type is free then it can be overridden by new type
|
|
|
|
|
|
|
|
|
|
|
|
// _VMA_BLOCK_BUFFER_IMAGE_GRANULARITY_FUNCTIONS
|
|
// _VMA_BLOCK_BUFFER_IMAGE_GRANULARITY
|
|
|
|
|
|
/*
|
|
Allocations and their references in internal data structure look like this:
|
|
|
|
if(m_2ndVectorMode == SECOND_VECTOR_EMPTY):
|
|
|
|
0 +-------+
|
|
| |
|
|
| |
|
|
| |
|
|
+-------+
|
|
| Alloc | 1st[m_1stNullItemsBeginCount]
|
|
+-------+
|
|
| Alloc | 1st[m_1stNullItemsBeginCount + 1]
|
|
+-------+
|
|
| ... |
|
|
+-------+
|
|
| Alloc | 1st[1st.size() - 1]
|
|
+-------+
|
|
| |
|
|
| |
|
|
| |
|
|
GetSize() +-------+
|
|
|
|
if(m_2ndVectorMode == SECOND_VECTOR_RING_BUFFER):
|
|
|
|
0 +-------+
|
|
| Alloc | 2nd[0]
|
|
+-------+
|
|
| Alloc | 2nd[1]
|
|
+-------+
|
|
| ... |
|
|
+-------+
|
|
| Alloc | 2nd[2nd.size() - 1]
|
|
+-------+
|
|
| |
|
|
| |
|
|
| |
|
|
+-------+
|
|
| Alloc | 1st[m_1stNullItemsBeginCount]
|
|
+-------+
|
|
| Alloc | 1st[m_1stNullItemsBeginCount + 1]
|
|
+-------+
|
|
| ... |
|
|
+-------+
|
|
| Alloc | 1st[1st.size() - 1]
|
|
+-------+
|
|
| |
|
|
GetSize() +-------+
|
|
|
|
if(m_2ndVectorMode == SECOND_VECTOR_DOUBLE_STACK):
|
|
|
|
0 +-------+
|
|
| |
|
|
| |
|
|
| |
|
|
+-------+
|
|
| Alloc | 1st[m_1stNullItemsBeginCount]
|
|
+-------+
|
|
| Alloc | 1st[m_1stNullItemsBeginCount + 1]
|
|
+-------+
|
|
| ... |
|
|
+-------+
|
|
| Alloc | 1st[1st.size() - 1]
|
|
+-------+
|
|
| |
|
|
| |
|
|
| |
|
|
+-------+
|
|
| Alloc | 2nd[2nd.size() - 1]
|
|
+-------+
|
|
| ... |
|
|
+-------+
|
|
| Alloc | 2nd[1]
|
|
+-------+
|
|
| Alloc | 2nd[0]
|
|
GetSize() +-------+
|
|
|
|
*/
|
|
|
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|
|
/*
|
|
There are two suballocation vectors, used in ping-pong way.
|
|
The one with index m_1stVectorIndex is called 1st.
|
|
The one with index (m_1stVectorIndex ^ 1) is called 2nd.
|
|
2nd can be non-empty only when 1st is not empty.
|
|
When 2nd is not empty, m_2ndVectorMode indicates its mode of operation.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
Suballocations in 2nd vector are created later than the ones in 1st, but they
|
|
all have smaller offset.
|
|
*/
|
|
|
|
/*
|
|
Suballocations in 2nd vector are upper side of double stack.
|
|
They all have offsets higher than those in 1st vector.
|
|
Top of this stack means smaller offsets, but higher indices in this vector.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Number of items in 1st vector with hAllocation = null at the beginning.
|
|
|
|
// Number of other items in 1st vector with hAllocation = null somewhere in the middle.
|
|
|
|
// Number of items in 2nd vector with hAllocation = null.
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Null item at the beginning should be accounted into m_1stNullItemsBeginCount.
|
|
|
|
// Null item at the end should be just pop_back().
|
|
|
|
|
|
|
|
|
|
// Null item at the end should be just pop_back().
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Function only used for defragmentation, which is disabled for this algorithm
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAllocIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// 1. Process free space before this allocation.
|
|
|
|
|
|
// There is free space from lastOffset to suballoc.offset.
|
|
|
|
|
|
|
|
|
|
// 2. Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
// 3. Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
// There is free space from lastOffset to freeSpace2ndTo1stEnd.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAllocIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// 1. Process free space before this allocation.
|
|
|
|
|
|
// There is free space from lastOffset to suballoc.offset.
|
|
|
|
|
|
|
|
|
|
// 2. Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
// 3. Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
// There is free space from lastOffset to freeSpace1stTo2ndEnd.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAllocIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// 1. Process free space before this allocation.
|
|
|
|
|
|
// There is free space from lastOffset to suballoc.offset.
|
|
|
|
|
|
|
|
|
|
// 2. Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
// 3. Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
// There is free space from lastOffset to size.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAlloc2ndIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
// Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAllocIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
// Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAlloc2ndIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
// Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// FIRST PASS
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAlloc2ndIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// 1. Process free space before this allocation.
|
|
|
|
|
|
// There is free space from lastOffset to suballoc.offset.
|
|
|
|
|
|
|
|
// 2. Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
|
|
// 3. Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
|
|
|
|
// There is free space from lastOffset to freeSpace2ndTo1stEnd.
|
|
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAllocIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// 1. Process free space before this allocation.
|
|
|
|
|
|
// There is free space from lastOffset to suballoc.offset.
|
|
|
|
|
|
|
|
// 2. Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
|
|
// 3. Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
|
|
|
|
// There is free space from lastOffset to freeSpace1stTo2ndEnd.
|
|
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAlloc2ndIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// 1. Process free space before this allocation.
|
|
|
|
|
|
// There is free space from lastOffset to suballoc.offset.
|
|
|
|
|
|
|
|
// 2. Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
|
|
// 3. Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
|
|
|
|
// There is free space from lastOffset to size.
|
|
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// SECOND PASS
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAlloc2ndIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// 1. Process free space before this allocation.
|
|
|
|
|
|
// There is free space from lastOffset to suballoc.offset.
|
|
|
|
|
|
|
|
|
|
// 2. Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
// 3. Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
|
|
|
|
// There is free space from lastOffset to freeSpace2ndTo1stEnd.
|
|
|
|
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAllocIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// 1. Process free space before this allocation.
|
|
|
|
|
|
// There is free space from lastOffset to suballoc.offset.
|
|
|
|
|
|
|
|
|
|
// 2. Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
// 3. Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
|
|
|
|
// There is free space from lastOffset to freeSpace1stTo2ndEnd.
|
|
|
|
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Find next non-null allocation or move nextAlloc2ndIndex to the end.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Found non-null allocation.
|
|
|
|
|
|
|
|
|
|
// 1. Process free space before this allocation.
|
|
|
|
|
|
// There is free space from lastOffset to suballoc.offset.
|
|
|
|
|
|
|
|
|
|
// 2. Process this allocation.
|
|
// There is allocation with suballoc.offset, suballoc.size.
|
|
|
|
|
|
// 3. Prepare for next iteration.
|
|
|
|
|
|
|
|
// We are at the end.
|
|
|
|
|
|
|
|
|
|
// There is free space from lastOffset to size.
|
|
|
|
|
|
|
|
|
|
// End of loop.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// VMA_STATS_STRING_ENABLED
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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// Check if it fits before the end of the block.
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// New allocation at the end of 2-part ring buffer, so before first allocation from 1st vector.
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// First allocation from second part ring buffer.
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// 2-part ring buffer is already started.
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// First allocation: Mark it as next empty at the beginning.
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// Last allocation in 2-part ring buffer or top of upper stack (same logic).
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// Last allocation in 1st vector.
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// Rest of members stays uninitialized intentionally for better performance.
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// Item from the middle of 1st vector.
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// Item from the middle of 2nd vector.
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// Function only used for defragmentation, which is disabled for this algorithm
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// Function only used for defragmentation, which is disabled for this algorithm
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// Function only used for defragmentation, which is disabled for this algorithm
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// Leaving m_1stVectorIndex unchanged - it doesn't matter.
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// Rest of members stays uninitialized intentionally for better performance.
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// Item from the 1st vector.
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// Rest of members stays uninitialized intentionally for better performance.
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// Should never occur.
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// Find more null items at the beginning of 1st vector.
|
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// Find more null items at the end of 1st vector.
|
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// Find more null items at the end of 2nd vector.
|
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// Find more null items at the beginning of 2nd vector.
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// 2nd vector became empty.
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// 1st vector became empty.
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// Swap 1st with 2nd. Now 2nd is empty.
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// Try to allocate at the end of 1st vector.
|
|
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|
|
// Start from offset equal to beginning of free space.
|
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|
|
// Apply alignment.
|
|
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|
|
// Check previous suballocations for BufferImageGranularity conflicts.
|
|
// Make bigger alignment if necessary.
|
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// Already on previous page.
|
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// There is enough free space at the end after alignment.
|
|
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|
|
// Check next suballocations for BufferImageGranularity conflicts.
|
|
// If conflict exists, allocation cannot be made here.
|
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|
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// Already on previous page.
|
|
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|
|
// All tests passed: Success.
|
|
|
|
// pAllocationRequest->item, customData unused.
|
|
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|
|
// Wrap-around to end of 2nd vector. Try to allocate there, watching for the
|
|
// beginning of 1st vector as the end of free space.
|
|
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|
|
// Start from offset equal to beginning of free space.
|
|
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|
|
// Apply alignment.
|
|
|
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|
|
// Check previous suballocations for BufferImageGranularity conflicts.
|
|
// Make bigger alignment if necessary.
|
|
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|
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// Already on previous page.
|
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|
|
// There is enough free space at the end after alignment.
|
|
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|
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|
|
// Check next suballocations for BufferImageGranularity conflicts.
|
|
// If conflict exists, allocation cannot be made here.
|
|
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|
|
// Already on next page.
|
|
|
|
|
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|
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|
|
|
// All tests passed: Success.
|
|
|
|
|
|
// pAllocationRequest->item, customData unused.
|
|
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// Try to allocate before 2nd.back(), or end of block if 2nd.empty().
|
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|
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// Start from offset equal to end of free space.
|
|
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|
|
// Apply debugMargin at the end.
|
|
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|
|
// Apply alignment.
|
|
|
|
|
|
// Check next suballocations from 2nd for BufferImageGranularity conflicts.
|
|
// Make bigger alignment if necessary.
|
|
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|
// Already on previous page.
|
|
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|
|
// There is enough free space.
|
|
|
|
|
|
|
|
|
|
|
|
// Check previous suballocations for BufferImageGranularity conflicts.
|
|
// If conflict exists, allocation cannot be made here.
|
|
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|
|
// Already on next page.
|
|
|
|
|
|
|
|
|
|
|
|
// All tests passed: Success.
|
|
|
|
// pAllocationRequest->item unused.
|
|
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|
|
|
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|
|
// _VMA_BLOCK_METADATA_LINEAR_FUNCTIONS
|
|
// _VMA_BLOCK_METADATA_LINEAR
|
|
|
|
|
|
// To not search current larger region if first allocation won't succeed and skip to smaller range
|
|
// use with VMA_ALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT as strategy in CreateAllocationRequest().
|
|
// When fragmentation and reusal of previous blocks doesn't matter then use with
|
|
// VMA_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT for fastest alloc time possible.
|
|
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|
|
// According to original paper it should be preferable 4 or 5:
|
|
// M. Masmano, I. Ripoll, A. Crespo, and J. Real "TLSF: a New Dynamic Memory Allocator for Real-Time Systems"
|
|
// http://www.gii.upv.es/tlsf/files/ecrts04_tlsf.pdf
|
|
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|
|
// Address of the same block here indicates that block is taken
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
|
|
// Total number of free blocks besides null block
|
|
|
|
// Total size of free blocks excluding null block
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
* 0: 0-3 lists for small buffers
|
|
* 1+: 0-(2^SLI-1) lists for normal buffers
|
|
*/
|
|
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|
|
// Check integrity of free lists
|
|
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|
|
// Check all blocks
|
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|
|
|
|
|
// Check if free block belongs to free list
|
|
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|
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|
|
// Check if taken block is not on a free list
|
|
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|
|
// For small granularity round up
|
|
|
|
|
|
|
|
|
|
// Quick check for too small pool
|
|
|
|
|
|
|
|
// If no free blocks in pool then check only null block
|
|
|
|
|
|
|
|
// Round up to the next block
|
|
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|
|
// Check blocks according to strategies
|
|
|
|
|
|
// Quick check for larger block first
|
|
|
|
|
|
|
|
|
|
// If not fitted then null block
|
|
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|
|
|
|
|
// Null block failed, search larger bucket
|
|
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|
|
|
// Failed again, check best fit bucket
|
|
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|
|
// Check best fit bucket
|
|
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|
|
// If failed check null block
|
|
|
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|
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|
|
// Check larger bucket
|
|
|
|
|
|
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|
|
// Perform search from the start
|
|
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|
|
// If failed check null block
|
|
|
|
|
|
|
|
// Whole range searched, no more memory
|
|
|
|
|
|
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|
|
// Check larger bucket
|
|
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|
|
// If failed check null block
|
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|
|
// Check best fit bucket
|
|
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|
|
// Worst case, full search has to be done
|
|
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|
|
// No more memory sadly
|
|
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|
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// Get block and pop it from the free list
|
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|
|
// Append missing alignment to prev block or create new one
|
|
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|
|
// Check if new size crosses list bucket
|
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// Setup new null block
|
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// Create new free block
|
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|
|
// Try merging
|
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|
|
// Check higher levels for available blocks
|
|
|
|
|
|
// No more memory available
|
|
|
|
// Find lowest free region
|
|
|
|
|
|
|
|
|
|
// Find lowest free subregion
|
|
|
|
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|
|
// Check for granularity conflicts
|
|
|
|
|
|
|
|
|
|
// Alloc successful
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Place block at the start of list if it's normal block
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
// _VMA_BLOCK_METADATA_TLSF_FUNCTIONS
|
|
// _VMA_BLOCK_METADATA_TLSF
|
|
|
|
|
|
/*
|
|
Sequence of VmaDeviceMemoryBlock. Represents memory blocks allocated for a specific
|
|
Vulkan memory type.
|
|
|
|
Synchronized internally with a mutex.
|
|
*/
|
|
|
|
|
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|
|
|
|
|
|
|
// To be used only while the m_Mutex is locked. Used during defragmentation.
|
|
|
|
// To be used only while the m_Mutex is locked. Used during defragmentation.
|
|
|
|
|
|
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|
|
// Incrementally sorted by sumFreeSize, ascending.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Finds and removes given block from vector.
|
|
|
|
// Performs single step in sorting m_Blocks. They may not be fully sorted
|
|
// after this call.
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
// _VMA_BLOCK_VECTOR
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Max number of allocations to ignore due to size constraints before ending single pass
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
// _VMA_DEFRAGMENTATION_CONTEXT
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
//void PrintDetailedMap(class VmaStringBuilder& sb);
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
|
|
|
// _VMA_POOL_T
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// VMA_MEMORY_BUDGET
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
// _VMA_CURRENT_BUDGET_DATA_FUNCTIONS
|
|
// _VMA_CURRENT_BUDGET_DATA
|
|
|
|
|
|
/*
|
|
Thread-safe wrapper over VmaPoolAllocator free list, for allocation of VmaAllocation_T objects.
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// _VMA_ALLOCATION_OBJECT_ALLOCATOR
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
// Define macro VMA_DEBUG_LOG_FORMAT or more specialized VMA_LEAK_LOG_FORMAT
|
|
// to receive the list of the unfreed allocations.
|
|
|
|
|
|
// This is the most important assert in the entire library.
|
|
// Hitting it means you have some memory leak - unreleased virtual allocations.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
// allocSize
|
|
// allocAlignment
|
|
// upperAddress
|
|
// allocType - unimportant
|
|
// strategy
|
|
|
|
|
|
|
|
// type - unimportant
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
// VMA_STATS_STRING_ENABLED
|
|
// _VMA_VIRTUAL_BLOCK_T_FUNCTIONS
|
|
// _VMA_VIRTUAL_BLOCK_T
|
|
|
|
|
|
// Main allocator object.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Can be set only if m_VulkanApiVersion < VK_MAKE_VERSION(1, 1, 0).
|
|
// Can be set only if m_VulkanApiVersion < VK_MAKE_VERSION(1, 1, 0).
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Each bit (1 << i) is set if HeapSizeLimit is enabled for that heap, so cannot allocate more than the heap size.
|
|
|
|
|
|
|
|
|
|
|
|
// Default pools.
|
|
|
|
|
|
|
|
|
|
// Total number of VkDeviceMemory objects.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
// True when specific memory type is HOST_VISIBLE but not HOST_COHERENT.
|
|
|
|
|
|
|
|
|
|
|
|
// Minimum alignment for all allocations in specific memory type.
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
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|
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|
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|
|
|
|
|
|
|
|
|
|
|
// Common code for public functions vmaCreateBuffer, vmaCreateBufferWithAlignment, etc.
|
|
|
|
|
|
|
|
// pNext chain for VkMemoryAllocateInfo.
|
|
|
|
|
|
|
|
// Common code for public functions vmaCreateImage, vmaCreateDedicatedImage.
|
|
|
|
|
|
|
|
// pNext chain for VkMemoryAllocateInfo.
|
|
|
|
|
|
|
|
|
|
// Main allocation function.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Optional pNext chain for VkMemoryAllocateInfo.
|
|
|
|
|
|
|
|
|
|
|
|
// Main deallocation function.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Call to Vulkan function vkAllocateMemory with accompanying bookkeeping.
|
|
|
|
// Call to Vulkan function vkFreeMemory with accompanying bookkeeping.
|
|
|
|
// Call to Vulkan function vkBindBufferMemory or vkBindBufferMemory2KHR.
|
|
|
|
|
|
|
|
|
|
|
|
// Call to Vulkan function vkBindImageMemory or vkBindImageMemory2KHR.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
/*
|
|
Returns bit mask of memory types that can support defragmentation on GPU as
|
|
they support creation of required buffer for copy operations.
|
|
*/
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// #if VMA_EXTERNAL_MEMORY
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// UINT32_MAX means uninitialized.
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// #if VMA_EXTERNAL_MEMORY
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// Protected by m_PoolsMutex.
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// Global bit mask AND-ed with any memoryTypeBits to disallow certain memory types.
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// Optional pNext chain for VkMemoryAllocateInfo.
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// Helper function only to be used inside AllocateDedicatedMemory.
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// Allocates and registers new VkDeviceMemory specifically for dedicated allocations.
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/*
|
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Calculates and returns bit mask of memory types that can support defragmentation
|
|
on GPU as they support creation of required buffer for copy operations.
|
|
*/
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// #if VMA_MEMORY_BUDGET
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// namespace
|
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// _VMA_MEMORY_FUNCTIONS
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// isVirtual
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// isVirtual
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// isVirtual
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|
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// Define macro VMA_DEBUG_LOG_FORMAT or more specialized VMA_LEAK_LOG_FORMAT
|
|
// to receive the list of the unfreed allocations.
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|
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|
|
// This is the most important assert in the entire library.
|
|
// Hitting it means you have some memory leak - unreleased VmaAllocation objects.
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// offset
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// flags
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|
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// This lock is important so that we don't call vkBind... and/or vkMap... simultaneously on the same VkDeviceMemory from multiple threads.
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|
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// This lock is important so that we don't call vkBind... and/or vkMap... simultaneously on the same VkDeviceMemory from multiple threads.
|
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|
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// VMA_EXTERNAL_MEMORY_WIN32
|
|
// _VMA_DEVICE_MEMORY_BLOCK_FUNCTIONS
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// Check if owned string was freed.
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// offset
|
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|
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// flags
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|
|
// It may be uint32_t or uint64_t.
|
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|
|
// VMA_EXTERNAL_MEMORY_WIN32
|
|
// VMA_STATS_STRING_ENABLED
|
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|
|
// _VMA_ALLOCATION_T_FUNCTIONS
|
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|
// Free all already created allocations.
|
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|
// Upper address can only be used with linear allocator and within single memory block.
|
|
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|
|
// Early reject: requested allocation size is larger that maximum block size for this block vector.
|
|
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|
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|
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|
|
|
// 1. Search existing allocations. Try to allocate.
|
|
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|
|
|
// Use only last block.
|
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|
|
// MIN_MEMORY or default
|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
/*
|
|
For non-mappable allocations, check blocks that are not mapped first.
|
|
For mappable allocations, check blocks that are already mapped first.
|
|
This way, having many blocks, we will separate mappable and non-mappable allocations,
|
|
hopefully limiting the number of blocks that are mapped, which will help tools like RenderDoc.
|
|
*/
|
|
|
|
|
|
// Forward order in m_Blocks - prefer blocks with smallest amount of free space.
|
|
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|
|
// Forward order in m_Blocks - prefer blocks with smallest amount of free space.
|
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|
|
|
// VMA_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT
|
|
|
|
// Backward order in m_Blocks - prefer blocks with largest amount of free space.
|
|
|
|
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|
|
// 2. Try to create new block.
|
|
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|
|
|
// Calculate optimal size for new block.
|
|
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|
|
// Allocate 1/8, 1/4, 1/2 as first blocks.
|
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|
|
// Allocation of this size failed? Try 1/2, 1/4, 1/8 of m_PreferredBlockSize.
|
|
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|
|
// Allocation from new block failed, possibly due to VMA_DEBUG_MARGIN or alignment.
|
|
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|
// Scope for lock.
|
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|
|
// pBlock became empty after this deallocation.
|
|
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|
|
// Already had empty block. We don't want to have two, so delete this one.
|
|
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|
|
|
|
|
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|
|
|
// else: We now have one empty block - leave it. A hysteresis to avoid allocating whole block back and forth.
|
|
|
|
// pBlock didn't become empty, but we have another empty block - find and free that one.
|
|
// (This is optional, heuristics.)
|
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|
|
// Destruction of a free block. Deferred until this point, outside of mutex
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// lock, for performance reason.
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// Bubble sort only until first swap.
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// Allocate from pCurrBlock.
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// Not size, as actual allocation size may be larger than requested!
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// Every standalone block can potentially contain a buffer with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT - always enable the feature.
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// VMA_BUFFER_DEVICE_ADDRESS
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// VMA_MEMORY_PRIORITY
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// Attach VkExportMemoryAllocateInfoKHR if necessary.
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// VMA_EXTERNAL_MEMORY
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// New VkDeviceMemory successfully created.
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// Create new Allocation for it.
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// VMA_STATS_STRING_ENABLED
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// _VMA_BLOCK_VECTOR_FUNCTIONS
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// Default algorithm
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// Do nothing.
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// Scope for locks, Free have it's own lock
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// Scope for locks, Free have it's own lock
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// Avoid unnecessary tries to allocate when new free block is available
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// Update stats
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// Move blocks with immovable allocations according to algorithm
|
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// Move to the start of free blocks range
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// Move to the beginning
|
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// Bulk-map destination blocks
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// Check custom criteria if exists
|
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// Ignore allocation if will exceed max size for copy
|
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// Early return when max found
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// Ignore newly created allocations by defragmentation algorithm
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// Move only between blocks
|
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|
// Go through allocations in last blocks and try to fit them inside first ones
|
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// Ignore newly created allocations by defragmentation algorithm
|
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// Check all previous blocks for free space
|
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|
|
// Go over every allocation and try to fit it in previous blocks at lowest offsets,
|
|
// if not possible: realloc within single block to minimize offset (exclude offset == 0),
|
|
// but only if there are noticeable gaps between them (some heuristic, ex. average size of allocation in block)
|
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// Ignore newly created allocations by defragmentation algorithm
|
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// Check all previous blocks for free space
|
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|
// If no room found then realloc within block for lower offset
|
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// Check if realloc will make sense
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// No moves performed, update statistics to current vector state
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|
// Go over every allocation and try to fit it in previous blocks at lowest offsets,
|
|
// if not possible: realloc within single block to minimize offset (exclude offset == 0)
|
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// Ignore newly created allocations by defragmentation algorithm
|
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// Check all previous blocks for free space
|
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|
// If no room found then realloc within block for lower offset
|
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|
// First free single block, then populate it to the brim, then free another block, and so on
|
|
|
|
// Fallback to previous algorithm since without granularity conflicts it can achieve max packing
|
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|
// Vector defragmented
|
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|
|
// No more blocks to free, just perform fast realloc and move to cleanup
|
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|
// No free blocks, have to clear last one
|
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// Check all previous blocks for free space
|
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|
// Full clear performed already
|
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// Cannot perform full clear, have to move data in other blocks around
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|
// No possible reallocs within blocks, try to move them around fast
|
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|
// Nothing done, block found without reallocations, can perform another reallocs in same pass
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// No more textures to move, check buffers
|
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// Fallthrough
|
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// No more buffers to move, check all others
|
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// Fallthrough
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// Everything moved
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|
|
// Cleanup is handled below so that other operations may reuse the cleanup code. This case is here to prevent the unhandled enum value warning (C4062).
|
|
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|
|
// All other work done, pack data in blocks even tighter if possible
|
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|
|
// Ignore newly created allocations by defragmentation algorithm
|
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// Move only single type of resources at once
|
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|
|
// Try to fit allocation into free blocks
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// _VMA_DEFRAGMENTATION_CONTEXT_FUNCTIONS
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|
|
// hParentPool
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|
|
// explicitBlockSize
|
|
// algorithm
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|
|
// _VMA_POOL_T_FUNCTIONS
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// Needs to be multiply of uint32_t size because we are going to write VMA_CORRUPTION_DETECTION_MAGIC_VALUE to it.
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// #if VMA_EXTERNAL_MEMORY
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|
|
// Call vkGetPhysicalDeviceProperties[2][KHR].
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|
|
// Call vkGetPhysicalDeviceMemoryProperties[2][KHR].
|
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|
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// #if VMA_EXTERNAL_MEMORY
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|
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// Create only supported types
|
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|
|
// hParentPool
|
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|
|
// explicitBlockSize
|
|
// algorithm
|
|
// priority (0.5 is the default per Vulkan spec)
|
|
// minAllocationAlignment
|
|
// // pMemoryAllocateNext
|
|
// No need to call m_pBlockVectors[memTypeIndex][blockVectorTypeIndex]->CreateMinBlocks here,
|
|
// because minBlockCount is 0.
|
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|
|
// #if VMA_MEMORY_BUDGET
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// Vulkan 1.0
|
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// Vulkan 1.1
|
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|
|
// VMA_STATIC_VULKAN_FUNCTIONS == 1
|
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|
|
// Try to fetch the pointer from the other name, based on suspected driver bug - see issue #410.
|
|
|
|
|
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|
|
|
|
|
|
// Try to fetch the pointer from the other name, based on suspected driver bug - see issue #410.
|
|
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|
|
// #if VMA_BIND_MEMORY2
|
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|
|
// VMA_DYNAMIC_VULKAN_FUNCTIONS == 1
|
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|
|
// Not validating these due to suspected driver bugs with these function
|
|
// pointers being null despite correct extension or Vulkan version is enabled.
|
|
// See issue #397. Their usage in VMA is optional anyway.
|
|
//
|
|
// VMA_ASSERT(m_VulkanFunctions.vkGetDeviceBufferMemoryRequirements != VMA_NULL);
|
|
// VMA_ASSERT(m_VulkanFunctions.vkGetDeviceImageMemoryRequirements != VMA_NULL);
|
|
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|
|
// Heuristics: Allocate dedicated memory if requested size if greater than half of preferred block size.
|
|
|
|
|
|
|
|
|
|
// Protection against creating each allocation as dedicated when we reach or exceed heap size/budget,
|
|
// which can quickly deplete maxMemoryAllocationCount: Don't prefer dedicated allocations when above
|
|
// 3/4 of the maximum allocation count.
|
|
|
|
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|
|
|
|
|
|
// Succeeded: AllocateDedicatedMemory function already filled pMemory, nothing more to do here.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
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|
|
|
// Try dedicated memory.
|
|
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|
|
// Succeeded: AllocateDedicatedMemory function already filled pMemory, nothing more to do here.
|
|
|
|
|
|
|
|
|
|
|
|
// Everything failed: Return error code.
|
|
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|
|
// #if VMA_DEDICATED_ALLOCATION || VMA_VULKAN_VERSION >= 1001000
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
// #if VMA_BUFFER_DEVICE_ADDRESS
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// #if VMA_MEMORY_PRIORITY
|
|
|
|
|
|
// Attach VkExportMemoryAllocateInfoKHR if necessary.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// #if VMA_EXTERNAL_MEMORY
|
|
|
|
|
|
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|
|
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|
|
|
|
|
|
|
// Free all already created allocations.
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
There is no need to call this, because Vulkan spec allows to skip vkUnmapMemory
|
|
before vkFreeMemory.
|
|
|
|
if(currAlloc->GetMappedData() != VMA_NULL)
|
|
{
|
|
(*m_VulkanFunctions.vkUnmapMemory)(m_hDevice, hMemory);
|
|
}
|
|
*/
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
// #if VMA_DEDICATED_ALLOCATION || VMA_VULKAN_VERSION >= 1001000
|
|
|
|
|
|
|
|
|
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|
|
|
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|
|
|
|
|
// #if VMA_DEDICATED_ALLOCATION || VMA_VULKAN_VERSION >= 1001000
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
// This memory type is acceptable according to memoryTypeBits bitmask.
|
|
|
|
|
|
|
|
|
|
// This memory type contains requiredFlags.
|
|
|
|
|
|
// Calculate cost as number of bits from preferredFlags not present in this memory type.
|
|
|
|
|
|
// Remember memory type with lowest cost.
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
// If memory type is not HOST_VISIBLE, disable MAPPED.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|
|
|
|
|
|
|
|
|
|
// If memory is lazily allocated, it should be always dedicated.
|
|
|
|
|
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|
|
|
|
|
|
|
// Non-auto USAGE values imply HOST_ACCESS flags.
|
|
// And so does VMA_MEMORY_USAGE_UNKNOWN because it is used with custom pools.
|
|
// Which specific flag is used doesn't matter. They change things only when used with VMA_MEMORY_USAGE_AUTO*.
|
|
// Otherwise they just protect from assert on mapping.
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// 1. Create VkBuffer.
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// 2. vkGetBufferMemoryRequirements.
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// 3. Allocate memory using allocator.
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// dedicatedBuffer
|
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// dedicatedImage
|
|
// dedicatedBufferImageUsage
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|
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// allocationCount
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|
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// 3. Bind buffer with memory.
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// All steps succeeded.
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// 1. Create VkImage.
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// 2. Allocate memory using allocator.
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// dedicatedBuffer
|
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// dedicatedImage
|
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// dedicatedBufferImageUsage
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|
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// allocationCount
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// 3. Bind image with memory.
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// All steps succeeded.
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// pNext chain for VkMemoryAllocateInfo. When used, must specify requiresDedicatedAllocation = true.
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// If using custom pNext chain for VkMemoryAllocateInfo, must require dedicated allocations.
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// Bit mask of memory Vulkan types acceptable for this allocation.
|
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|
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// Can't find any single memory type matching requirements. res is VK_ERROR_FEATURE_NOT_PRESENT.
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// Allocation succeeded
|
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|
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// Remove old memTypeIndex from list of possibilities.
|
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|
|
// Find alternative memTypeIndex.
|
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|
|
// No other matching memory type index could be found.
|
|
// Not returning res, which is VK_ERROR_FEATURE_NOT_PRESENT, because we already failed to allocate once.
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// Initialize.
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|
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// Process default pools.
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|
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// Process custom pools.
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// Process dedicated allocations.
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|
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// Sum from memory types to memory heaps.
|
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|
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// Sum from memory heaps to total.
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// Have to take MIN with heap size because explicit HeapSizeLimit is included in it.
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|
|
// Outside of mutex lock
|
|
// Recursion
|
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|
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// 80% heuristics.
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|
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// Protection against uninitialized new structure member. If garbage data are left there, this pointer dereference would crash.
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|
|
// Memory type index out of range or forbidden.
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|
|
// Add to m_Pools.
|
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|
|
// Remove from m_Pools.
|
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|
|
// #if VMA_MEMORY_BUDGET
|
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|
|
// Process default pools.
|
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|
|
// Process custom pools.
|
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|
|
// HeapSizeLimit is in effect for this heap.
|
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|
|
// VULKAN CALL vkAllocateMemory.
|
|
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|
|
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|
|
|
// Informative callback.
|
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|
|
// Informative callback.
|
|
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|
|
|
|
|
|
|
// VULKAN CALL vkFreeMemory.
|
|
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|
|
// #if VMA_VULKAN_VERSION >= 1001000 || VMA_BIND_MEMORY2
|
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|
|
// #if VMA_BIND_MEMORY2
|
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|
|
// else: Just ignore this call.
|
|
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|
|
// else: Just ignore this call.
|
|
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|
|
// Default pool
|
|
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|
|
|
|
|
|
|
// Custom pool
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
There is no need to call this, because Vulkan spec allows to skip vkUnmapMemory
|
|
before vkFreeMemory.
|
|
|
|
if(allocation->GetMappedData() != VMA_NULL)
|
|
{
|
|
(*m_VulkanFunctions.vkUnmapMemory)(m_hDevice, hMemory);
|
|
}
|
|
*/
|
|
|
|
|
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|
|
// Create buffer.
|
|
|
|
|
|
|
|
|
|
|
|
// Query for supported memory types.
|
|
|
|
|
|
|
|
|
|
// Destroy buffer.
|
|
|
|
|
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|
|
|
|
|
|
// Make sure memory information is already fetched.
|
|
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|
|
|
|
|
|
|
|
|
|
|
// Exclude memory types that have VK_MEMORY_PROPERTY_DEVICE_COHERENT_BIT_AMD.
|
|
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|
|
// 1. Still within this allocation.
|
|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// 2. Adjust to whole block.
|
|
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|
|
|
|
|
// Some bugged drivers return the budget incorrectly, e.g. 0 or much bigger than heap size.
|
|
|
|
|
|
// 80% heuristics.
|
|
|
|
|
|
|
|
|
|
|
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|
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|
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|
|
|
|
// VMA_MEMORY_BUDGET
|
|
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|
|
// #if VMA_DEBUG_INITIALIZE_ALLOCATIONS
|
|
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// VMA_STATS_STRING_ENABLED
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// _VMA_ALLOCATOR_T_FUNCTIONS
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// #ifdef VOLK_HEADER_VERSION
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// Have to copy the callbacks when destroying.
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// VMA_STATS_STRING_ENABLED
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/*
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This function is not protected by any mutex because it just reads immutable data.
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*/
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// Can query straight from VkBufferCreateInfo :)
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// VMA_KHR_MAINTENANCE4 || VMA_VULKAN_VERSION >= 1003000
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// Must create a dummy buffer to query :(
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// Can query straight from VkImageCreateInfo :)
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// VMA_KHR_MAINTENANCE4 || VMA_VULKAN_VERSION >= 1003000
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|
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// Must create a dummy image to query :(
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// requiresDedicatedAllocation
|
|
// prefersDedicatedAllocation
|
|
// dedicatedBuffer
|
|
// dedicatedImage
|
|
// dedicatedBufferImageUsage
|
|
// pMemoryAllocateNext
|
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|
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// allocationCount
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// requiresDedicatedAllocation
|
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// prefersDedicatedAllocation
|
|
// dedicatedBuffer
|
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// dedicatedImage
|
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// dedicatedBufferImageUsage
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// allocationCount
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// requiresDedicatedAllocation
|
|
// prefersDedicatedAllocation
|
|
// dedicatedBuffer
|
|
// dedicatedImage
|
|
// dedicatedBufferImageUsage
|
|
// pMemoryAllocateNext
|
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// dedicatedBuffer
|
|
// dedicatedImage
|
|
// dedicatedBufferImageUsage
|
|
// pMemoryAllocateNext
|
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|
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// allocationCount
|
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// dedicatedBuffer
|
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// dedicatedImage
|
|
// dedicatedBufferImageUsage
|
|
// pMemoryAllocateNext
|
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|
|
// allocationCount
|
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// allocationCount
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// Check if run on supported algorithms
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// pMemoryAllocateNext
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// pMemoryAllocateNext
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// pMemoryAllocateNext
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// 1. Create VkBuffer.
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// 2. Bind buffer with memory.
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// allocationCount
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// pMemoryAllocateNext
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// pMemoryAllocateNext
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// 1. Create VkImage.
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// 2. Bind image with memory.
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// allocationCount
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/*
|
|
Code for the future if we ever need a separate Init() method that could fail:
|
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|
|
VkResult res = (*pVirtualBlock)->Init();
|
|
if(res < 0)
|
|
{
|
|
vma_delete(pCreateInfo->pAllocationCallbacks, *pVirtualBlock);
|
|
*pVirtualBlock = VK_NULL_HANDLE;
|
|
}
|
|
return res;
|
|
*/
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// Have to copy the callbacks when destroying.
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// VMA_EXTERNAL_MEMORY_WIN32
|
|
// VMA_STATS_STRING_ENABLED
|
|
// _VMA_PUBLIC_INTERFACE
|
|
// VMA_IMPLEMENTATION
|
|
|
|
/**
|
|
\page faq Frequently asked questions
|
|
|
|
<b>What is VMA?</b>
|
|
|
|
Vulkan(R) Memory Allocator (VMA) is a software library for developers who use the Vulkan graphics API in their code.
|
|
It is written in C++.
|
|
|
|
<b>What is the license of VMA?</b>
|
|
|
|
VMA is licensed under MIT, which means it is open source and free software.
|
|
|
|
<b>What is the purpose of VMA?</b>
|
|
|
|
VMA helps with handling one aspect of Vulkan usage, which is device memory management -
|
|
allocation of `VkDeviceMemory` objects, and creation of `VkBuffer` and `VkImage` objects.
|
|
|
|
<b>Do I need to use VMA?</b>
|
|
|
|
You don't need to, but it may be beneficial in many cases.
|
|
Vulkan is a complex and low-level API, so libraries like this that abstract certain aspects of the API
|
|
and bring them to a higher level are useful.
|
|
When developing any non-trivial Vulkan application, you likely need to use a memory allocator.
|
|
Using VMA can save time compared to implementing your own.
|
|
|
|
<b>When should I not use VMA?</b>
|
|
|
|
While VMA is useful for most applications that use the Vulkan API, there are cases
|
|
when it may be a better choice not to use it.
|
|
For example, if the application is very simple, e.g. serving as a sample or a learning exercise
|
|
to help you understand or teach others the basics of Vulkan,
|
|
and it creates only a small number of buffers and images, then including VMA may be an overkill.
|
|
Developing your own memory allocator may also be a good learning exercise.
|
|
|
|
<b>What are the benefits of using VMA?</b>
|
|
|
|
-# VMA helps in choosing the optimal memory type for your resource (buffer or image).
|
|
In Vulkan, we have a two-level hierarchy of memory heaps and types with different flags,
|
|
and each device can expose a different set of those.
|
|
Implementing logic that would select the best memory type on each platform is a non-trivial task.
|
|
VMA does that, expecting only a high-level description of the intended usage of your resource.
|
|
For more information, see \subpage choosing_memory_type.
|
|
-# VMA allocates large blocks of `VkDeviceMemory` and sub-allocates parts of them for your resources.
|
|
Allocating a new block of device memory may be a time-consuming operation.
|
|
Some platforms also have a limit on the maximum number of those blocks (`VkPhysicalDeviceLimits::maxMemoryAllocationCount`)
|
|
as low as 4096, so allocating a separate one for each resource is not an option.
|
|
Sub-allocating parts of a memory block requires implementing an allocation algorithm,
|
|
which is a non-trivial task.
|
|
VMA does that, using an advanced and efficient algorithm that works well in various use cases.
|
|
-# VMA offers a simple API that allows creating buffers and textures within one function call.
|
|
In Vulkan, the creation of a resource is a multi-step process.
|
|
You need to create a `VkBuffer` or `VkImage`, ask it for memory requirements,
|
|
allocate a `VkDeviceMemory` object, and finally bind the resource to the memory block.
|
|
VMA does that automatically under a simple API within one function call: vmaCreateBuffer(), vmaCreateImage().
|
|
|
|
The library is doing much more under the hood.
|
|
For example, it respects limits like `bufferImageGranularity`, `nonCoherentAtomSize`,
|
|
and `VkMemoryDedicatedRequirements` automatically, so you don't need to think about it.
|
|
|
|
<b>Which version should I pick?</b>
|
|
|
|
You can just pick [the latest version from the "master" branch](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator).
|
|
It is kept in a good shape most of the time, compiling and working correctly,
|
|
with no compatibility-breaking changes and no unfinished code.
|
|
|
|
If you want an even more stable version, you can pick
|
|
[the latest official release](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/releases).
|
|
Current code from the master branch is occasionally tagged as a release,
|
|
with [CHANGELOG](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/blob/master/CHANGELOG.md)
|
|
carefully curated to enumerate all important changes since the previous version.
|
|
|
|
The library uses [Semantic Versioning](https://semver.org/),
|
|
which means versions that only differ in the patch number are forward and backward compatible
|
|
(e.g., only fixing some bugs), while versions that differ in the minor number are backward compatible
|
|
(e.g., only adding new functions to the API, but not removing or changing existing ones).
|
|
|
|
<b>How to integrate it with my code?</b>
|
|
|
|
VMA is an STB-style single-header C++ library.
|
|
|
|
You can pull the entire GitHub repository, e.g. using Git submodules.
|
|
The repository contains ancillary files like the Cmake script, Doxygen config file,
|
|
sample application, test suite, and others.
|
|
You can compile it as a library and link with your project.
|
|
|
|
However, a simpler way is taking the single file "include/vk_mem_alloc.h" and including it in your project.
|
|
This extensive file contains all you need: a copyright notice,
|
|
declarations of the public library interface (API), its internal implementation,
|
|
and even the documentation in form of Doxygen-style comments.
|
|
|
|
The "STB style" means not everything is implemented as inline functions in the header file.
|
|
You need to extract the internal implementation using a special macro.
|
|
This means that in every .cpp file where you need to use the library you should
|
|
`#include "vk_mem_alloc.h"` to include its public interface,
|
|
but additionally in exactly one .cpp file you should `#define VMA_IMPLEMENTATION`
|
|
before this `#include` to enable its internal implementation.
|
|
For more information, see [Project setup](@ref quick_start_project_setup).
|
|
|
|
<b>Does the library work with C or C++?</b>
|
|
|
|
The internal implementation of VMA is written in C++.
|
|
It is distributed in the source format, so you need a compiler supporting at least C++14 to build it.
|
|
|
|
However, the public interface of the library is written in C - using only enums, structs, and global functions,
|
|
in the same style as Vulkan, so you can use the library in the C code.
|
|
|
|
<b>I am not a fan of modern C++. Can I still use it?</b>
|
|
|
|
Very likely yes.
|
|
We acknowledge that many C++ developers, especially in the games industry,
|
|
do not appreciate all the latest features that the language has to offer.
|
|
|
|
- VMA doesn't throw or catch any C++ exceptions.
|
|
It reports errors by returning a `VkResult` value instead, just like Vulkan.
|
|
If you don't use exceptions in your project, your code is not exception-safe,
|
|
or even if you disable exception handling in the compiler options, you can still use VMA.
|
|
- VMA doesn't use C++ run-time type information like `typeid` or `dynamic_cast`,
|
|
so if you disable RTTI in the compiler options, you can still use the library.
|
|
- VMA uses only a limited subset of standard C and C++ library.
|
|
It doesn't use STL containers like `std::vector`, `map`, or `string`,
|
|
either in the public interface nor in the internal implementation.
|
|
It implements its own containers instead.
|
|
- If you don't use the default heap memory allocator through `malloc/free` or `new/delete`
|
|
but implement your own allocator instead, you can pass it to VMA and
|
|
the library will use your functions for every dynamic heap allocation made internally,
|
|
as well as passing it further to Vulkan functions. For details, see [Custom host memory allocator](@ref custom_memory_allocator).
|
|
|
|
<b>Is it available for other programming languages?</b>
|
|
|
|
VMA is a C++ library with C interface in similar style as Vulkan.
|
|
An object-oriented C++ wrapper or bindings to other programming languages are out of scope of this project,
|
|
but they are welcome as external projects.
|
|
Some of them are listed in [README.md, "See also" section](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator?tab=readme-ov-file#see-also),
|
|
including binding to C++, Python, Rust, and Haskell.
|
|
Before using any of them, please check if they are still maintained and updated to use a recent version of VMA.
|
|
|
|
<b>What platforms does it support?</b>
|
|
|
|
VMA relies only on Vulkan and some parts of the standard C and C++ library,
|
|
so it supports any platform where a C++ compiler and Vulkan are available.
|
|
It is developed mostly on Microsoft(R) Windows(R),
|
|
but it has been successfully used in Linux(R), MacOS, Android, and even FreeBSD and Raspberry Pi.
|
|
|
|
<b>Does it only work on AMD GPUs?</b>
|
|
|
|
No! While VMA is published by AMD, it works on any GPU that supports Vulkan,
|
|
whether a discrete PC graphics card, a processor integrated graphics, or a mobile SoC.
|
|
It doesn't give AMD GPUs any advantage over any other GPUs.
|
|
|
|
<b>What Vulkan versions and extensions are supported?</b>
|
|
|
|
VMA is updated to support the latest versions of Vulkan.
|
|
It currently supports Vulkan up to 1.4.
|
|
The library also supports older versions down to the first release of Vulkan 1.0.
|
|
Defining a higher minimum version support would help simplify the code,
|
|
but we acknowledge that developers on some platforms like Android still use older versions,
|
|
so the support is provided for all of them.
|
|
|
|
Among many extensions available for Vulkan, only a few interact with memory management.
|
|
VMA can automatically take advantage of them. Some of them are:
|
|
VK_EXT_memory_budget, VK_EXT_memory_priority, VK_KHR_external_memory_win32, and VK_KHR_maintenance*
|
|
extensions that are later promoted to the new versions of the core Vulkan API.
|
|
To use them, it is your responsibility to validate if they are available on the current system and if so,
|
|
enable them while creating the Vulkan device object.
|
|
You also need to pass appropriate #VmaAllocatorCreateFlagBits to inform VMA that they are enabled.
|
|
Then, the library will automatically take advantage of them.
|
|
For more information and the full list of supported extensions, see [Enabling extensions](@ref quick_start_initialization_enabling_extensions).
|
|
|
|
<b>Does it support other graphics APIs, like Microsoft DirectX(R) 12?</b>
|
|
|
|
No, but we offer an equivalent library for DirectX 12:
|
|
[D3D12 Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator).
|
|
It uses the same core allocation algorithm.
|
|
It also shares many features with VMA, like the support for custom pools and virtual allocator.
|
|
However, it is not identical in terms of the features supported.
|
|
Its API also looks different, because while the interface of VMA is similar in style to Vulkan,
|
|
the interface of D3D12MA is similar to DirectX 12.
|
|
|
|
<b>Is the library lightweight?</b>
|
|
|
|
It depends on how you define it.
|
|
VMA is implemented with high-performance and real-time applications like video games in mind.
|
|
The CPU performance overhead of using this library is low.
|
|
It uses a high-quality allocation algorithm called Two-Level Segregated Fit (TLSF),
|
|
which in most cases can find a free place for a new allocation in few steps.
|
|
The library also doesn't perform too many CPU heap allocations.
|
|
In many cases, the allocation happens with 0 new CPU heap allocations performed by the library.
|
|
Even the creation of a #VmaAllocation object doesn't typically feature an CPU allocation,
|
|
because these objects are returned out of a dedicated memory pool.
|
|
|
|
On the other hand, however, VMA needs some extra memory and extra time
|
|
to maintain the metadata about the occupied and free regions of the memory blocks,
|
|
and the algorithms and data structures used must be generic enough to work well in most cases.
|
|
If you develop your program for a very resource-constrained platform,
|
|
a custom allocator simpler than VMA may be a better choice.
|
|
|
|
<b>Does it have a documentation?</b>
|
|
|
|
Yes! VMA comes with full documentation of all elements of the API (functions, structures, enums),
|
|
as well as many generic chapters that provide an introduction,
|
|
describe core concepts of the library, good practices, etc.
|
|
The entire documentation is written in form of code comments inside "vk_mem_alloc.h", in Doxygen format.
|
|
You can access it in multiple ways:
|
|
|
|
- Browsable online: https://gpuopen-librariesandsdks.github.io/VulkanMemoryAllocator/html/
|
|
- Local HTML pages available after you clone the repository and open file "docs/html/index.html".
|
|
- You can rebuild the documentation in HTML or some other format from the source code using Doxygen.
|
|
Configuration file "Doxyfile" is part of the repository.
|
|
- Finally, you can just read the comments preceding declarations of any public functions of the library.
|
|
|
|
<b>Is it a mature project?</b>
|
|
|
|
Yes! The library is in development since June 2017, has over 1000 commits, over 500 issue tickets
|
|
and pull requests (most of them resolved), and over 80 contributors.
|
|
It is distributed together with Vulkan SDK.
|
|
It is used by many software projects, including some large and popular ones like Qt or Blender,
|
|
as well as some AAA games.
|
|
According to the [LunarG 2024 Ecosystem Survey](https://www.lunarg.com/2024-ecosystem-survey-progress-report-released/),
|
|
it is used by over 50% of Vulkan developers.
|
|
|
|
<b>How can I contribute to the project?</b>
|
|
|
|
If you have an idea for improvement or a feature request,
|
|
you can go to [the library repository](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator)
|
|
and create an Issue ticket, describing your idea.
|
|
You can also implement it yourself by forking the repository, making changes to the code,
|
|
and creating a Pull request.
|
|
|
|
If you want to ask a question, you can also create a ticket the same way.
|
|
Before doing this, please make sure you read the relevant part of the Vulkan specification and VMA documentation,
|
|
where you may find the answers to your question.
|
|
|
|
If you want to report a suspected bug, you can also create a ticket the same way.
|
|
Before doing this, please put some effort into the investigation of whether the bug is really
|
|
in the library and not in your code or in the Vulkan implementation (the GPU driver) on your platform:
|
|
|
|
- Enable Vulkan validation layer and make sure it is free from any errors.
|
|
- Make sure `VMA_ASSERT` is defined to an implementation that can report a failure and not ignore it.
|
|
- Try making your allocation using pure Vulkan functions rather than VMA and see if the bug persists.
|
|
|
|
<b>I found some compilation warnings. How can we fix them?</b>
|
|
|
|
Seeing compiler warnings may be annoying to some developers,
|
|
but it is a design decision to not fix all of them.
|
|
Due to the nature of the C++ language, certain preprocessor macros can make some variables unused,
|
|
function parameters unreferenced, or conditional expressions constant in some configurations.
|
|
The code of this library should not be bigger or more complicated just to silence these warnings.
|
|
It is recommended to disable such warnings instead.
|
|
For more information, see [Features not supported](@ref general_considerations_features_not_supported).
|
|
|
|
However, if you observe a warning that is really dangerous, e.g.,
|
|
about an implicit conversion from a larger to a smaller integer type, please report it and it will be fixed ASAP.
|
|
|
|
|
|
\page quick_start Quick start
|
|
|
|
\section quick_start_project_setup Project setup
|
|
|
|
Vulkan Memory Allocator comes in form of a "stb-style" single header file.
|
|
While you can pull the entire repository e.g. as Git module, there is also Cmake script provided,
|
|
you don't need to build it as a separate library project.
|
|
You can add file "vk_mem_alloc.h" directly to your project and submit it to code repository next to your other source files.
|
|
|
|
"Single header" doesn't mean that everything is contained in C/C++ declarations,
|
|
like it tends to be in case of inline functions or C++ templates.
|
|
It means that implementation is bundled with interface in a single file and needs to be extracted using preprocessor macro.
|
|
If you don't do it properly, it will result in linker errors.
|
|
|
|
To do it properly:
|
|
|
|
-# Include "vk_mem_alloc.h" file in each CPP file where you want to use the library.
|
|
This includes declarations of all members of the library.
|
|
-# In exactly one CPP file define following macro before this include.
|
|
It enables also internal definitions.
|
|
|
|
\code
|
|
#define VMA_IMPLEMENTATION
|
|
#include "vk_mem_alloc.h"
|
|
\endcode
|
|
|
|
It may be a good idea to create dedicated CPP file just for this purpose, e.g. "VmaUsage.cpp".
|
|
|
|
This library includes header `<vulkan/vulkan.h>`, which in turn
|
|
includes `<windows.h>` on Windows. If you need some specific macros defined
|
|
before including these headers (like `WIN32_LEAN_AND_MEAN` or
|
|
`WINVER` for Windows, `VK_USE_PLATFORM_WIN32_KHR` for Vulkan), you must define
|
|
them before every `#include` of this library.
|
|
It may be a good idea to create a dedicate header file for this purpose, e.g. "VmaUsage.h",
|
|
that will be included in other source files instead of VMA header directly.
|
|
|
|
This library is written in C++, but has C-compatible interface.
|
|
Thus, you can include and use "vk_mem_alloc.h" in C or C++ code, but full
|
|
implementation with `VMA_IMPLEMENTATION` macro must be compiled as C++, NOT as C.
|
|
Some features of C++14 are used and required. Features of C++20 are used optionally when available.
|
|
Some headers of standard C and C++ library are used, but STL containers, RTTI, or C++ exceptions are not used.
|
|
|
|
|
|
\section quick_start_initialization Initialization
|
|
|
|
VMA offers library interface in a style similar to Vulkan, with object handles like #VmaAllocation,
|
|
structures describing parameters of objects to be created like #VmaAllocationCreateInfo,
|
|
and errors codes returned from functions using `VkResult` type.
|
|
|
|
The first and the main object that needs to be created is #VmaAllocator.
|
|
It represents the initialization of the entire library.
|
|
Only one such object should be created per `VkDevice`.
|
|
You should create it at program startup, after `VkDevice` was created, and before any device memory allocator needs to be made.
|
|
It must be destroyed before `VkDevice` is destroyed.
|
|
|
|
At program startup:
|
|
|
|
-# Initialize Vulkan to have `VkInstance`, `VkPhysicalDevice`, `VkDevice` object.
|
|
-# Fill VmaAllocatorCreateInfo structure and call vmaCreateAllocator() to create #VmaAllocator object.
|
|
|
|
Only members `physicalDevice`, `device`, `instance` are required.
|
|
However, you should inform the library which Vulkan version do you use by setting
|
|
VmaAllocatorCreateInfo::vulkanApiVersion and which extensions did you enable
|
|
by setting VmaAllocatorCreateInfo::flags.
|
|
Otherwise, VMA would use only features of Vulkan 1.0 core with no extensions.
|
|
See below for details.
|
|
|
|
\subsection quick_start_initialization_selecting_vulkan_version Selecting Vulkan version
|
|
|
|
VMA supports Vulkan version down to 1.0, for backward compatibility.
|
|
If you want to use higher version, you need to inform the library about it.
|
|
This is a two-step process.
|
|
|
|
<b>Step 1: Compile time.</b> By default, VMA compiles with code supporting the highest
|
|
Vulkan version found in the included `<vulkan/vulkan.h>` that is also supported by the library.
|
|
If this is OK, you don't need to do anything.
|
|
However, if you want to compile VMA as if only some lower Vulkan version was available,
|
|
define macro `VMA_VULKAN_VERSION` before every `#include "vk_mem_alloc.h"`.
|
|
It should have decimal numeric value in form of ABBBCCC, where A = major, BBB = minor, CCC = patch Vulkan version.
|
|
For example, to compile against Vulkan 1.2:
|
|
|
|
\code
|
|
#define VMA_VULKAN_VERSION 1002000 // Vulkan 1.2
|
|
#include "vk_mem_alloc.h"
|
|
\endcode
|
|
|
|
<b>Step 2: Runtime.</b> Even when compiled with higher Vulkan version available,
|
|
VMA can use only features of a lower version, which is configurable during creation of the #VmaAllocator object.
|
|
By default, only Vulkan 1.0 is used.
|
|
To initialize the allocator with support for higher Vulkan version, you need to set member
|
|
VmaAllocatorCreateInfo::vulkanApiVersion to an appropriate value, e.g. using constants like `VK_API_VERSION_1_2`.
|
|
See code sample below.
|
|
|
|
\subsection quick_start_initialization_importing_vulkan_functions Importing Vulkan functions
|
|
|
|
You may need to configure importing Vulkan functions. There are 4 ways to do this:
|
|
|
|
-# **If you link with Vulkan static library** (e.g. "vulkan-1.lib" on Windows):
|
|
- You don't need to do anything.
|
|
- VMA will use these, as macro `VMA_STATIC_VULKAN_FUNCTIONS` is defined to 1 by default.
|
|
-# **If you want VMA to fetch pointers to Vulkan functions dynamically** using `vkGetInstanceProcAddr`,
|
|
`vkGetDeviceProcAddr` (this is the option presented in the example below):
|
|
- Define `VMA_STATIC_VULKAN_FUNCTIONS` to 0, `VMA_DYNAMIC_VULKAN_FUNCTIONS` to 1.
|
|
- Provide pointers to these two functions via VmaVulkanFunctions::vkGetInstanceProcAddr,
|
|
VmaVulkanFunctions::vkGetDeviceProcAddr.
|
|
- The library will fetch pointers to all other functions it needs internally.
|
|
-# **If you fetch pointers to all Vulkan functions in a custom way**:
|
|
- Define `VMA_STATIC_VULKAN_FUNCTIONS` and `VMA_DYNAMIC_VULKAN_FUNCTIONS` to 0.
|
|
- Pass these pointers via structure #VmaVulkanFunctions.
|
|
-# **If you use [volk library](https://github.com/zeux/volk)**:
|
|
- Define `VMA_STATIC_VULKAN_FUNCTIONS` and `VMA_DYNAMIC_VULKAN_FUNCTIONS` to 0.
|
|
- Use function vmaImportVulkanFunctionsFromVolk() to fill in the structure #VmaVulkanFunctions.
|
|
For more information, see the description of this function.
|
|
|
|
\subsection quick_start_initialization_enabling_extensions Enabling extensions
|
|
|
|
VMA can automatically use following Vulkan extensions.
|
|
If you found them available on the selected physical device and you enabled them
|
|
while creating `VkInstance` / `VkDevice` object, inform VMA about their availability
|
|
by setting appropriate flags in VmaAllocatorCreateInfo::flags.
|
|
|
|
Vulkan extension | VMA flag
|
|
------------------------------|-----------------------------------------------------
|
|
VK_KHR_dedicated_allocation | #VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT
|
|
VK_KHR_bind_memory2 | #VMA_ALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT
|
|
VK_KHR_maintenance4 | #VMA_ALLOCATOR_CREATE_KHR_MAINTENANCE4_BIT
|
|
VK_KHR_maintenance5 | #VMA_ALLOCATOR_CREATE_KHR_MAINTENANCE5_BIT
|
|
VK_EXT_memory_budget | #VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT
|
|
VK_KHR_buffer_device_address | #VMA_ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT
|
|
VK_EXT_memory_priority | #VMA_ALLOCATOR_CREATE_EXT_MEMORY_PRIORITY_BIT
|
|
VK_AMD_device_coherent_memory | #VMA_ALLOCATOR_CREATE_AMD_DEVICE_COHERENT_MEMORY_BIT
|
|
VK_KHR_external_memory_win32 | #VMA_ALLOCATOR_CREATE_KHR_EXTERNAL_MEMORY_WIN32_BIT
|
|
|
|
Example with fetching pointers to Vulkan functions dynamically:
|
|
|
|
\code
|
|
#define VMA_STATIC_VULKAN_FUNCTIONS 0
|
|
#define VMA_DYNAMIC_VULKAN_FUNCTIONS 1
|
|
#include "vk_mem_alloc.h"
|
|
|
|
...
|
|
|
|
VmaVulkanFunctions vulkanFunctions = {};
|
|
vulkanFunctions.vkGetInstanceProcAddr = &vkGetInstanceProcAddr;
|
|
vulkanFunctions.vkGetDeviceProcAddr = &vkGetDeviceProcAddr;
|
|
|
|
VmaAllocatorCreateInfo allocatorCreateInfo = {};
|
|
allocatorCreateInfo.flags = VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT;
|
|
allocatorCreateInfo.vulkanApiVersion = VK_API_VERSION_1_2;
|
|
allocatorCreateInfo.physicalDevice = physicalDevice;
|
|
allocatorCreateInfo.device = device;
|
|
allocatorCreateInfo.instance = instance;
|
|
allocatorCreateInfo.pVulkanFunctions = &vulkanFunctions;
|
|
|
|
VmaAllocator allocator;
|
|
vmaCreateAllocator(&allocatorCreateInfo, &allocator);
|
|
|
|
// Entire program...
|
|
|
|
// At the end, don't forget to:
|
|
vmaDestroyAllocator(allocator);
|
|
\endcode
|
|
|
|
|
|
\subsection quick_start_initialization_other_config Other configuration options
|
|
|
|
There are additional configuration options available through preprocessor macros that you can define
|
|
before including VMA header and through parameters passed in #VmaAllocatorCreateInfo.
|
|
They include a possibility to use your own callbacks for host memory allocations (`VkAllocationCallbacks`),
|
|
callbacks for device memory allocations (instead of `vkAllocateMemory`, `vkFreeMemory`),
|
|
or your custom `VMA_ASSERT` macro, among others.
|
|
For more information, see: @ref configuration.
|
|
|
|
|
|
\section quick_start_resource_allocation Resource allocation
|
|
|
|
When you want to create a buffer or image:
|
|
|
|
-# Fill `VkBufferCreateInfo` / `VkImageCreateInfo` structure.
|
|
-# Fill VmaAllocationCreateInfo structure.
|
|
-# Call vmaCreateBuffer() / vmaCreateImage() to get `VkBuffer`/`VkImage` with memory
|
|
already allocated and bound to it, plus #VmaAllocation objects that represents its underlying memory.
|
|
|
|
\code
|
|
VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
bufferInfo.size = 65536;
|
|
bufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
|
|
VmaAllocationCreateInfo allocInfo = {};
|
|
allocInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
|
|
VkBuffer buffer;
|
|
VmaAllocation allocation;
|
|
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
|
|
\endcode
|
|
|
|
Don't forget to destroy your buffer and allocation objects when no longer needed:
|
|
|
|
\code
|
|
vmaDestroyBuffer(allocator, buffer, allocation);
|
|
\endcode
|
|
|
|
If you need to map the buffer, you must set flag
|
|
#VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or #VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT
|
|
in VmaAllocationCreateInfo::flags.
|
|
There are many additional parameters that can control the choice of memory type to be used for the allocation
|
|
and other features.
|
|
For more information, see documentation chapters: @ref choosing_memory_type, @ref memory_mapping.
|
|
|
|
|
|
\page choosing_memory_type Choosing memory type
|
|
|
|
Physical devices in Vulkan support various combinations of memory heaps and
|
|
types. Help with choosing correct and optimal memory type for your specific
|
|
resource is one of the key features of this library. You can use it by filling
|
|
appropriate members of VmaAllocationCreateInfo structure, as described below.
|
|
You can also combine multiple methods.
|
|
|
|
-# If you just want to find memory type index that meets your requirements, you
|
|
can use function: vmaFindMemoryTypeIndexForBufferInfo(),
|
|
vmaFindMemoryTypeIndexForImageInfo(), vmaFindMemoryTypeIndex().
|
|
-# If you want to allocate a region of device memory without association with any
|
|
specific image or buffer, you can use function vmaAllocateMemory(). Usage of
|
|
this function is not recommended and usually not needed.
|
|
vmaAllocateMemoryPages() function is also provided for creating multiple allocations at once,
|
|
which may be useful for sparse binding.
|
|
-# If you already have a buffer or an image created, you want to allocate memory
|
|
for it and then you will bind it yourself, you can use function
|
|
vmaAllocateMemoryForBuffer(), vmaAllocateMemoryForImage().
|
|
For binding you should use functions: vmaBindBufferMemory(), vmaBindImageMemory()
|
|
or their extended versions: vmaBindBufferMemory2(), vmaBindImageMemory2().
|
|
-# If you want to create a buffer or an image, allocate memory for it, and bind
|
|
them together, all in one call, you can use function vmaCreateBuffer(),
|
|
vmaCreateImage().
|
|
<b>This is the easiest and recommended way to use this library!</b>
|
|
|
|
When using 3. or 4., the library internally queries Vulkan for memory types
|
|
supported for that buffer or image (function `vkGetBufferMemoryRequirements()`)
|
|
and uses only one of these types.
|
|
|
|
If no memory type can be found that meets all the requirements, these functions
|
|
return `VK_ERROR_FEATURE_NOT_PRESENT`.
|
|
|
|
You can leave VmaAllocationCreateInfo structure completely filled with zeros.
|
|
It means no requirements are specified for memory type.
|
|
It is valid, although not very useful.
|
|
|
|
\section choosing_memory_type_usage Usage
|
|
|
|
The easiest way to specify memory requirements is to fill member
|
|
VmaAllocationCreateInfo::usage using one of the values of enum #VmaMemoryUsage.
|
|
It defines high level, common usage types.
|
|
Since version 3 of the library, it is recommended to use #VMA_MEMORY_USAGE_AUTO to let it select best memory type for your resource automatically.
|
|
|
|
For example, if you want to create a uniform buffer that will be filled using
|
|
transfer only once or infrequently and then used for rendering every frame as a uniform buffer, you can
|
|
do it using following code. The buffer will most likely end up in a memory type with
|
|
`VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT` to be fast to access by the GPU device.
|
|
|
|
\code
|
|
VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
bufferInfo.size = 65536;
|
|
bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
|
|
VmaAllocationCreateInfo allocInfo = {};
|
|
allocInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
|
|
VkBuffer buffer;
|
|
VmaAllocation allocation;
|
|
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
|
|
\endcode
|
|
|
|
If you have a preference for putting the resource in GPU (device) memory or CPU (host) memory
|
|
on systems with discrete graphics card that have the memories separate, you can use
|
|
#VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE or #VMA_MEMORY_USAGE_AUTO_PREFER_HOST.
|
|
|
|
When using `VMA_MEMORY_USAGE_AUTO*` while you want to map the allocated memory,
|
|
you also need to specify one of the host access flags:
|
|
#VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or #VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT.
|
|
This will help the library decide about preferred memory type to ensure it has `VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT`
|
|
so you can map it.
|
|
|
|
For example, a staging buffer that will be filled via mapped pointer and then
|
|
used as a source of transfer to the buffer described previously can be created like this.
|
|
It will likely end up in a memory type that is `HOST_VISIBLE` and `HOST_COHERENT`
|
|
but not `HOST_CACHED` (meaning uncached, write-combined) and not `DEVICE_LOCAL` (meaning system RAM).
|
|
|
|
\code
|
|
VkBufferCreateInfo stagingBufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
stagingBufferInfo.size = 65536;
|
|
stagingBufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
|
|
|
VmaAllocationCreateInfo stagingAllocInfo = {};
|
|
stagingAllocInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
stagingAllocInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT;
|
|
|
|
VkBuffer stagingBuffer;
|
|
VmaAllocation stagingAllocation;
|
|
vmaCreateBuffer(allocator, &stagingBufferInfo, &stagingAllocInfo, &stagingBuffer, &stagingAllocation, nullptr);
|
|
\endcode
|
|
|
|
For more examples of creating different kinds of resources, see chapter \ref usage_patterns.
|
|
See also: @ref memory_mapping.
|
|
|
|
Usage values `VMA_MEMORY_USAGE_AUTO*` are legal to use only when the library knows
|
|
about the resource being created by having `VkBufferCreateInfo` / `VkImageCreateInfo` passed,
|
|
so they work with functions like: vmaCreateBuffer(), vmaCreateImage(), vmaFindMemoryTypeIndexForBufferInfo() etc.
|
|
If you allocate raw memory using function vmaAllocateMemory(), you have to use other means of selecting
|
|
memory type, as described below.
|
|
|
|
\note
|
|
Old usage values (`VMA_MEMORY_USAGE_GPU_ONLY`, `VMA_MEMORY_USAGE_CPU_ONLY`,
|
|
`VMA_MEMORY_USAGE_CPU_TO_GPU`, `VMA_MEMORY_USAGE_GPU_TO_CPU`, `VMA_MEMORY_USAGE_CPU_COPY`)
|
|
are still available and work same way as in previous versions of the library
|
|
for backward compatibility, but they are deprecated.
|
|
|
|
\section choosing_memory_type_required_preferred_flags Required and preferred flags
|
|
|
|
You can specify more detailed requirements by filling members
|
|
VmaAllocationCreateInfo::requiredFlags and VmaAllocationCreateInfo::preferredFlags
|
|
with a combination of bits from enum `VkMemoryPropertyFlags`. For example,
|
|
if you want to create a buffer that will be persistently mapped on host (so it
|
|
must be `HOST_VISIBLE`) and preferably will also be `HOST_COHERENT` and `HOST_CACHED`,
|
|
use following code:
|
|
|
|
\code
|
|
VmaAllocationCreateInfo allocInfo = {};
|
|
allocInfo.requiredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
|
|
allocInfo.preferredFlags = VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
|
|
allocInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
|
|
|
VkBuffer buffer;
|
|
VmaAllocation allocation;
|
|
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
|
|
\endcode
|
|
|
|
A memory type is chosen that has all the required flags and as many preferred
|
|
flags set as possible.
|
|
|
|
Value passed in VmaAllocationCreateInfo::usage is internally converted to a set of required and preferred flags,
|
|
plus some extra "magic" (heuristics).
|
|
|
|
\section choosing_memory_type_explicit_memory_types Explicit memory types
|
|
|
|
If you inspected memory types available on the physical device and <b>you have
|
|
a preference for memory types that you want to use</b>, you can fill member
|
|
VmaAllocationCreateInfo::memoryTypeBits. It is a bit mask, where each bit set
|
|
means that a memory type with that index is allowed to be used for the
|
|
allocation. Special value 0, just like `UINT32_MAX`, means there are no
|
|
restrictions to memory type index.
|
|
|
|
Please note that this member is NOT just a memory type index.
|
|
Still you can use it to choose just one, specific memory type.
|
|
For example, if you already determined that your buffer should be created in
|
|
memory type 2, use following code:
|
|
|
|
\code
|
|
uint32_t memoryTypeIndex = 2;
|
|
|
|
VmaAllocationCreateInfo allocInfo = {};
|
|
allocInfo.memoryTypeBits = 1U << memoryTypeIndex;
|
|
|
|
VkBuffer buffer;
|
|
VmaAllocation allocation;
|
|
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
|
|
\endcode
|
|
|
|
You can also use this parameter to <b>exclude some memory types</b>.
|
|
If you inspect memory heaps and types available on the current physical device and
|
|
you determine that for some reason you don't want to use a specific memory type for the allocation,
|
|
you can enable automatic memory type selection but exclude certain memory type or types
|
|
by setting all bits of `memoryTypeBits` to 1 except the ones you choose.
|
|
|
|
\code
|
|
// ...
|
|
uint32_t excludedMemoryTypeIndex = 2;
|
|
VmaAllocationCreateInfo allocInfo = {};
|
|
allocInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
allocInfo.memoryTypeBits = ~(1U << excludedMemoryTypeIndex);
|
|
// ...
|
|
\endcode
|
|
|
|
|
|
\section choosing_memory_type_custom_memory_pools Custom memory pools
|
|
|
|
If you allocate from custom memory pool, all the ways of specifying memory
|
|
requirements described above are not applicable and the aforementioned members
|
|
of VmaAllocationCreateInfo structure are ignored. Memory type is selected
|
|
explicitly when creating the pool and then used to make all the allocations from
|
|
that pool. For further details, see \ref custom_memory_pools.
|
|
|
|
\section choosing_memory_type_dedicated_allocations Dedicated allocations
|
|
|
|
Memory for allocations is reserved out of larger block of `VkDeviceMemory`
|
|
allocated from Vulkan internally. That is the main feature of this whole library.
|
|
You can still request a separate memory block to be created for an allocation,
|
|
just like you would do in a trivial solution without using any allocator.
|
|
In that case, a buffer or image is always bound to that memory at offset 0.
|
|
This is called a "dedicated allocation".
|
|
You can explicitly request it by using flag #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
|
|
The library can also internally decide to use dedicated allocation in some cases, e.g.:
|
|
|
|
- When the size of the allocation is large.
|
|
- When [VK_KHR_dedicated_allocation](@ref vk_khr_dedicated_allocation) extension is enabled
|
|
and it reports that dedicated allocation is required or recommended for the resource.
|
|
- When allocation of next big memory block fails due to not enough device memory,
|
|
but allocation with the exact requested size succeeds.
|
|
|
|
|
|
\page memory_mapping Memory mapping
|
|
|
|
To "map memory" in Vulkan means to obtain a CPU pointer to `VkDeviceMemory`,
|
|
to be able to read from it or write to it in CPU code.
|
|
Mapping is possible only of memory allocated from a memory type that has
|
|
`VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT` flag.
|
|
Functions `vkMapMemory()`, `vkUnmapMemory()` are designed for this purpose.
|
|
You can use them directly with memory allocated by this library,
|
|
but it is not recommended because of following issue:
|
|
Mapping the same `VkDeviceMemory` block multiple times is illegal - only one mapping at a time is allowed.
|
|
This includes mapping disjoint regions. Mapping is not reference-counted internally by Vulkan.
|
|
It is also not thread-safe.
|
|
Because of this, Vulkan Memory Allocator provides following facilities:
|
|
|
|
\note If you want to be able to map an allocation, you need to specify one of the flags
|
|
#VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or #VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT
|
|
in VmaAllocationCreateInfo::flags. These flags are required for an allocation to be mappable
|
|
when using #VMA_MEMORY_USAGE_AUTO or other `VMA_MEMORY_USAGE_AUTO*` enum values.
|
|
For other usage values they are ignored and every such allocation made in `HOST_VISIBLE` memory type is mappable,
|
|
but these flags can still be used for consistency.
|
|
|
|
\section memory_mapping_copy_functions Copy functions
|
|
|
|
The easiest way to copy data from a host pointer to an allocation is to use convenience function vmaCopyMemoryToAllocation().
|
|
It automatically maps the Vulkan memory temporarily (if not already mapped), performs `memcpy`,
|
|
and calls `vkFlushMappedMemoryRanges` (if required - if memory type is not `HOST_COHERENT`).
|
|
|
|
It is also the safest one, because using `memcpy` avoids a risk of accidentally introducing memory reads
|
|
(e.g. by doing `pMappedVectors[i] += v`), which may be very slow on memory types that are not `HOST_CACHED`.
|
|
|
|
\code
|
|
struct ConstantBuffer
|
|
{
|
|
...
|
|
};
|
|
ConstantBuffer constantBufferData = ...
|
|
|
|
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
bufCreateInfo.size = sizeof(ConstantBuffer);
|
|
bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT;
|
|
|
|
VkBuffer buf;
|
|
VmaAllocation alloc;
|
|
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, nullptr);
|
|
|
|
vmaCopyMemoryToAllocation(allocator, &constantBufferData, alloc, 0, sizeof(ConstantBuffer));
|
|
\endcode
|
|
|
|
Copy in the other direction - from an allocation to a host pointer can be performed the same way using function vmaCopyAllocationToMemory().
|
|
|
|
\section memory_mapping_mapping_functions Mapping functions
|
|
|
|
The library provides following functions for mapping of a specific allocation: vmaMapMemory(), vmaUnmapMemory().
|
|
They are safer and more convenient to use than standard Vulkan functions.
|
|
You can map an allocation multiple times simultaneously - mapping is reference-counted internally.
|
|
You can also map different allocations simultaneously regardless of whether they use the same `VkDeviceMemory` block.
|
|
The way it is implemented is that the library always maps entire memory block, not just region of the allocation.
|
|
For further details, see description of vmaMapMemory() function.
|
|
Example:
|
|
|
|
\code
|
|
// Having these objects initialized:
|
|
struct ConstantBuffer
|
|
{
|
|
...
|
|
};
|
|
ConstantBuffer constantBufferData = ...
|
|
|
|
VmaAllocator allocator = ...
|
|
VkBuffer constantBuffer = ...
|
|
VmaAllocation constantBufferAllocation = ...
|
|
|
|
// You can map and fill your buffer using following code:
|
|
|
|
void* mappedData;
|
|
vmaMapMemory(allocator, constantBufferAllocation, &mappedData);
|
|
memcpy(mappedData, &constantBufferData, sizeof(constantBufferData));
|
|
vmaUnmapMemory(allocator, constantBufferAllocation);
|
|
\endcode
|
|
|
|
When mapping, you may see a warning from Vulkan validation layer similar to this one:
|
|
|
|
<i>Mapping an image with layout VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL can result in undefined behavior if this memory is used by the device. Only GENERAL or PREINITIALIZED should be used.</i>
|
|
|
|
It happens because the library maps entire `VkDeviceMemory` block, where different
|
|
types of images and buffers may end up together, especially on GPUs with unified memory like Intel.
|
|
You can safely ignore it if you are sure you access only memory of the intended
|
|
object that you wanted to map.
|
|
|
|
|
|
\section memory_mapping_persistently_mapped_memory Persistently mapped memory
|
|
|
|
Keeping your memory persistently mapped is generally OK in Vulkan.
|
|
You don't need to unmap it before using its data on the GPU.
|
|
The library provides a special feature designed for that:
|
|
Allocations made with #VMA_ALLOCATION_CREATE_MAPPED_BIT flag set in
|
|
VmaAllocationCreateInfo::flags stay mapped all the time,
|
|
so you can just access CPU pointer to it any time
|
|
without a need to call any "map" or "unmap" function.
|
|
Example:
|
|
|
|
\code
|
|
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
bufCreateInfo.size = sizeof(ConstantBuffer);
|
|
bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
|
|
VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
|
|
|
VkBuffer buf;
|
|
VmaAllocation alloc;
|
|
VmaAllocationInfo allocInfo;
|
|
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
|
|
|
|
// Buffer is already mapped. You can access its memory.
|
|
memcpy(allocInfo.pMappedData, &constantBufferData, sizeof(constantBufferData));
|
|
\endcode
|
|
|
|
\note #VMA_ALLOCATION_CREATE_MAPPED_BIT by itself doesn't guarantee that the allocation will end up
|
|
in a mappable memory type.
|
|
For this, you need to also specify #VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or
|
|
#VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT.
|
|
#VMA_ALLOCATION_CREATE_MAPPED_BIT only guarantees that if the memory is `HOST_VISIBLE`, the allocation will be mapped on creation.
|
|
For an example of how to make use of this fact, see section \ref usage_patterns_advanced_data_uploading.
|
|
|
|
\section memory_mapping_cache_control Cache flush and invalidate
|
|
|
|
Memory in Vulkan doesn't need to be unmapped before using it on GPU,
|
|
but unless a memory types has `VK_MEMORY_PROPERTY_HOST_COHERENT_BIT` flag set,
|
|
you need to manually **invalidate** cache before reading of mapped pointer
|
|
and **flush** cache after writing to mapped pointer.
|
|
Map/unmap operations don't do that automatically.
|
|
Vulkan provides following functions for this purpose `vkFlushMappedMemoryRanges()`,
|
|
`vkInvalidateMappedMemoryRanges()`, but this library provides more convenient
|
|
functions that refer to given allocation object: vmaFlushAllocation(),
|
|
vmaInvalidateAllocation(),
|
|
or multiple objects at once: vmaFlushAllocations(), vmaInvalidateAllocations().
|
|
|
|
Regions of memory specified for flush/invalidate must be aligned to
|
|
`VkPhysicalDeviceLimits::nonCoherentAtomSize`. This is automatically ensured by the library.
|
|
In any memory type that is `HOST_VISIBLE` but not `HOST_COHERENT`, all allocations
|
|
within blocks are aligned to this value, so their offsets are always multiply of
|
|
`nonCoherentAtomSize` and two different allocations never share same "line" of this size.
|
|
|
|
Also, Windows drivers from all 3 PC GPU vendors (AMD, Intel, NVIDIA)
|
|
currently provide `HOST_COHERENT` flag on all memory types that are
|
|
`HOST_VISIBLE`, so on PC you may not need to bother.
|
|
|
|
|
|
\page staying_within_budget Staying within budget
|
|
|
|
When developing a graphics-intensive game or program, it is important to avoid allocating
|
|
more GPU memory than it is physically available. When the memory is over-committed,
|
|
various bad things can happen, depending on the specific GPU, graphics driver, and
|
|
operating system:
|
|
|
|
- It may just work without any problems.
|
|
- The application may slow down because some memory blocks are moved to system RAM
|
|
and the GPU has to access them through PCI Express bus.
|
|
- A new allocation may take very long time to complete, even few seconds, and possibly
|
|
freeze entire system.
|
|
- The new allocation may fail with `VK_ERROR_OUT_OF_DEVICE_MEMORY`.
|
|
- It may even result in GPU crash (TDR), observed as `VK_ERROR_DEVICE_LOST`
|
|
returned somewhere later.
|
|
|
|
\section staying_within_budget_querying_for_budget Querying for budget
|
|
|
|
To query for current memory usage and available budget, use function vmaGetHeapBudgets().
|
|
Returned structure #VmaBudget contains quantities expressed in bytes, per Vulkan memory heap.
|
|
|
|
Please note that this function returns different information and works faster than
|
|
vmaCalculateStatistics(). vmaGetHeapBudgets() can be called every frame or even before every
|
|
allocation, while vmaCalculateStatistics() is intended to be used rarely,
|
|
only to obtain statistical information, e.g. for debugging purposes.
|
|
|
|
It is recommended to use <b>VK_EXT_memory_budget</b> device extension to obtain information
|
|
about the budget from Vulkan device. VMA is able to use this extension automatically.
|
|
When not enabled, the allocator behaves same way, but then it estimates current usage
|
|
and available budget based on its internal information and Vulkan memory heap sizes,
|
|
which may be less precise. In order to use this extension:
|
|
|
|
1. Make sure extensions VK_EXT_memory_budget and VK_KHR_get_physical_device_properties2
|
|
required by it are available and enable them. Please note that the first is a device
|
|
extension and the second is instance extension!
|
|
2. Use flag #VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT when creating #VmaAllocator object.
|
|
3. Make sure to call vmaSetCurrentFrameIndex() every frame. Budget is queried from
|
|
Vulkan inside of it to avoid overhead of querying it with every allocation.
|
|
|
|
\section staying_within_budget_controlling_memory_usage Controlling memory usage
|
|
|
|
There are many ways in which you can try to stay within the budget.
|
|
|
|
First, when making new allocation requires allocating a new memory block, the library
|
|
tries not to exceed the budget automatically. If a block with default recommended size
|
|
(e.g. 256 MB) would go over budget, a smaller block is allocated, possibly even
|
|
dedicated memory for just this resource.
|
|
|
|
If the size of the requested resource plus current memory usage is more than the
|
|
budget, by default the library still tries to create it, leaving it to the Vulkan
|
|
implementation whether the allocation succeeds or fails. You can change this behavior
|
|
by using #VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT flag. With it, the allocation is
|
|
not made if it would exceed the budget or if the budget is already exceeded.
|
|
VMA then tries to make the allocation from the next eligible Vulkan memory type.
|
|
If all of them fail, the call then fails with `VK_ERROR_OUT_OF_DEVICE_MEMORY`.
|
|
Example usage pattern may be to pass the #VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT flag
|
|
when creating resources that are not essential for the application (e.g. the texture
|
|
of a specific object) and not to pass it when creating critically important resources
|
|
(e.g. render targets).
|
|
|
|
On AMD graphics cards there is a custom vendor extension available: <b>VK_AMD_memory_overallocation_behavior</b>
|
|
that allows to control the behavior of the Vulkan implementation in out-of-memory cases -
|
|
whether it should fail with an error code or still allow the allocation.
|
|
Usage of this extension involves only passing extra structure on Vulkan device creation,
|
|
so it is out of scope of this library.
|
|
|
|
Finally, you can also use #VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT flag to make sure
|
|
a new allocation is created only when it fits inside one of the existing memory blocks.
|
|
If it would require to allocate a new block, if fails instead with `VK_ERROR_OUT_OF_DEVICE_MEMORY`.
|
|
This also ensures that the function call is very fast because it never goes to Vulkan
|
|
to obtain a new block.
|
|
|
|
\note Creating \ref custom_memory_pools with VmaPoolCreateInfo::minBlockCount
|
|
set to more than 0 will currently try to allocate memory blocks without checking whether they
|
|
fit within budget.
|
|
|
|
|
|
\page resource_aliasing Resource aliasing (overlap)
|
|
|
|
New explicit graphics APIs (Vulkan and Direct3D 12), thanks to manual memory
|
|
management, give an opportunity to alias (overlap) multiple resources in the
|
|
same region of memory - a feature not available in the old APIs (Direct3D 11, OpenGL).
|
|
It can be useful to save video memory, but it must be used with caution.
|
|
|
|
For example, if you know the flow of your whole render frame in advance, you
|
|
are going to use some intermediate textures or buffers only during a small range of render passes,
|
|
and you know these ranges don't overlap in time, you can bind these resources to
|
|
the same place in memory, even if they have completely different parameters (width, height, format etc.).
|
|
|
|

|
|
|
|
Such scenario is possible using VMA, but you need to create your images manually.
|
|
Then you need to calculate parameters of an allocation to be made using formula:
|
|
|
|
- allocation size = max(size of each image)
|
|
- allocation alignment = max(alignment of each image)
|
|
- allocation memoryTypeBits = bitwise AND(memoryTypeBits of each image)
|
|
|
|
Following example shows two different images bound to the same place in memory,
|
|
allocated to fit largest of them.
|
|
|
|
\code
|
|
// A 512x512 texture to be sampled.
|
|
VkImageCreateInfo img1CreateInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
|
|
img1CreateInfo.imageType = VK_IMAGE_TYPE_2D;
|
|
img1CreateInfo.extent.width = 512;
|
|
img1CreateInfo.extent.height = 512;
|
|
img1CreateInfo.extent.depth = 1;
|
|
img1CreateInfo.mipLevels = 10;
|
|
img1CreateInfo.arrayLayers = 1;
|
|
img1CreateInfo.format = VK_FORMAT_R8G8B8A8_SRGB;
|
|
img1CreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
|
|
img1CreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
|
img1CreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
|
|
img1CreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
|
|
|
|
// A full screen texture to be used as color attachment.
|
|
VkImageCreateInfo img2CreateInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
|
|
img2CreateInfo.imageType = VK_IMAGE_TYPE_2D;
|
|
img2CreateInfo.extent.width = 1920;
|
|
img2CreateInfo.extent.height = 1080;
|
|
img2CreateInfo.extent.depth = 1;
|
|
img2CreateInfo.mipLevels = 1;
|
|
img2CreateInfo.arrayLayers = 1;
|
|
img2CreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
|
|
img2CreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
|
|
img2CreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
|
img2CreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
|
img2CreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
|
|
|
|
VkImage img1;
|
|
res = vkCreateImage(device, &img1CreateInfo, nullptr, &img1);
|
|
VkImage img2;
|
|
res = vkCreateImage(device, &img2CreateInfo, nullptr, &img2);
|
|
|
|
VkMemoryRequirements img1MemReq;
|
|
vkGetImageMemoryRequirements(device, img1, &img1MemReq);
|
|
VkMemoryRequirements img2MemReq;
|
|
vkGetImageMemoryRequirements(device, img2, &img2MemReq);
|
|
|
|
VkMemoryRequirements finalMemReq = {};
|
|
finalMemReq.size = std::max(img1MemReq.size, img2MemReq.size);
|
|
finalMemReq.alignment = std::max(img1MemReq.alignment, img2MemReq.alignment);
|
|
finalMemReq.memoryTypeBits = img1MemReq.memoryTypeBits & img2MemReq.memoryTypeBits;
|
|
// Validate if(finalMemReq.memoryTypeBits != 0)
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.preferredFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
|
|
|
|
VmaAllocation alloc;
|
|
res = vmaAllocateMemory(allocator, &finalMemReq, &allocCreateInfo, &alloc, nullptr);
|
|
|
|
res = vmaBindImageMemory(allocator, alloc, img1);
|
|
res = vmaBindImageMemory(allocator, alloc, img2);
|
|
|
|
// You can use img1, img2 here, but not at the same time!
|
|
|
|
vmaFreeMemory(allocator, alloc);
|
|
vkDestroyImage(allocator, img2, nullptr);
|
|
vkDestroyImage(allocator, img1, nullptr);
|
|
\endcode
|
|
|
|
VMA also provides convenience functions that create a buffer or image and bind it to memory
|
|
represented by an existing #VmaAllocation:
|
|
vmaCreateAliasingBuffer(), vmaCreateAliasingBuffer2(),
|
|
vmaCreateAliasingImage(), vmaCreateAliasingImage2().
|
|
Versions with "2" offer additional parameter `allocationLocalOffset`.
|
|
|
|
Remember that using resources that alias in memory requires proper synchronization.
|
|
You need to issue a memory barrier to make sure commands that use `img1` and `img2`
|
|
don't overlap on GPU timeline.
|
|
You also need to treat a resource after aliasing as uninitialized - containing garbage data.
|
|
For example, if you use `img1` and then want to use `img2`, you need to issue
|
|
an image memory barrier for `img2` with `oldLayout` = `VK_IMAGE_LAYOUT_UNDEFINED`.
|
|
|
|
Additional considerations:
|
|
|
|
- Vulkan also allows to interpret contents of memory between aliasing resources consistently in some cases.
|
|
See chapter 11.8. "Memory Aliasing" of Vulkan specification or `VK_IMAGE_CREATE_ALIAS_BIT` flag.
|
|
- You can create more complex layout where different images and buffers are bound
|
|
at different offsets inside one large allocation. For example, one can imagine
|
|
a big texture used in some render passes, aliasing with a set of many small buffers
|
|
used between in some further passes. To bind a resource at non-zero offset in an allocation,
|
|
use vmaBindBufferMemory2() / vmaBindImageMemory2().
|
|
- Before allocating memory for the resources you want to alias, check `memoryTypeBits`
|
|
returned in memory requirements of each resource to make sure the bits overlap.
|
|
Some GPUs may expose multiple memory types suitable e.g. only for buffers or
|
|
images with `COLOR_ATTACHMENT` usage, so the sets of memory types supported by your
|
|
resources may be disjoint. Aliasing them is not possible in that case.
|
|
|
|
|
|
\page custom_memory_pools Custom memory pools
|
|
|
|
A memory pool contains a number of `VkDeviceMemory` blocks.
|
|
The library automatically creates and manages default pool for each memory type available on the device.
|
|
Default memory pool automatically grows in size.
|
|
Size of allocated blocks is also variable and managed automatically.
|
|
You are using default pools whenever you leave VmaAllocationCreateInfo::pool = null.
|
|
|
|
You can create custom pool and allocate memory out of it.
|
|
It can be useful if you want to:
|
|
|
|
- Keep certain kind of allocations separate from others.
|
|
- Enforce particular, fixed size of Vulkan memory blocks.
|
|
- Limit maximum amount of Vulkan memory allocated for that pool.
|
|
- Reserve minimum or fixed amount of Vulkan memory always preallocated for that pool.
|
|
- Use extra parameters for a set of your allocations that are available in #VmaPoolCreateInfo but not in
|
|
#VmaAllocationCreateInfo - e.g., custom minimum alignment, custom `pNext` chain.
|
|
- Perform defragmentation on a specific subset of your allocations.
|
|
|
|
To use custom memory pools:
|
|
|
|
-# Fill VmaPoolCreateInfo structure.
|
|
-# Call vmaCreatePool() to obtain #VmaPool handle.
|
|
-# When making an allocation, set VmaAllocationCreateInfo::pool to this handle.
|
|
You don't need to specify any other parameters of this structure, like `usage`.
|
|
|
|
Example:
|
|
|
|
\code
|
|
// Find memoryTypeIndex for the pool.
|
|
VkBufferCreateInfo sampleBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
sampleBufCreateInfo.size = 0x10000; // Doesn't matter.
|
|
sampleBufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
|
|
VmaAllocationCreateInfo sampleAllocCreateInfo = {};
|
|
sampleAllocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
|
|
uint32_t memTypeIndex;
|
|
VkResult res = vmaFindMemoryTypeIndexForBufferInfo(allocator,
|
|
&sampleBufCreateInfo, &sampleAllocCreateInfo, &memTypeIndex);
|
|
// Check res...
|
|
|
|
// Create a pool that can have at most 2 blocks, 128 MiB each.
|
|
VmaPoolCreateInfo poolCreateInfo = {};
|
|
poolCreateInfo.memoryTypeIndex = memTypeIndex;
|
|
poolCreateInfo.blockSize = 128ULL * 1024 * 1024;
|
|
poolCreateInfo.maxBlockCount = 2;
|
|
|
|
VmaPool pool;
|
|
res = vmaCreatePool(allocator, &poolCreateInfo, &pool);
|
|
// Check res...
|
|
|
|
// Allocate a buffer out of it.
|
|
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
bufCreateInfo.size = 1024;
|
|
bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.pool = pool;
|
|
|
|
VkBuffer buf;
|
|
VmaAllocation alloc;
|
|
res = vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, nullptr);
|
|
// Check res...
|
|
\endcode
|
|
|
|
You have to free all allocations made from this pool before destroying it.
|
|
|
|
\code
|
|
vmaDestroyBuffer(allocator, buf, alloc);
|
|
vmaDestroyPool(allocator, pool);
|
|
\endcode
|
|
|
|
New versions of this library support creating dedicated allocations in custom pools.
|
|
It is supported only when VmaPoolCreateInfo::blockSize = 0.
|
|
To use this feature, set VmaAllocationCreateInfo::pool to the pointer to your custom pool and
|
|
VmaAllocationCreateInfo::flags to #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
|
|
|
|
|
|
\section custom_memory_pools_MemTypeIndex Choosing memory type index
|
|
|
|
When creating a pool, you must explicitly specify memory type index.
|
|
To find the one suitable for your buffers or images, you can use helper functions
|
|
vmaFindMemoryTypeIndexForBufferInfo(), vmaFindMemoryTypeIndexForImageInfo().
|
|
You need to provide structures with example parameters of buffers or images
|
|
that you are going to create in that pool.
|
|
|
|
\code
|
|
VkBufferCreateInfo exampleBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
exampleBufCreateInfo.size = 1024; // Doesn't matter
|
|
exampleBufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
|
|
uint32_t memTypeIndex;
|
|
vmaFindMemoryTypeIndexForBufferInfo(allocator, &exampleBufCreateInfo, &allocCreateInfo, &memTypeIndex);
|
|
|
|
VmaPoolCreateInfo poolCreateInfo = {};
|
|
poolCreateInfo.memoryTypeIndex = memTypeIndex;
|
|
// ...
|
|
\endcode
|
|
|
|
When creating buffers/images allocated in that pool, provide following parameters:
|
|
|
|
- `VkBufferCreateInfo`: Prefer to pass same parameters as above.
|
|
Otherwise you risk creating resources in a memory type that is not suitable for them, which may result in undefined behavior.
|
|
Using different `VK_BUFFER_USAGE_` flags may work, but you shouldn't create images in a pool intended for buffers
|
|
or the other way around.
|
|
- VmaAllocationCreateInfo: You don't need to pass same parameters. Fill only `pool` member.
|
|
Other members are ignored anyway.
|
|
|
|
|
|
\section custom_memory_pools_when_not_use When not to use custom pools
|
|
|
|
Custom pools are commonly overused by VMA users.
|
|
While it may feel natural to keep some logical groups of resources separate in memory,
|
|
in most cases it does more harm than good.
|
|
Using custom pool shouldn't be your first choice.
|
|
Instead, please make all allocations from default pools first and only use custom pools
|
|
if you can prove and measure that it is beneficial in some way,
|
|
e.g. it results in lower memory usage, better performance, etc.
|
|
|
|
Using custom pools has disadvantages:
|
|
|
|
- Each pool has its own collection of `VkDeviceMemory` blocks.
|
|
Some of them may be partially or even completely empty.
|
|
Spreading allocations across multiple pools increases the amount of wasted (allocated but unbound) memory.
|
|
- You must manually choose specific memory type to be used by a custom pool (set as VmaPoolCreateInfo::memoryTypeIndex).
|
|
When using default pools, best memory type for each of your allocations can be selected automatically
|
|
using a carefully design algorithm that works across all kinds of GPUs.
|
|
- If an allocation from a custom pool at specific memory type fails, entire allocation operation returns failure.
|
|
When using default pools, VMA tries another compatible memory type.
|
|
- If you set VmaPoolCreateInfo::blockSize != 0, each memory block has the same size,
|
|
while default pools start from small blocks and only allocate next blocks larger and larger
|
|
up to the preferred block size.
|
|
|
|
Many of the common concerns can be addressed in a different way than using custom pools:
|
|
|
|
- If you want to keep your allocations of certain size (small versus large) or certain lifetime (transient versus long lived)
|
|
separate, you likely don't need to.
|
|
VMA uses a high quality allocation algorithm that manages memory well in various cases.
|
|
Please measure and check if using custom pools provides a benefit.
|
|
- If you want to keep your images and buffers separate, you don't need to.
|
|
VMA respects `bufferImageGranularity` limit automatically.
|
|
- If you want to keep your mapped and not mapped allocations separate, you don't need to.
|
|
VMA respects `nonCoherentAtomSize` limit automatically.
|
|
It also maps only those `VkDeviceMemory` blocks that need to map any allocation.
|
|
It even tries to keep mappable and non-mappable allocations in separate blocks to minimize the amount of mapped memory.
|
|
- If you want to choose a custom size for the default memory block, you can set it globally instead
|
|
using VmaAllocatorCreateInfo::preferredLargeHeapBlockSize.
|
|
- If you want to select specific memory type for your allocation,
|
|
you can set VmaAllocationCreateInfo::memoryTypeBits to `(1U << myMemoryTypeIndex)` instead.
|
|
- If you need to create a buffer with certain minimum alignment, you can still do it
|
|
using default pools by specifying VmaAllocationCreateInfo::minAlignment.
|
|
|
|
|
|
\section linear_algorithm Linear allocation algorithm
|
|
|
|
Each Vulkan memory block managed by this library has accompanying metadata that
|
|
keeps track of used and unused regions. By default, the metadata structure and
|
|
algorithm tries to find best place for new allocations among free regions to
|
|
optimize memory usage. This way you can allocate and free objects in any order.
|
|
|
|

|
|
|
|
Sometimes there is a need to use simpler, linear allocation algorithm. You can
|
|
create custom pool that uses such algorithm by adding flag
|
|
#VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT to VmaPoolCreateInfo::flags while creating
|
|
#VmaPool object. Then an alternative metadata management is used. It always
|
|
creates new allocations after last one and doesn't reuse free regions after
|
|
allocations freed in the middle. It results in better allocation performance and
|
|
less memory consumed by metadata.
|
|
|
|

|
|
|
|
With this one flag, you can create a custom pool that can be used in many ways:
|
|
free-at-once, stack, double stack, and ring buffer. See below for details.
|
|
You don't need to specify explicitly which of these options you are going to use - it is detected automatically.
|
|
|
|
\subsection linear_algorithm_free_at_once Free-at-once
|
|
|
|
In a pool that uses linear algorithm, you still need to free all the allocations
|
|
individually, e.g. by using vmaFreeMemory() or vmaDestroyBuffer(). You can free
|
|
them in any order. New allocations are always made after last one - free space
|
|
in the middle is not reused. However, when you release all the allocation and
|
|
the pool becomes empty, allocation starts from the beginning again. This way you
|
|
can use linear algorithm to speed up creation of allocations that you are going
|
|
to release all at once.
|
|
|
|

|
|
|
|
This mode is also available for pools created with VmaPoolCreateInfo::maxBlockCount
|
|
value that allows multiple memory blocks.
|
|
|
|
\subsection linear_algorithm_stack Stack
|
|
|
|
When you free an allocation that was created last, its space can be reused.
|
|
Thanks to this, if you always release allocations in the order opposite to their
|
|
creation (LIFO - Last In First Out), you can achieve behavior of a stack.
|
|
|
|

|
|
|
|
This mode is also available for pools created with VmaPoolCreateInfo::maxBlockCount
|
|
value that allows multiple memory blocks.
|
|
|
|
\subsection linear_algorithm_double_stack Double stack
|
|
|
|
The space reserved by a custom pool with linear algorithm may be used by two
|
|
stacks:
|
|
|
|
- First, default one, growing up from offset 0.
|
|
- Second, "upper" one, growing down from the end towards lower offsets.
|
|
|
|
To make allocation from the upper stack, add flag #VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT
|
|
to VmaAllocationCreateInfo::flags.
|
|
|
|

|
|
|
|
Double stack is available only in pools with one memory block -
|
|
VmaPoolCreateInfo::maxBlockCount must be 1. Otherwise behavior is undefined.
|
|
|
|
When the two stacks' ends meet so there is not enough space between them for a
|
|
new allocation, such allocation fails with usual
|
|
`VK_ERROR_OUT_OF_DEVICE_MEMORY` error.
|
|
|
|
\subsection linear_algorithm_ring_buffer Ring buffer
|
|
|
|
When you free some allocations from the beginning and there is not enough free space
|
|
for a new one at the end of a pool, allocator's "cursor" wraps around to the
|
|
beginning and starts allocation there. Thanks to this, if you always release
|
|
allocations in the same order as you created them (FIFO - First In First Out),
|
|
you can achieve behavior of a ring buffer / queue.
|
|
|
|

|
|
|
|
Ring buffer is available only in pools with one memory block -
|
|
VmaPoolCreateInfo::maxBlockCount must be 1. Otherwise behavior is undefined.
|
|
|
|
\note \ref defragmentation is not supported in custom pools created with #VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT.
|
|
|
|
|
|
\page defragmentation Defragmentation
|
|
|
|
Interleaved allocations and deallocations of many objects of varying size can
|
|
cause fragmentation over time, which can lead to a situation where the library is unable
|
|
to find a continuous range of free memory for a new allocation despite there is
|
|
enough free space, just scattered across many small free ranges between existing
|
|
allocations.
|
|
|
|
To mitigate this problem, you can use defragmentation feature.
|
|
It doesn't happen automatically though and needs your cooperation,
|
|
because VMA is a low level library that only allocates memory.
|
|
It cannot recreate buffers and images in a new place as it doesn't remember the contents of `VkBufferCreateInfo` / `VkImageCreateInfo` structures.
|
|
It cannot copy their contents as it doesn't record any commands to a command buffer.
|
|
|
|
Example:
|
|
|
|
\code
|
|
VmaDefragmentationInfo defragInfo = {};
|
|
defragInfo.pool = myPool;
|
|
defragInfo.flags = VMA_DEFRAGMENTATION_FLAG_ALGORITHM_FAST_BIT;
|
|
|
|
VmaDefragmentationContext defragCtx;
|
|
VkResult res = vmaBeginDefragmentation(allocator, &defragInfo, &defragCtx);
|
|
// Check res...
|
|
|
|
for(;;)
|
|
{
|
|
VmaDefragmentationPassMoveInfo pass;
|
|
res = vmaBeginDefragmentationPass(allocator, defragCtx, &pass);
|
|
if(res == VK_SUCCESS)
|
|
break;
|
|
else if(res != VK_INCOMPLETE)
|
|
// Handle error...
|
|
|
|
for(uint32_t i = 0; i < pass.moveCount; ++i)
|
|
{
|
|
// Inspect pass.pMoves[i].srcAllocation, identify what buffer/image it represents.
|
|
VmaAllocationInfo allocInfo;
|
|
vmaGetAllocationInfo(allocator, pass.pMoves[i].srcAllocation, &allocInfo);
|
|
MyEngineResourceData* resData = (MyEngineResourceData*)allocInfo.pUserData;
|
|
|
|
// Recreate and bind this buffer/image at: pass.pMoves[i].dstMemory, pass.pMoves[i].dstOffset.
|
|
VkImageCreateInfo imgCreateInfo = ...
|
|
VkImage newImg;
|
|
res = vkCreateImage(device, &imgCreateInfo, nullptr, &newImg);
|
|
// Check res...
|
|
res = vmaBindImageMemory(allocator, pass.pMoves[i].dstTmpAllocation, newImg);
|
|
// Check res...
|
|
|
|
// Issue a vkCmdCopyBuffer/vkCmdCopyImage to copy its content to the new place.
|
|
vkCmdCopyImage(cmdBuf, resData->img, ..., newImg, ...);
|
|
}
|
|
|
|
// Make sure the copy commands finished executing.
|
|
vkWaitForFences(...);
|
|
|
|
// Destroy old buffers/images bound with pass.pMoves[i].srcAllocation.
|
|
for(uint32_t i = 0; i < pass.moveCount; ++i)
|
|
{
|
|
// ...
|
|
vkDestroyImage(device, resData->img, nullptr);
|
|
}
|
|
|
|
// Update appropriate descriptors to point to the new places...
|
|
|
|
res = vmaEndDefragmentationPass(allocator, defragCtx, &pass);
|
|
if(res == VK_SUCCESS)
|
|
break;
|
|
else if(res != VK_INCOMPLETE)
|
|
// Handle error...
|
|
}
|
|
|
|
vmaEndDefragmentation(allocator, defragCtx, nullptr);
|
|
\endcode
|
|
|
|
Although functions like vmaCreateBuffer(), vmaCreateImage(), vmaDestroyBuffer(), vmaDestroyImage()
|
|
create/destroy an allocation and a buffer/image at once, these are just a shortcut for
|
|
creating the resource, allocating memory, and binding them together.
|
|
Defragmentation works on memory allocations only. You must handle the rest manually.
|
|
Defragmentation is an iterative process that should repreat "passes" as long as related functions
|
|
return `VK_INCOMPLETE` not `VK_SUCCESS`.
|
|
In each pass:
|
|
|
|
1. vmaBeginDefragmentationPass() function call:
|
|
- Calculates and returns the list of allocations to be moved in this pass.
|
|
Note this can be a time-consuming process.
|
|
- Reserves destination memory for them by creating temporary destination allocations
|
|
that you can query for their `VkDeviceMemory` + offset using vmaGetAllocationInfo().
|
|
2. Inside the pass, **you should**:
|
|
- Inspect the returned list of allocations to be moved.
|
|
- Create new buffers/images and bind them at the returned destination temporary allocations.
|
|
- Copy data from source to destination resources if necessary.
|
|
- Destroy the source buffers/images, but NOT their allocations.
|
|
3. vmaEndDefragmentationPass() function call:
|
|
- Frees the source memory reserved for the allocations that are moved.
|
|
- Modifies source #VmaAllocation objects that are moved to point to the destination reserved memory.
|
|
- Frees `VkDeviceMemory` blocks that became empty.
|
|
|
|
Unlike in previous iterations of the defragmentation API, there is no list of "movable" allocations passed as a parameter.
|
|
Defragmentation algorithm tries to move all suitable allocations.
|
|
You can, however, refuse to move some of them inside a defragmentation pass, by setting
|
|
`pass.pMoves[i].operation` to #VMA_DEFRAGMENTATION_MOVE_OPERATION_IGNORE.
|
|
This is not recommended and may result in suboptimal packing of the allocations after defragmentation.
|
|
If you cannot ensure any allocation can be moved, it is better to keep movable allocations separate in a custom pool.
|
|
|
|
Inside a pass, for each allocation that should be moved:
|
|
|
|
- You should copy its data from the source to the destination place by calling e.g. `vkCmdCopyBuffer()`, `vkCmdCopyImage()`.
|
|
- You need to make sure these commands finished executing before destroying the source buffers/images and before calling vmaEndDefragmentationPass().
|
|
- If a resource doesn't contain any meaningful data, e.g. it is a transient color attachment image to be cleared,
|
|
filled, and used temporarily in each rendering frame, you can just recreate this image
|
|
without copying its data.
|
|
- If the resource is in `HOST_VISIBLE` and `HOST_CACHED` memory, you can copy its data on the CPU
|
|
using `memcpy()`.
|
|
- If you cannot move the allocation, you can set `pass.pMoves[i].operation` to #VMA_DEFRAGMENTATION_MOVE_OPERATION_IGNORE.
|
|
This will cancel the move.
|
|
- vmaEndDefragmentationPass() will then free the destination memory
|
|
not the source memory of the allocation, leaving it unchanged.
|
|
- If you decide the allocation is unimportant and can be destroyed instead of moved (e.g. it wasn't used for long time),
|
|
you can set `pass.pMoves[i].operation` to #VMA_DEFRAGMENTATION_MOVE_OPERATION_DESTROY.
|
|
- vmaEndDefragmentationPass() will then free both source and destination memory, and will destroy the source #VmaAllocation object.
|
|
|
|
You can defragment a specific custom pool by setting VmaDefragmentationInfo::pool
|
|
(like in the example above) or all the default pools by setting this member to null.
|
|
|
|
Defragmentation is always performed in each pool separately.
|
|
Allocations are never moved between different Vulkan memory types.
|
|
The size of the destination memory reserved for a moved allocation is the same as the original one.
|
|
Alignment of an allocation as it was determined using `vkGetBufferMemoryRequirements()` etc. is also respected after defragmentation.
|
|
Buffers/images should be recreated with the same `VkBufferCreateInfo` / `VkImageCreateInfo` parameters as the original ones.
|
|
|
|
You can perform the defragmentation incrementally to limit the number of allocations and bytes to be moved
|
|
in each pass, e.g. to call it in sync with render frames and not to experience too big hitches.
|
|
See members: VmaDefragmentationInfo::maxBytesPerPass, VmaDefragmentationInfo::maxAllocationsPerPass.
|
|
|
|
It is also safe to perform the defragmentation asynchronously to render frames and other Vulkan and VMA
|
|
usage, possibly from multiple threads, with the exception that allocations
|
|
returned in VmaDefragmentationPassMoveInfo::pMoves shouldn't be destroyed until the defragmentation pass is ended.
|
|
|
|
<b>Mapping</b> is preserved on allocations that are moved during defragmentation.
|
|
Whether through #VMA_ALLOCATION_CREATE_MAPPED_BIT or vmaMapMemory(), the allocations
|
|
are mapped at their new place. Of course, pointer to the mapped data changes, so it needs to be queried
|
|
using VmaAllocationInfo::pMappedData.
|
|
|
|
\note Defragmentation is not supported in custom pools created with #VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT.
|
|
|
|
|
|
\page statistics Statistics
|
|
|
|
This library contains several functions that return information about its internal state,
|
|
especially the amount of memory allocated from Vulkan.
|
|
|
|
\section statistics_numeric_statistics Numeric statistics
|
|
|
|
If you need to obtain basic statistics about memory usage per heap, together with current budget,
|
|
you can call function vmaGetHeapBudgets() and inspect structure #VmaBudget.
|
|
This is useful to keep track of memory usage and stay within budget
|
|
(see also \ref staying_within_budget).
|
|
Example:
|
|
|
|
\code
|
|
uint32_t heapIndex = ...
|
|
|
|
VmaBudget budgets[VK_MAX_MEMORY_HEAPS];
|
|
vmaGetHeapBudgets(allocator, budgets);
|
|
|
|
printf("My heap currently has %u allocations taking %llu B,\n",
|
|
budgets[heapIndex].statistics.allocationCount,
|
|
budgets[heapIndex].statistics.allocationBytes);
|
|
printf("allocated out of %u Vulkan device memory blocks taking %llu B,\n",
|
|
budgets[heapIndex].statistics.blockCount,
|
|
budgets[heapIndex].statistics.blockBytes);
|
|
printf("Vulkan reports total usage %llu B with budget %llu B.\n",
|
|
budgets[heapIndex].usage,
|
|
budgets[heapIndex].budget);
|
|
\endcode
|
|
|
|
You can query for more detailed statistics per memory heap, type, and totals,
|
|
including minimum and maximum allocation size and unused range size,
|
|
by calling function vmaCalculateStatistics() and inspecting structure #VmaTotalStatistics.
|
|
This function is slower though, as it has to traverse all the internal data structures,
|
|
so it should be used only for debugging purposes.
|
|
|
|
You can query for statistics of a custom pool using function vmaGetPoolStatistics()
|
|
or vmaCalculatePoolStatistics().
|
|
|
|
You can query for information about a specific allocation using function vmaGetAllocationInfo().
|
|
It fill structure #VmaAllocationInfo.
|
|
|
|
\section statistics_json_dump JSON dump
|
|
|
|
You can dump internal state of the allocator to a string in JSON format using function vmaBuildStatsString().
|
|
The result is guaranteed to be correct JSON.
|
|
It uses ANSI encoding.
|
|
Any strings provided by user (see [Allocation names](@ref allocation_names))
|
|
are copied as-is and properly escaped for JSON, so if they use UTF-8, ISO-8859-2 or any other encoding,
|
|
this JSON string can be treated as using this encoding.
|
|
It must be freed using function vmaFreeStatsString().
|
|
|
|
The format of this JSON string is not part of official documentation of the library,
|
|
but it will not change in backward-incompatible way without increasing library major version number
|
|
and appropriate mention in changelog.
|
|
|
|
The JSON string contains all the data that can be obtained using vmaCalculateStatistics().
|
|
It can also contain detailed map of allocated memory blocks and their regions -
|
|
free and occupied by allocations.
|
|
This allows e.g. to visualize the memory or assess fragmentation.
|
|
|
|
|
|
\page allocation_annotation Allocation names and user data
|
|
|
|
\section allocation_user_data Allocation user data
|
|
|
|
You can annotate allocations with your own information, e.g. for debugging purposes.
|
|
To do that, fill VmaAllocationCreateInfo::pUserData field when creating
|
|
an allocation. It is an opaque `void*` pointer. You can use it e.g. as a pointer,
|
|
some handle, index, key, ordinal number or any other value that would associate
|
|
the allocation with your custom metadata.
|
|
It is useful to identify appropriate data structures in your engine given #VmaAllocation,
|
|
e.g. when doing \ref defragmentation.
|
|
|
|
\code
|
|
VkBufferCreateInfo bufCreateInfo = ...
|
|
|
|
MyBufferMetadata* pMetadata = CreateBufferMetadata();
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
allocCreateInfo.pUserData = pMetadata;
|
|
|
|
VkBuffer buffer;
|
|
VmaAllocation allocation;
|
|
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buffer, &allocation, nullptr);
|
|
\endcode
|
|
|
|
The pointer may be later retrieved as VmaAllocationInfo::pUserData:
|
|
|
|
\code
|
|
VmaAllocationInfo allocInfo;
|
|
vmaGetAllocationInfo(allocator, allocation, &allocInfo);
|
|
MyBufferMetadata* pMetadata = (MyBufferMetadata*)allocInfo.pUserData;
|
|
\endcode
|
|
|
|
It can also be changed using function vmaSetAllocationUserData().
|
|
|
|
Values of (non-zero) allocations' `pUserData` are printed in JSON report created by
|
|
vmaBuildStatsString() in hexadecimal form.
|
|
|
|
\section allocation_names Allocation names
|
|
|
|
An allocation can also carry a null-terminated string, giving a name to the allocation.
|
|
To set it, call vmaSetAllocationName().
|
|
The library creates internal copy of the string, so the pointer you pass doesn't need
|
|
to be valid for whole lifetime of the allocation. You can free it after the call.
|
|
|
|
\code
|
|
std::string imageName = "Texture: ";
|
|
imageName += fileName;
|
|
vmaSetAllocationName(allocator, allocation, imageName.c_str());
|
|
\endcode
|
|
|
|
The string can be later retrieved by inspecting VmaAllocationInfo::pName.
|
|
It is also printed in JSON report created by vmaBuildStatsString().
|
|
|
|
\note Setting string name to VMA allocation doesn't automatically set it to the Vulkan buffer or image created with it.
|
|
You must do it manually using an extension like VK_EXT_debug_utils, which is independent of this library.
|
|
|
|
|
|
\page virtual_allocator Virtual allocator
|
|
|
|
As an extra feature, the core allocation algorithm of the library is exposed through a simple and convenient API of "virtual allocator".
|
|
It doesn't allocate any real GPU memory. It just keeps track of used and free regions of a "virtual block".
|
|
You can use it to allocate your own memory or other objects, even completely unrelated to Vulkan.
|
|
A common use case is sub-allocation of pieces of one large GPU buffer.
|
|
|
|
\section virtual_allocator_creating_virtual_block Creating virtual block
|
|
|
|
To use this functionality, there is no main "allocator" object.
|
|
You don't need to have #VmaAllocator object created.
|
|
All you need to do is to create a separate #VmaVirtualBlock object for each block of memory you want to be managed by the allocator:
|
|
|
|
-# Fill in #VmaVirtualBlockCreateInfo structure.
|
|
-# Call vmaCreateVirtualBlock(). Get new #VmaVirtualBlock object.
|
|
|
|
Example:
|
|
|
|
\code
|
|
VmaVirtualBlockCreateInfo blockCreateInfo = {};
|
|
blockCreateInfo.size = 1048576; // 1 MB
|
|
|
|
VmaVirtualBlock block;
|
|
VkResult res = vmaCreateVirtualBlock(&blockCreateInfo, &block);
|
|
\endcode
|
|
|
|
\section virtual_allocator_making_virtual_allocations Making virtual allocations
|
|
|
|
#VmaVirtualBlock object contains internal data structure that keeps track of free and occupied regions
|
|
using the same code as the main Vulkan memory allocator.
|
|
Similarly to #VmaAllocation for standard GPU allocations, there is #VmaVirtualAllocation type
|
|
that represents an opaque handle to an allocation within the virtual block.
|
|
|
|
In order to make such allocation:
|
|
|
|
-# Fill in #VmaVirtualAllocationCreateInfo structure.
|
|
-# Call vmaVirtualAllocate(). Get new #VmaVirtualAllocation object that represents the allocation.
|
|
You can also receive `VkDeviceSize offset` that was assigned to the allocation.
|
|
|
|
Example:
|
|
|
|
\code
|
|
VmaVirtualAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.size = 4096; // 4 KB
|
|
|
|
VmaVirtualAllocation alloc;
|
|
VkDeviceSize offset;
|
|
res = vmaVirtualAllocate(block, &allocCreateInfo, &alloc, &offset);
|
|
if(res == VK_SUCCESS)
|
|
{
|
|
// Use the 4 KB of your memory starting at offset.
|
|
}
|
|
else
|
|
{
|
|
// Allocation failed - no space for it could be found. Handle this error!
|
|
}
|
|
\endcode
|
|
|
|
\section virtual_allocator_deallocation Deallocation
|
|
|
|
When no longer needed, an allocation can be freed by calling vmaVirtualFree().
|
|
You can only pass to this function an allocation that was previously returned by vmaVirtualAllocate()
|
|
called for the same #VmaVirtualBlock.
|
|
|
|
When whole block is no longer needed, the block object can be released by calling vmaDestroyVirtualBlock().
|
|
All allocations must be freed before the block is destroyed, which is checked internally by an assert.
|
|
However, if you don't want to call vmaVirtualFree() for each allocation, you can use vmaClearVirtualBlock() to free them all at once -
|
|
a feature not available in normal Vulkan memory allocator. Example:
|
|
|
|
\code
|
|
vmaVirtualFree(block, alloc);
|
|
vmaDestroyVirtualBlock(block);
|
|
\endcode
|
|
|
|
\section virtual_allocator_allocation_parameters Allocation parameters
|
|
|
|
You can attach a custom pointer to each allocation by using vmaSetVirtualAllocationUserData().
|
|
Its default value is null.
|
|
It can be used to store any data that needs to be associated with that allocation - e.g. an index, a handle, or a pointer to some
|
|
larger data structure containing more information. Example:
|
|
|
|
\code
|
|
struct CustomAllocData
|
|
{
|
|
std::string m_AllocName;
|
|
};
|
|
CustomAllocData* allocData = new CustomAllocData();
|
|
allocData->m_AllocName = "My allocation 1";
|
|
vmaSetVirtualAllocationUserData(block, alloc, allocData);
|
|
\endcode
|
|
|
|
The pointer can later be fetched, along with allocation offset and size, by passing the allocation handle to function
|
|
vmaGetVirtualAllocationInfo() and inspecting returned structure #VmaVirtualAllocationInfo.
|
|
If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the allocation!
|
|
Example:
|
|
|
|
\code
|
|
VmaVirtualAllocationInfo allocInfo;
|
|
vmaGetVirtualAllocationInfo(block, alloc, &allocInfo);
|
|
delete (CustomAllocData*)allocInfo.pUserData;
|
|
|
|
vmaVirtualFree(block, alloc);
|
|
\endcode
|
|
|
|
\section virtual_allocator_alignment_and_units Alignment and units
|
|
|
|
It feels natural to express sizes and offsets in bytes.
|
|
If an offset of an allocation needs to be aligned to a multiply of some number (e.g. 4 bytes), you can fill optional member
|
|
VmaVirtualAllocationCreateInfo::alignment to request it. Example:
|
|
|
|
\code
|
|
VmaVirtualAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.size = 4096; // 4 KB
|
|
allocCreateInfo.alignment = 4; // Returned offset must be a multiply of 4 B
|
|
|
|
VmaVirtualAllocation alloc;
|
|
res = vmaVirtualAllocate(block, &allocCreateInfo, &alloc, nullptr);
|
|
\endcode
|
|
|
|
Alignments of different allocations made from one block may vary.
|
|
However, if all alignments and sizes are always multiply of some size e.g. 4 B or `sizeof(MyDataStruct)`,
|
|
you can express all sizes, alignments, and offsets in multiples of that size instead of individual bytes.
|
|
It might be more convenient, but you need to make sure to use this new unit consistently in all the places:
|
|
|
|
- VmaVirtualBlockCreateInfo::size
|
|
- VmaVirtualAllocationCreateInfo::size and VmaVirtualAllocationCreateInfo::alignment
|
|
- Using offset returned by vmaVirtualAllocate() or in VmaVirtualAllocationInfo::offset
|
|
|
|
\section virtual_allocator_statistics Statistics
|
|
|
|
You can obtain statistics of a virtual block using vmaGetVirtualBlockStatistics()
|
|
(to get brief statistics that are fast to calculate)
|
|
or vmaCalculateVirtualBlockStatistics() (to get more detailed statistics, slower to calculate).
|
|
The functions fill structures #VmaStatistics, #VmaDetailedStatistics respectively - same as used by the normal Vulkan memory allocator.
|
|
Example:
|
|
|
|
\code
|
|
VmaStatistics stats;
|
|
vmaGetVirtualBlockStatistics(block, &stats);
|
|
printf("My virtual block has %llu bytes used by %u virtual allocations\n",
|
|
stats.allocationBytes, stats.allocationCount);
|
|
\endcode
|
|
|
|
You can also request a full list of allocations and free regions as a string in JSON format by calling
|
|
vmaBuildVirtualBlockStatsString().
|
|
Returned string must be later freed using vmaFreeVirtualBlockStatsString().
|
|
The format of this string differs from the one returned by the main Vulkan allocator, but it is similar.
|
|
|
|
\section virtual_allocator_additional_considerations Additional considerations
|
|
|
|
The "virtual allocator" functionality is implemented on a level of individual memory blocks.
|
|
Keeping track of a whole collection of blocks, allocating new ones when out of free space,
|
|
deleting empty ones, and deciding which one to try first for a new allocation must be implemented by the user.
|
|
|
|
Alternative allocation algorithms are supported, just like in custom pools of the real GPU memory.
|
|
See enum #VmaVirtualBlockCreateFlagBits to learn how to specify them (e.g. #VMA_VIRTUAL_BLOCK_CREATE_LINEAR_ALGORITHM_BIT).
|
|
You can find their description in chapter \ref custom_memory_pools.
|
|
Allocation strategies are also supported.
|
|
See enum #VmaVirtualAllocationCreateFlagBits to learn how to specify them (e.g. #VMA_VIRTUAL_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT).
|
|
|
|
Following features are supported only by the allocator of the real GPU memory and not by virtual allocations:
|
|
buffer-image granularity, `VMA_DEBUG_MARGIN`, `VMA_MIN_ALIGNMENT`.
|
|
|
|
|
|
\page debugging_memory_usage Debugging incorrect memory usage
|
|
|
|
If you suspect a bug with memory usage, like usage of uninitialized memory or
|
|
memory being overwritten out of bounds of an allocation,
|
|
you can use debug features of this library to verify this.
|
|
|
|
\section debugging_memory_usage_initialization Memory initialization
|
|
|
|
If you experience a bug with incorrect and nondeterministic data in your program and you suspect uninitialized memory to be used,
|
|
you can enable automatic memory initialization to verify this.
|
|
To do it, define macro `VMA_DEBUG_INITIALIZE_ALLOCATIONS` to 1.
|
|
|
|
\code
|
|
#define VMA_DEBUG_INITIALIZE_ALLOCATIONS 1
|
|
#include "vk_mem_alloc.h"
|
|
\endcode
|
|
|
|
It makes memory of new allocations initialized to bit pattern `0xDCDCDCDC`.
|
|
Before an allocation is destroyed, its memory is filled with bit pattern `0xEFEFEFEF`.
|
|
Memory is automatically mapped and unmapped if necessary.
|
|
|
|
If you find these values while debugging your program, good chances are that you incorrectly
|
|
read Vulkan memory that is allocated but not initialized, or already freed, respectively.
|
|
|
|
Memory initialization works only with memory types that are `HOST_VISIBLE` and with allocations that can be mapped.
|
|
It works also with dedicated allocations.
|
|
|
|
\section debugging_memory_usage_margins Margins
|
|
|
|
By default, allocations are laid out in memory blocks next to each other if possible
|
|
(considering required alignment, `bufferImageGranularity`, and `nonCoherentAtomSize`).
|
|
|
|

|
|
|
|
Define macro `VMA_DEBUG_MARGIN` to some non-zero value (e.g. 16) to enforce specified
|
|
number of bytes as a margin after every allocation.
|
|
|
|
\code
|
|
#define VMA_DEBUG_MARGIN 16
|
|
#include "vk_mem_alloc.h"
|
|
\endcode
|
|
|
|

|
|
|
|
If your bug goes away after enabling margins, it means it may be caused by memory
|
|
being overwritten outside of allocation boundaries. It is not 100% certain though.
|
|
Change in application behavior may also be caused by different order and distribution
|
|
of allocations across memory blocks after margins are applied.
|
|
|
|
Margins work with all types of memory.
|
|
|
|
Margin is applied only to allocations made out of memory blocks and not to dedicated
|
|
allocations, which have their own memory block of specific size.
|
|
It is thus not applied to allocations made using #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT flag
|
|
or those automatically decided to put into dedicated allocations, e.g. due to its
|
|
large size or recommended by VK_KHR_dedicated_allocation extension.
|
|
|
|
Margins appear in [JSON dump](@ref statistics_json_dump) as part of free space.
|
|
|
|
Note that enabling margins increases memory usage and fragmentation.
|
|
|
|
Margins do not apply to \ref virtual_allocator.
|
|
|
|
\section debugging_memory_usage_corruption_detection Corruption detection
|
|
|
|
You can additionally define macro `VMA_DEBUG_DETECT_CORRUPTION` to 1 to enable validation
|
|
of contents of the margins.
|
|
|
|
\code
|
|
#define VMA_DEBUG_MARGIN 16
|
|
#define VMA_DEBUG_DETECT_CORRUPTION 1
|
|
#include "vk_mem_alloc.h"
|
|
\endcode
|
|
|
|
When this feature is enabled, number of bytes specified as `VMA_DEBUG_MARGIN`
|
|
(it must be multiply of 4) after every allocation is filled with a magic number.
|
|
This idea is also know as "canary".
|
|
Memory is automatically mapped and unmapped if necessary.
|
|
|
|
This number is validated automatically when the allocation is destroyed.
|
|
If it is not equal to the expected value, `VMA_ASSERT()` is executed.
|
|
It clearly means that either CPU or GPU overwritten the memory outside of boundaries of the allocation,
|
|
which indicates a serious bug.
|
|
|
|
You can also explicitly request checking margins of all allocations in all memory blocks
|
|
that belong to specified memory types by using function vmaCheckCorruption(),
|
|
or in memory blocks that belong to specified custom pool, by using function
|
|
vmaCheckPoolCorruption().
|
|
|
|
Margin validation (corruption detection) works only for memory types that are
|
|
`HOST_VISIBLE` and `HOST_COHERENT`.
|
|
|
|
|
|
\section debugging_memory_usage_leak_detection Leak detection features
|
|
|
|
At allocation and allocator destruction time VMA checks for unfreed and unmapped blocks using
|
|
`VMA_ASSERT_LEAK()`. This macro defaults to an assertion, triggering a typically fatal error in Debug
|
|
builds, and doing nothing in Release builds. You can provide your own definition of `VMA_ASSERT_LEAK()`
|
|
to change this behavior.
|
|
|
|
At memory block destruction time VMA lists out all unfreed allocations using the `VMA_LEAK_LOG_FORMAT()`
|
|
macro, which defaults to `VMA_DEBUG_LOG_FORMAT`, which in turn defaults to a no-op.
|
|
If you're having trouble with leaks - for example, the aforementioned assertion triggers, but you don't
|
|
quite know \em why -, overriding this macro to print out the the leaking blocks, combined with assigning
|
|
individual names to allocations using vmaSetAllocationName(), can greatly aid in fixing them.
|
|
|
|
\page other_api_interop Interop with other graphics APIs
|
|
|
|
VMA provides some features that help with interoperability with other graphics APIs, e.g. OpenGL, Direct3D 11, Direct3D 12.
|
|
|
|
\section other_api_interop_exporting_memory Exporting memory
|
|
|
|
On Windows, the VK_KHR_external_memory_win32 device extension allows exporting a Win32 `HANDLE`
|
|
of a `VkDeviceMemory` block, to be able to reference the memory on other Vulkan logical devices or instances,
|
|
in multiple processes, and/or in multiple APIs.
|
|
VMA offers support for it.
|
|
|
|
\subsection other_api_interop_exporting_initialization Initialization
|
|
|
|
1) Make sure the extension is defined in the code by including following header before including VMA:
|
|
|
|
\code
|
|
#include <vulkan/vulkan_win32.h>
|
|
\endcode
|
|
|
|
2) Check if "VK_KHR_external_memory_win32" is available among device extensions.
|
|
Enable it when creating the `VkDevice` object.
|
|
|
|
3) Enable the usage of this extension in VMA by setting flag #VMA_ALLOCATOR_CREATE_KHR_EXTERNAL_MEMORY_WIN32_BIT
|
|
when calling vmaCreateAllocator().
|
|
|
|
4) Make sure that VMA has access to the `vkGetMemoryWin32HandleKHR` function by either enabling `VMA_DYNAMIC_VULKAN_FUNCTIONS` macro
|
|
or setting VmaVulkanFunctions::vkGetMemoryWin32HandleKHR explicitly.
|
|
For more information, see \ref quick_start_initialization_importing_vulkan_functions.
|
|
|
|
\subsection other_api_interop_exporting_preparations Preparations
|
|
|
|
You can find example usage among tests, in file "Tests.cpp", function `TestWin32Handles()`.
|
|
|
|
To use the extenion, buffers need to be created with `VkExternalMemoryBufferCreateInfoKHR` attached to their `pNext` chain,
|
|
and memory allocations need to be made with `VkExportMemoryAllocateInfoKHR` attached to their `pNext` chain.
|
|
To make use of them, you need to use \ref custom_memory_pools. Example:
|
|
|
|
\code
|
|
constexpr VkExternalMemoryHandleTypeFlagsKHR handleType =
|
|
VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT_KHR;
|
|
|
|
// Define an example buffer and allocation parameters.
|
|
VkExternalMemoryBufferCreateInfoKHR externalMemBufCreateInfo = {
|
|
VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO_KHR,
|
|
nullptr,
|
|
handleType
|
|
};
|
|
VkBufferCreateInfo exampleBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
exampleBufCreateInfo.size = 0x10000; // Doesn't matter here.
|
|
exampleBufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
exampleBufCreateInfo.pNext = &externalMemBufCreateInfo;
|
|
|
|
VmaAllocationCreateInfo exampleAllocCreateInfo = {};
|
|
exampleAllocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
|
|
// Find memory type index to use for the custom pool.
|
|
uint32_t memTypeIndex;
|
|
VkResult res = vmaFindMemoryTypeIndexForBufferInfo(g_Allocator,
|
|
&exampleBufCreateInfo, &exampleAllocCreateInfo, &memTypeIndex);
|
|
// Check res...
|
|
|
|
// Create a custom pool.
|
|
constexpr static VkExportMemoryAllocateInfoKHR exportMemAllocInfo = {
|
|
VK_STRUCTURE_TYPE_EXPORT_MEMORY_ALLOCATE_INFO_KHR,
|
|
nullptr,
|
|
handleType
|
|
};
|
|
VmaPoolCreateInfo poolCreateInfo = {};
|
|
poolCreateInfo.memoryTypeIndex = memTypeIndex;
|
|
poolCreateInfo.pMemoryAllocateNext = (void*)&exportMemAllocInfo;
|
|
|
|
VmaPool pool;
|
|
res = vmaCreatePool(g_Allocator, &poolCreateInfo, &pool);
|
|
// Check res...
|
|
|
|
// YOUR OTHER CODE COMES HERE....
|
|
|
|
// At the end, don't forget to destroy it!
|
|
vmaDestroyPool(g_Allocator, pool);
|
|
\endcode
|
|
|
|
Note that the structure passed as VmaPoolCreateInfo::pMemoryAllocateNext must remain alive and unchanged
|
|
for the whole lifetime of the custom pool, because it will be used when the pool allocates a new device memory block.
|
|
No copy is made internally. This is why variable `exportMemAllocInfo` is defined as static.
|
|
|
|
If you want to export all memory allocated by VMA from certain memory types,
|
|
including dedicated allocations and allocations made from default pools,
|
|
an alternative solution is to fill in VmaAllocatorCreateInfo::pTypeExternalMemoryHandleTypes.
|
|
It should point to an array with `VkExternalMemoryHandleTypeFlagsKHR` to be automatically passed by the library
|
|
through `VkExportMemoryAllocateInfoKHR` on each allocation made from a specific memory type.
|
|
You should not mix these two methods in a way that allows to apply both to the same memory type.
|
|
Otherwise, `VkExportMemoryAllocateInfoKHR` structure would be attached twice to the `pNext` chain of `VkMemoryAllocateInfo`.
|
|
|
|
\subsection other_api_interop_exporting_memory_allocation Memory allocation
|
|
|
|
Finally, you can create a buffer with an allocation out of the custom pool.
|
|
The buffer should use same flags as the sample buffer used to find the memory type.
|
|
It should also specify `VkExternalMemoryBufferCreateInfoKHR` in its `pNext` chain.
|
|
|
|
\code
|
|
VkExternalMemoryBufferCreateInfoKHR externalMemBufCreateInfo = {
|
|
VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO_KHR,
|
|
nullptr,
|
|
handleType
|
|
};
|
|
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
bufCreateInfo.size = // Your desired buffer size.
|
|
bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
bufCreateInfo.pNext = &externalMemBufCreateInfo;
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.pool = pool; // It is enough to set this one member.
|
|
|
|
VkBuffer buf;
|
|
VmaAllocation alloc;
|
|
res = vmaCreateBuffer(g_Allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, nullptr);
|
|
// Check res...
|
|
|
|
// YOUR OTHER CODE COMES HERE....
|
|
|
|
// At the end, don't forget to destroy it!
|
|
vmaDestroyBuffer(g_Allocator, buf, alloc);
|
|
\endcode
|
|
|
|
If you need each allocation to have its own device memory block and start at offset 0, you can still do
|
|
by using #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT flag. It works also with custom pools.
|
|
|
|
Alternatively, you can use convenient functions vmaCreateDedicatedBuffer(), vmaCreateDedicatedImage() that
|
|
always allocate dedicated memory for the buffer/image created, and also allow specifying custom `pNext` chain
|
|
for the `VkMemoryAllocateInfo` structure.
|
|
|
|
\subsection other_api_interop_exporting_exporting_win32_handle Exporting Win32 handle
|
|
|
|
After the allocation is created, you can acquire a Win32 `HANDLE` to the `VkDeviceMemory` block it belongs to.
|
|
VMA function vmaGetMemoryWin32Handle2() is a replacement of the Vulkan function `vkGetMemoryWin32HandleKHR`.
|
|
|
|
\code
|
|
HANDLE handle;
|
|
res = vmaGetMemoryWin32Handle2(g_Allocator, alloc, handleType, nullptr, &handle);
|
|
// Check res...
|
|
|
|
// YOUR OTHER CODE COMES HERE....
|
|
|
|
// At the end, you must close the handle.
|
|
CloseHandle(handle);
|
|
\endcode
|
|
|
|
Documentation of the VK_KHR_external_memory_win32 extension states that:
|
|
|
|
> If handleType is defined as an NT handle, vkGetMemoryWin32HandleKHR must be called no more than once for each valid unique combination of memory and handleType.
|
|
|
|
This is ensured automatically inside VMA.
|
|
If `VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT` is used as the handle type,
|
|
or other NT handle types,
|
|
the library fetches the handle on first use, remembers it internally, and closes it when the memory block or dedicated allocation is destroyed.
|
|
Every time you call vmaGetMemoryWin32Handle2(), VMA calls `DuplicateHandle` and returns a new handle that you need to close.
|
|
For further information, please check the documentation of this function.
|
|
|
|
\subsection other_api_interop_exporting_custom_alignment Custom alignment
|
|
|
|
Buffers or images exported to a different API like OpenGL may require a different alignment,
|
|
higher than the one used by the library automatically, queried from functions like `vkGetBufferMemoryRequirements`.
|
|
To impose such alignment:
|
|
|
|
You can create \ref custom_memory_pools for such allocations.
|
|
Set VmaPoolCreateInfo::minAllocationAlignment member to the minimum alignment required for each allocation
|
|
to be made out of this pool.
|
|
The alignment actually used will be the maximum of this member and the alignment returned for the specific buffer or image
|
|
from a function like `vkGetBufferMemoryRequirements`, which is called by VMA automatically.
|
|
|
|
If you want to create a buffer/image/allocate memory with a specific minimum alignment out of default pools,
|
|
you can use VmaAllocationCreateInfo::minAlignment.
|
|
|
|
Note the problem of alignment affects only resources placed inside bigger `VkDeviceMemory` blocks and not dedicated
|
|
allocations, as these, by definition, always have alignment = 0 because the resource is bound to the beginning of its dedicated block.
|
|
You can ensure that an allocation is created as dedicated by using #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
|
|
Contrary to Direct3D 12, Vulkan doesn't have a concept of alignment of the entire memory block passed on its allocation.
|
|
|
|
\subsection other_api_interop_exporting_extended_allocation_information Extended allocation information
|
|
|
|
If you want to rely on VMA to allocate your buffers and images inside larger memory blocks,
|
|
but you need to know the size of the entire block and whether the allocation was made
|
|
with its own dedicated memory, use function vmaGetAllocationInfo2() to retrieve
|
|
extended allocation information in structure #VmaAllocationInfo2, which provides extra members:
|
|
`blockSize` and `dedicatedMemory`.
|
|
|
|
\section other_api_interop_importing_memory Importing memory
|
|
|
|
Importing external memory requires attaching an extra structure like `VkImportMemoryWin32HandleInfoKHR`
|
|
to the `pNext` chain of `VkMemoryAllocateInfo` structure.
|
|
VMA offers support for it by providing functions that allocate memory, create a buffer or an image
|
|
always with a dedicated `VkDeviceMemory` block and accept custom `pNext` pointer:
|
|
vmaAllocateDedicatedMemory(), vmaCreateDedicatedBuffer(), vmaCreateDedicatedImage().
|
|
Example:
|
|
|
|
\code
|
|
constexpr VkExternalMemoryHandleTypeFlagBits handleType =
|
|
VK_EXTERNAL_MEMORY_HANDLE_TYPE_OPAQUE_WIN32_BIT;
|
|
|
|
VkExternalMemoryBufferCreateInfoKHR externalMemBufCreateInfo = {
|
|
VK_STRUCTURE_TYPE_EXTERNAL_MEMORY_BUFFER_CREATE_INFO_KHR };
|
|
externalMemBufCreateInfo.handleTypes = handleType;
|
|
|
|
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
bufCreateInfo.pNext = &externalMemBufCreateInfo; // !!!
|
|
bufCreateInfo.size = ...
|
|
bufCreateInfo.usage = ...
|
|
|
|
VkImportMemoryWin32HandleInfoKHR importInfo = {
|
|
VK_STRUCTURE_TYPE_IMPORT_MEMORY_WIN32_HANDLE_INFO_KHR };
|
|
importInfo.handleType = handleType;
|
|
importInfo.handle = myExternalHandleToImport;
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
|
|
VkBuffer buf = VK_NULL_HANDLE;
|
|
VmaAllocation alloc = VK_NULL_HANDLE;
|
|
VkResult res = vmaCreateDedicatedBuffer(allocator, &bufCreateInfo, &allocCreateInfo,
|
|
&importInfo, // pMemoryAllocateNext !!!
|
|
&buf, &alloc, nullptr);
|
|
// Check res...
|
|
\endcode
|
|
|
|
|
|
|
|
\page usage_patterns Recommended usage patterns
|
|
|
|
Vulkan gives great flexibility in memory allocation.
|
|
This chapter shows the most common patterns.
|
|
|
|
See also slides from talk:
|
|
[Sawicki, Adam. Advanced Graphics Techniques Tutorial: Memory management in Vulkan and DX12. Game Developers Conference, 2018](https://www.gdcvault.com/play/1025458/Advanced-Graphics-Techniques-Tutorial-New)
|
|
|
|
|
|
\section usage_patterns_gpu_only GPU-only resource
|
|
|
|
<b>When:</b>
|
|
Any resources that you frequently write and read on GPU,
|
|
e.g. images used as color attachments (aka "render targets"), depth-stencil attachments,
|
|
images/buffers used as storage image/buffer (aka "Unordered Access View (UAV)").
|
|
|
|
<b>What to do:</b>
|
|
Let the library select the optimal memory type, which will likely have `VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT`.
|
|
|
|
\code
|
|
VkImageCreateInfo imgCreateInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
|
|
imgCreateInfo.imageType = VK_IMAGE_TYPE_2D;
|
|
imgCreateInfo.extent.width = 3840;
|
|
imgCreateInfo.extent.height = 2160;
|
|
imgCreateInfo.extent.depth = 1;
|
|
imgCreateInfo.mipLevels = 1;
|
|
imgCreateInfo.arrayLayers = 1;
|
|
imgCreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
|
|
imgCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
|
|
imgCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
|
imgCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
|
imgCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT;
|
|
allocCreateInfo.priority = 1.0f;
|
|
|
|
VkImage img;
|
|
VmaAllocation alloc;
|
|
vmaCreateImage(allocator, &imgCreateInfo, &allocCreateInfo, &img, &alloc, nullptr);
|
|
\endcode
|
|
|
|
<b>Also consider:</b>
|
|
Consider creating them as dedicated allocations using #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT,
|
|
especially if they are large or if you plan to destroy and recreate them with different sizes
|
|
e.g. when display resolution changes.
|
|
Prefer to create such resources first and all other GPU resources (like textures and vertex buffers) later.
|
|
When VK_EXT_memory_priority extension is enabled, it is also worth setting high priority to such allocation
|
|
to decrease chances to be evicted to system memory by the operating system.
|
|
|
|
\section usage_patterns_staging_copy_upload Staging copy for upload
|
|
|
|
<b>When:</b>
|
|
A "staging" buffer than you want to map and fill from CPU code, then use as a source of transfer
|
|
to some GPU resource.
|
|
|
|
<b>What to do:</b>
|
|
Use flag #VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT.
|
|
Let the library select the optimal memory type, which will always have `VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT`.
|
|
|
|
\code
|
|
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
bufCreateInfo.size = 65536;
|
|
bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
|
|
VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
|
|
|
VkBuffer buf;
|
|
VmaAllocation alloc;
|
|
VmaAllocationInfo allocInfo;
|
|
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
|
|
|
|
...
|
|
|
|
memcpy(allocInfo.pMappedData, myData, myDataSize);
|
|
\endcode
|
|
|
|
<b>Also consider:</b>
|
|
You can map the allocation using vmaMapMemory() or you can create it as persistenly mapped
|
|
using #VMA_ALLOCATION_CREATE_MAPPED_BIT, as in the example above.
|
|
|
|
|
|
\section usage_patterns_readback Readback
|
|
|
|
<b>When:</b>
|
|
Buffers for data written by or transferred from the GPU that you want to read back on the CPU,
|
|
e.g. results of some computations.
|
|
|
|
<b>What to do:</b>
|
|
Use flag #VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT.
|
|
Let the library select the optimal memory type, which will always have `VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT`
|
|
and `VK_MEMORY_PROPERTY_HOST_CACHED_BIT`.
|
|
|
|
\code
|
|
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
bufCreateInfo.size = 65536;
|
|
bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT |
|
|
VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
|
|
|
VkBuffer buf;
|
|
VmaAllocation alloc;
|
|
VmaAllocationInfo allocInfo;
|
|
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
|
|
|
|
...
|
|
|
|
const float* downloadedData = (const float*)allocInfo.pMappedData;
|
|
\endcode
|
|
|
|
|
|
\section usage_patterns_advanced_data_uploading Advanced data uploading
|
|
|
|
For resources that you frequently write on CPU via mapped pointer and
|
|
frequently read on GPU e.g. as a uniform buffer (also called "dynamic"), multiple options are possible:
|
|
|
|
-# Easiest solution is to have one copy of the resource in `HOST_VISIBLE` memory,
|
|
even if it means system RAM (not `DEVICE_LOCAL`) on systems with a discrete graphics card,
|
|
and make the device reach out to that resource directly.
|
|
- Reads performed by the device will then go through PCI Express bus.
|
|
The performance of this access may be limited, but it may be fine depending on the size
|
|
of this resource (whether it is small enough to quickly end up in GPU cache) and the sparsity
|
|
of access.
|
|
-# On systems with unified memory (e.g. AMD APU or Intel integrated graphics, mobile chips),
|
|
a memory type may be available that is both `HOST_VISIBLE` (available for mapping) and `DEVICE_LOCAL`
|
|
(fast to access from the GPU). Then, it is likely the best choice for such type of resource.
|
|
-# Systems with a discrete graphics card and separate video memory may or may not expose
|
|
a memory type that is both `HOST_VISIBLE` and `DEVICE_LOCAL`, also known as Base Address Register (BAR).
|
|
If they do, it represents a piece of VRAM (or entire VRAM, if ReBAR is enabled in the motherboard BIOS)
|
|
that is available to CPU for mapping.
|
|
- Writes performed by the host to that memory go through PCI Express bus.
|
|
The performance of these writes may be limited, but it may be fine, especially on PCIe 4.0,
|
|
as long as rules of using uncached and write-combined memory are followed - only sequential writes and no reads.
|
|
-# Finally, you may need or prefer to create a separate copy of the resource in `DEVICE_LOCAL` memory,
|
|
a separate "staging" copy in `HOST_VISIBLE` memory and perform an explicit transfer command between them.
|
|
|
|
Thankfully, VMA offers an aid to create and use such resources in the the way optimal
|
|
for the current Vulkan device. To help the library make the best choice,
|
|
use flag #VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT together with
|
|
#VMA_ALLOCATION_CREATE_HOST_ACCESS_ALLOW_TRANSFER_INSTEAD_BIT.
|
|
It will then prefer a memory type that is both `DEVICE_LOCAL` and `HOST_VISIBLE` (integrated memory or BAR),
|
|
but if no such memory type is available or allocation from it fails
|
|
(PC graphics cards have only 256 MB of BAR by default, unless ReBAR is supported and enabled in BIOS),
|
|
it will fall back to `DEVICE_LOCAL` memory for fast GPU access.
|
|
It is then up to you to detect that the allocation ended up in a memory type that is not `HOST_VISIBLE`,
|
|
so you need to create another "staging" allocation and perform explicit transfers.
|
|
|
|
\code
|
|
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
bufCreateInfo.size = 65536;
|
|
bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
|
|
VMA_ALLOCATION_CREATE_HOST_ACCESS_ALLOW_TRANSFER_INSTEAD_BIT |
|
|
VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
|
|
|
VkBuffer buf;
|
|
VmaAllocation alloc;
|
|
VmaAllocationInfo allocInfo;
|
|
VkResult result = vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
|
|
// Check result...
|
|
|
|
VkMemoryPropertyFlags memPropFlags;
|
|
vmaGetAllocationMemoryProperties(allocator, alloc, &memPropFlags);
|
|
|
|
if(memPropFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)
|
|
{
|
|
// The Allocation ended up in a mappable memory.
|
|
// Calling vmaCopyMemoryToAllocation() does vmaMapMemory(), memcpy(), vmaUnmapMemory(), and vmaFlushAllocation().
|
|
result = vmaCopyMemoryToAllocation(allocator, myData, alloc, 0, myDataSize);
|
|
// Check result...
|
|
|
|
VkBufferMemoryBarrier bufMemBarrier = { VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER };
|
|
bufMemBarrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
|
|
bufMemBarrier.dstAccessMask = VK_ACCESS_UNIFORM_READ_BIT;
|
|
bufMemBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
|
bufMemBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
|
bufMemBarrier.buffer = buf;
|
|
bufMemBarrier.offset = 0;
|
|
bufMemBarrier.size = VK_WHOLE_SIZE;
|
|
|
|
// It's important to insert a buffer memory barrier here to ensure writing to the buffer has finished.
|
|
vkCmdPipelineBarrier(cmdBuf, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
|
|
0, 0, nullptr, 1, &bufMemBarrier, 0, nullptr);
|
|
}
|
|
else
|
|
{
|
|
// Allocation ended up in a non-mappable memory - a transfer using a staging buffer is required.
|
|
VkBufferCreateInfo stagingBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
|
|
stagingBufCreateInfo.size = 65536;
|
|
stagingBufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
|
|
|
VmaAllocationCreateInfo stagingAllocCreateInfo = {};
|
|
stagingAllocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
stagingAllocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
|
|
VMA_ALLOCATION_CREATE_MAPPED_BIT;
|
|
|
|
VkBuffer stagingBuf;
|
|
VmaAllocation stagingAlloc;
|
|
VmaAllocationInfo stagingAllocInfo;
|
|
result = vmaCreateBuffer(allocator, &stagingBufCreateInfo, &stagingAllocCreateInfo,
|
|
&stagingBuf, &stagingAlloc, &stagingAllocInfo);
|
|
// Check result...
|
|
|
|
// Calling vmaCopyMemoryToAllocation() does vmaMapMemory(), memcpy(), vmaUnmapMemory(), and vmaFlushAllocation().
|
|
result = vmaCopyMemoryToAllocation(allocator, myData, stagingAlloc, 0, myDataSize);
|
|
// Check result...
|
|
|
|
VkBufferMemoryBarrier bufMemBarrier = { VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER };
|
|
bufMemBarrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
|
|
bufMemBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
|
|
bufMemBarrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
|
bufMemBarrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
|
bufMemBarrier.buffer = stagingBuf;
|
|
bufMemBarrier.offset = 0;
|
|
bufMemBarrier.size = VK_WHOLE_SIZE;
|
|
|
|
// Insert a buffer memory barrier to make sure writing to the staging buffer has finished.
|
|
vkCmdPipelineBarrier(cmdBuf, VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT,
|
|
0, 0, nullptr, 1, &bufMemBarrier, 0, nullptr);
|
|
|
|
VkBufferCopy bufCopy = {
|
|
0, // srcOffset
|
|
0, // dstOffset,
|
|
myDataSize, // size
|
|
};
|
|
|
|
vkCmdCopyBuffer(cmdBuf, stagingBuf, buf, 1, &bufCopy);
|
|
|
|
VkBufferMemoryBarrier bufMemBarrier2 = { VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER };
|
|
bufMemBarrier2.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
|
|
bufMemBarrier2.dstAccessMask = VK_ACCESS_UNIFORM_READ_BIT; // We created a uniform buffer
|
|
bufMemBarrier2.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
|
bufMemBarrier2.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
|
|
bufMemBarrier2.buffer = buf;
|
|
bufMemBarrier2.offset = 0;
|
|
bufMemBarrier2.size = VK_WHOLE_SIZE;
|
|
|
|
// Make sure copying from staging buffer to the actual buffer has finished by inserting a buffer memory barrier.
|
|
vkCmdPipelineBarrier(cmdBuf, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
|
|
0, 0, nullptr, 1, &bufMemBarrier2, 0, nullptr);
|
|
}
|
|
\endcode
|
|
|
|
\section usage_patterns_other_use_cases Other use cases
|
|
|
|
Here are some other, less obvious use cases and their recommended settings:
|
|
|
|
- An image that is used only as transfer source and destination, but it should stay on the device,
|
|
as it is used to temporarily store a copy of some texture, e.g. from the current to the next frame,
|
|
for temporal antialiasing or other temporal effects.
|
|
- Use `VkImageCreateInfo::usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT`
|
|
- Use VmaAllocationCreateInfo::usage = #VMA_MEMORY_USAGE_AUTO
|
|
- An image that is used only as transfer source and destination, but it should be placed
|
|
in the system RAM despite it doesn't need to be mapped, because it serves as a "swap" copy to evict
|
|
least recently used textures from VRAM.
|
|
- Use `VkImageCreateInfo::usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT`
|
|
- Use VmaAllocationCreateInfo::usage = #VMA_MEMORY_USAGE_AUTO_PREFER_HOST,
|
|
as VMA needs a hint here to differentiate from the previous case.
|
|
- A buffer that you want to map and write from the CPU, directly read from the GPU
|
|
(e.g. as a uniform or vertex buffer), but you have a clear preference to place it in device or
|
|
host memory due to its large size.
|
|
- Use `VkBufferCreateInfo::usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT`
|
|
- Use VmaAllocationCreateInfo::usage = #VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE or #VMA_MEMORY_USAGE_AUTO_PREFER_HOST
|
|
- Use VmaAllocationCreateInfo::flags = #VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT
|
|
|
|
|
|
\page configuration Configuration
|
|
|
|
Please check "CONFIGURATION SECTION" in the code to find macros that you can define
|
|
before each include of this file or change directly in this file to provide
|
|
your own implementation of basic facilities like assert, `min()` and `max()` functions,
|
|
mutex, atomic etc.
|
|
|
|
For example, define `VMA_ASSERT(expr)` before including the library to provide
|
|
custom implementation of the assertion, compatible with your project.
|
|
By default it is defined to standard C `assert(expr)` in `_DEBUG` configuration
|
|
and empty otherwise.
|
|
|
|
Similarly, you can define `VMA_LEAK_LOG_FORMAT` macro to enable printing of leaked (unfreed) allocations,
|
|
including their names and other parameters. Example:
|
|
|
|
\code
|
|
#define VMA_LEAK_LOG_FORMAT(format, ...) do { \
|
|
printf((format), __VA_ARGS__); \
|
|
printf("\n"); \
|
|
} while(false)
|
|
\endcode
|
|
|
|
\section config_Vulkan_functions Pointers to Vulkan functions
|
|
|
|
There are multiple ways to import pointers to Vulkan functions in the library.
|
|
In the simplest case you don't need to do anything.
|
|
If the compilation or linking of your program or the initialization of the #VmaAllocator
|
|
doesn't work for you, you can try to reconfigure it.
|
|
|
|
First, the allocator tries to fetch pointers to Vulkan functions linked statically,
|
|
like this:
|
|
|
|
\code
|
|
m_VulkanFunctions.vkAllocateMemory = (PFN_vkAllocateMemory)vkAllocateMemory;
|
|
\endcode
|
|
|
|
If you want to disable this feature, set configuration macro: `#define VMA_STATIC_VULKAN_FUNCTIONS 0`.
|
|
|
|
Second, you can provide the pointers yourself by setting member VmaAllocatorCreateInfo::pVulkanFunctions.
|
|
You can fetch them e.g. using functions `vkGetInstanceProcAddr` and `vkGetDeviceProcAddr` or
|
|
by using a helper library like [volk](https://github.com/zeux/volk).
|
|
|
|
Third, VMA tries to fetch remaining pointers that are still null by calling
|
|
`vkGetInstanceProcAddr` and `vkGetDeviceProcAddr` on its own.
|
|
You need to only fill in VmaVulkanFunctions::vkGetInstanceProcAddr and VmaVulkanFunctions::vkGetDeviceProcAddr.
|
|
Other pointers will be fetched automatically.
|
|
If you want to disable this feature, set configuration macro: `#define VMA_DYNAMIC_VULKAN_FUNCTIONS 0`.
|
|
|
|
Finally, all the function pointers required by the library (considering selected
|
|
Vulkan version and enabled extensions) are checked with `VMA_ASSERT` if they are not null.
|
|
|
|
|
|
\section custom_memory_allocator Custom host memory allocator
|
|
|
|
If you use custom allocator for CPU memory rather than default operator `new`
|
|
and `delete` from C++, you can make this library using your allocator as well
|
|
by filling optional member VmaAllocatorCreateInfo::pAllocationCallbacks. These
|
|
functions will be passed to Vulkan, as well as used by the library itself to
|
|
make any CPU-side allocations.
|
|
|
|
\section allocation_callbacks Device memory allocation callbacks
|
|
|
|
The library makes calls to `vkAllocateMemory()` and `vkFreeMemory()` internally.
|
|
You can setup callbacks to be informed about these calls, e.g. for the purpose
|
|
of gathering some statistics. To do it, fill optional member
|
|
VmaAllocatorCreateInfo::pDeviceMemoryCallbacks.
|
|
|
|
\section heap_memory_limit Device heap memory limit
|
|
|
|
When device memory of certain heap runs out of free space, new allocations may
|
|
fail (returning error code) or they may succeed, silently pushing some existing_
|
|
memory blocks from GPU VRAM to system RAM (which degrades performance). This
|
|
behavior is implementation-dependent - it depends on GPU vendor and graphics
|
|
driver.
|
|
|
|
On AMD cards it can be controlled while creating Vulkan device object by using
|
|
VK_AMD_memory_overallocation_behavior extension, if available.
|
|
|
|
Alternatively, if you want to test how your program behaves with limited amount of Vulkan device
|
|
memory available without switching your graphics card to one that really has
|
|
smaller VRAM, you can use a feature of this library intended for this purpose.
|
|
To do it, fill optional member VmaAllocatorCreateInfo::pHeapSizeLimit.
|
|
|
|
|
|
|
|
\page vk_khr_dedicated_allocation VK_KHR_dedicated_allocation
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VK_KHR_dedicated_allocation is a Vulkan extension which can be used to improve
|
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performance on some GPUs. It augments Vulkan API with possibility to query
|
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driver whether it prefers particular buffer or image to have its own, dedicated
|
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allocation (separate `VkDeviceMemory` block) for better efficiency - to be able
|
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to do some internal optimizations. The extension is supported by this library.
|
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It will be used automatically when enabled.
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It has been promoted to core Vulkan 1.1, so if you use eligible Vulkan version
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and inform VMA about it by setting VmaAllocatorCreateInfo::vulkanApiVersion,
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you are all set.
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Otherwise, if you want to use it as an extension:
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1 . When creating Vulkan device, check if following 2 device extensions are
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supported (call `vkEnumerateDeviceExtensionProperties()`).
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If yes, enable them (fill `VkDeviceCreateInfo::ppEnabledExtensionNames`).
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- VK_KHR_get_memory_requirements2
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- VK_KHR_dedicated_allocation
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If you enabled these extensions:
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2 . Use #VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT flag when creating
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your #VmaAllocator to inform the library that you enabled required extensions
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and you want the library to use them.
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\code
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allocatorInfo.flags |= VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT;
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vmaCreateAllocator(&allocatorInfo, &allocator);
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\endcode
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That is all. The extension will be automatically used whenever you create a
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buffer using vmaCreateBuffer() or image using vmaCreateImage().
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When using the extension together with Vulkan Validation Layer, you will receive
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warnings like this:
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_vkBindBufferMemory(): Binding memory to buffer 0x33 but vkGetBufferMemoryRequirements() has not been called on that buffer._
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It is OK, you should just ignore it. It happens because you use function
|
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`vkGetBufferMemoryRequirements2KHR()` instead of standard
|
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`vkGetBufferMemoryRequirements()`, while the validation layer seems to be
|
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unaware of it.
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To learn more about this extension, see:
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- [VK_KHR_dedicated_allocation in Vulkan specification](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap50.html#VK_KHR_dedicated_allocation)
|
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- [VK_KHR_dedicated_allocation unofficial manual](http://asawicki.info/articles/VK_KHR_dedicated_allocation.php5)
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\page vk_ext_memory_priority VK_EXT_memory_priority
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VK_EXT_memory_priority is a device extension that allows to pass additional "priority"
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value to Vulkan memory allocations that the implementation may use prefer certain
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buffers and images that are critical for performance to stay in device-local memory
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in cases when the memory is over-subscribed, while some others may be moved to the system memory.
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VMA offers convenient usage of this extension.
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If you enable it, you can pass "priority" parameter when creating allocations or custom pools
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and the library automatically passes the value to Vulkan using this extension.
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If you want to use this extension in connection with VMA, follow these steps:
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\section vk_ext_memory_priority_initialization Initialization
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1) Call `vkEnumerateDeviceExtensionProperties` for the physical device.
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Check if the extension is supported - if returned array of `VkExtensionProperties` contains "VK_EXT_memory_priority".
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2) Call `vkGetPhysicalDeviceFeatures2` for the physical device instead of old `vkGetPhysicalDeviceFeatures`.
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Attach additional structure `VkPhysicalDeviceMemoryPriorityFeaturesEXT` to `VkPhysicalDeviceFeatures2::pNext` to be returned.
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Check if the device feature is really supported - check if `VkPhysicalDeviceMemoryPriorityFeaturesEXT::memoryPriority` is true.
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3) While creating device with `vkCreateDevice`, enable this extension - add "VK_EXT_memory_priority"
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to the list passed as `VkDeviceCreateInfo::ppEnabledExtensionNames`.
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|
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4) While creating the device, also don't set `VkDeviceCreateInfo::pEnabledFeatures`.
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Fill in `VkPhysicalDeviceFeatures2` structure instead and pass it as `VkDeviceCreateInfo::pNext`.
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|
Enable this device feature - attach additional structure `VkPhysicalDeviceMemoryPriorityFeaturesEXT` to
|
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`VkPhysicalDeviceFeatures2::pNext` chain and set its member `memoryPriority` to `VK_TRUE`.
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|
|
5) While creating #VmaAllocator with vmaCreateAllocator() inform VMA that you
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have enabled this extension and feature - add #VMA_ALLOCATOR_CREATE_EXT_MEMORY_PRIORITY_BIT
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to VmaAllocatorCreateInfo::flags.
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|
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\section vk_ext_memory_priority_usage Usage
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|
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When using this extension, you should initialize following member:
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- VmaAllocationCreateInfo::priority when creating a dedicated allocation with #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
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- VmaPoolCreateInfo::priority when creating a custom pool.
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|
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It should be a floating-point value between `0.0f` and `1.0f`, where recommended default is `0.5F`.
|
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Memory allocated with higher value can be treated by the Vulkan implementation as higher priority
|
|
and so it can have lower chances of being pushed out to system memory, experiencing degraded performance.
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It might be a good idea to create performance-critical resources like color-attachment or depth-stencil images
|
|
as dedicated and set high priority to them. For example:
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|
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\code
|
|
VkImageCreateInfo imgCreateInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
|
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imgCreateInfo.imageType = VK_IMAGE_TYPE_2D;
|
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imgCreateInfo.extent.width = 3840;
|
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imgCreateInfo.extent.height = 2160;
|
|
imgCreateInfo.extent.depth = 1;
|
|
imgCreateInfo.mipLevels = 1;
|
|
imgCreateInfo.arrayLayers = 1;
|
|
imgCreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
|
|
imgCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
|
|
imgCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
|
imgCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
|
imgCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
|
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|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT;
|
|
allocCreateInfo.priority = 1.0f;
|
|
|
|
VkImage img;
|
|
VmaAllocation alloc;
|
|
vmaCreateImage(allocator, &imgCreateInfo, &allocCreateInfo, &img, &alloc, nullptr);
|
|
\endcode
|
|
|
|
`priority` member is ignored in the following situations:
|
|
|
|
- Allocations created in custom pools: They inherit the priority, along with all other allocation parameters
|
|
from the parameters passed in #VmaPoolCreateInfo when the pool was created.
|
|
- Allocations created in default pools: They inherit the priority from the parameters
|
|
VMA used when creating default pools, which means `priority == 0.5F`.
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|
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\page vk_amd_device_coherent_memory VK_AMD_device_coherent_memory
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|
|
VK_AMD_device_coherent_memory is a device extension that enables access to
|
|
additional memory types with `VK_MEMORY_PROPERTY_DEVICE_COHERENT_BIT_AMD` and
|
|
`VK_MEMORY_PROPERTY_DEVICE_UNCACHED_BIT_AMD` flag. It is useful mostly for
|
|
allocation of buffers intended for writing "breadcrumb markers" in between passes
|
|
or draw calls, which in turn are useful for debugging GPU crash/hang/TDR cases.
|
|
|
|
When the extension is available but has not been enabled, Vulkan physical device
|
|
still exposes those memory types, but their usage is forbidden. VMA automatically
|
|
takes care of that - it returns `VK_ERROR_FEATURE_NOT_PRESENT` when an attempt
|
|
to allocate memory of such type is made.
|
|
|
|
If you want to use this extension in connection with VMA, follow these steps:
|
|
|
|
\section vk_amd_device_coherent_memory_initialization Initialization
|
|
|
|
1) Call `vkEnumerateDeviceExtensionProperties` for the physical device.
|
|
Check if the extension is supported - if returned array of `VkExtensionProperties` contains "VK_AMD_device_coherent_memory".
|
|
|
|
2) Call `vkGetPhysicalDeviceFeatures2` for the physical device instead of old `vkGetPhysicalDeviceFeatures`.
|
|
Attach additional structure `VkPhysicalDeviceCoherentMemoryFeaturesAMD` to `VkPhysicalDeviceFeatures2::pNext` to be returned.
|
|
Check if the device feature is really supported - check if `VkPhysicalDeviceCoherentMemoryFeaturesAMD::deviceCoherentMemory` is true.
|
|
|
|
3) While creating device with `vkCreateDevice`, enable this extension - add "VK_AMD_device_coherent_memory"
|
|
to the list passed as `VkDeviceCreateInfo::ppEnabledExtensionNames`.
|
|
|
|
4) While creating the device, also don't set `VkDeviceCreateInfo::pEnabledFeatures`.
|
|
Fill in `VkPhysicalDeviceFeatures2` structure instead and pass it as `VkDeviceCreateInfo::pNext`.
|
|
Enable this device feature - attach additional structure `VkPhysicalDeviceCoherentMemoryFeaturesAMD` to
|
|
`VkPhysicalDeviceFeatures2::pNext` and set its member `deviceCoherentMemory` to `VK_TRUE`.
|
|
|
|
5) While creating #VmaAllocator with vmaCreateAllocator() inform VMA that you
|
|
have enabled this extension and feature - add #VMA_ALLOCATOR_CREATE_AMD_DEVICE_COHERENT_MEMORY_BIT
|
|
to VmaAllocatorCreateInfo::flags.
|
|
|
|
\section vk_amd_device_coherent_memory_usage Usage
|
|
|
|
After following steps described above, you can create VMA allocations and custom pools
|
|
out of the special `DEVICE_COHERENT` and `DEVICE_UNCACHED` memory types on eligible
|
|
devices. There are multiple ways to do it, for example:
|
|
|
|
- You can request or prefer to allocate out of such memory types by adding
|
|
`VK_MEMORY_PROPERTY_DEVICE_UNCACHED_BIT_AMD` to VmaAllocationCreateInfo::requiredFlags
|
|
or VmaAllocationCreateInfo::preferredFlags. Those flags can be freely mixed with
|
|
other ways of \ref choosing_memory_type, like setting VmaAllocationCreateInfo::usage.
|
|
- If you manually found memory type index to use for this purpose, force allocation
|
|
from this specific index by setting VmaAllocationCreateInfo::memoryTypeBits `= 1U << index`.
|
|
|
|
\section vk_amd_device_coherent_memory_more_information More information
|
|
|
|
To learn more about this extension, see [VK_AMD_device_coherent_memory in Vulkan specification](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/man/html/VK_AMD_device_coherent_memory.html)
|
|
|
|
Example use of this extension can be found in the code of the sample and test suite
|
|
accompanying this library.
|
|
|
|
|
|
\page enabling_buffer_device_address Enabling buffer device address
|
|
|
|
Device extension VK_KHR_buffer_device_address
|
|
allow to fetch raw GPU pointer to a buffer and pass it for usage in a shader code.
|
|
It has been promoted to core Vulkan 1.2.
|
|
|
|
If you want to use this feature in connection with VMA, follow these steps:
|
|
|
|
\section enabling_buffer_device_address_initialization Initialization
|
|
|
|
1) (For Vulkan version < 1.2) Call `vkEnumerateDeviceExtensionProperties` for the physical device.
|
|
Check if the extension is supported - if returned array of `VkExtensionProperties` contains
|
|
"VK_KHR_buffer_device_address".
|
|
|
|
2) Call `vkGetPhysicalDeviceFeatures2` for the physical device instead of old `vkGetPhysicalDeviceFeatures`.
|
|
Attach additional structure `VkPhysicalDeviceBufferDeviceAddressFeatures*` to `VkPhysicalDeviceFeatures2::pNext` to be returned.
|
|
Check if the device feature is really supported - check if `VkPhysicalDeviceBufferDeviceAddressFeatures::bufferDeviceAddress` is true.
|
|
|
|
3) (For Vulkan version < 1.2) While creating device with `vkCreateDevice`, enable this extension - add
|
|
"VK_KHR_buffer_device_address" to the list passed as `VkDeviceCreateInfo::ppEnabledExtensionNames`.
|
|
|
|
4) While creating the device, also don't set `VkDeviceCreateInfo::pEnabledFeatures`.
|
|
Fill in `VkPhysicalDeviceFeatures2` structure instead and pass it as `VkDeviceCreateInfo::pNext`.
|
|
Enable this device feature - attach additional structure `VkPhysicalDeviceBufferDeviceAddressFeatures*` to
|
|
`VkPhysicalDeviceFeatures2::pNext` and set its member `bufferDeviceAddress` to `VK_TRUE`.
|
|
|
|
5) While creating #VmaAllocator with vmaCreateAllocator() inform VMA that you
|
|
have enabled this feature - add #VMA_ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT
|
|
to VmaAllocatorCreateInfo::flags.
|
|
|
|
\section enabling_buffer_device_address_usage Usage
|
|
|
|
After following steps described above, you can create buffers with `VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT*` using VMA.
|
|
The library automatically adds `VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT*` to
|
|
allocated memory blocks wherever it might be needed.
|
|
|
|
Please note that the library supports only `VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT*`.
|
|
The second part of this functionality related to "capture and replay" is not supported,
|
|
as it is intended for usage in debugging tools like RenderDoc, not in everyday Vulkan usage.
|
|
|
|
\section enabling_buffer_device_address_more_information More information
|
|
|
|
To learn more about this extension, see [VK_KHR_buffer_device_address in Vulkan specification](https://www.khronos.org/registry/vulkan/specs/1.2-extensions/html/chap46.html#VK_KHR_buffer_device_address)
|
|
|
|
Example use of this extension can be found in the code of the sample and test suite
|
|
accompanying this library.
|
|
|
|
\page general_considerations General considerations
|
|
|
|
\section general_considerations_thread_safety Thread safety
|
|
|
|
- The library has no global state, so separate #VmaAllocator objects can be used
|
|
independently.
|
|
There should be no need to create multiple such objects though - one per `VkDevice` is enough.
|
|
- By default, all calls to functions that take #VmaAllocator as first parameter
|
|
are safe to call from multiple threads simultaneously because they are
|
|
synchronized internally when needed.
|
|
This includes allocation and deallocation from default memory pool, as well as custom #VmaPool.
|
|
- When the allocator is created with #VMA_ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT
|
|
flag, calls to functions that take such #VmaAllocator object must be
|
|
synchronized externally.
|
|
- Access to a #VmaAllocation object must be externally synchronized. For example,
|
|
you must not call vmaGetAllocationInfo() and vmaMapMemory() from different
|
|
threads at the same time if you pass the same #VmaAllocation object to these
|
|
functions.
|
|
- #VmaVirtualBlock is not safe to be used from multiple threads simultaneously.
|
|
|
|
\section general_considerations_versioning_and_compatibility Versioning and compatibility
|
|
|
|
The library uses [**Semantic Versioning**](https://semver.org/),
|
|
which means version numbers follow convention: Major.Minor.Patch (e.g. 2.3.0), where:
|
|
|
|
- Incremented Patch version means a release is backward- and forward-compatible,
|
|
introducing only some internal improvements, bug fixes, optimizations etc.
|
|
or changes that are out of scope of the official API described in this documentation.
|
|
- Incremented Minor version means a release is backward-compatible,
|
|
so existing code that uses the library should continue to work, while some new
|
|
symbols could have been added: new structures, functions, new values in existing
|
|
enums and bit flags, new structure members, but not new function parameters.
|
|
- Incrementing Major version means a release could break some backward compatibility.
|
|
|
|
All changes between official releases are documented in file "CHANGELOG.md".
|
|
|
|
\warning Backward compatibility is considered on the level of C++ source code, not binary linkage.
|
|
Adding new members to existing structures is treated as backward compatible if initializing
|
|
the new members to binary zero results in the old behavior.
|
|
You should always fully initialize all library structures to zeros and not rely on their
|
|
exact binary size.
|
|
|
|
\section general_considerations_validation_layer_warnings Validation layer warnings
|
|
|
|
When using this library, you can meet following types of warnings issued by
|
|
Vulkan validation layer. They don't necessarily indicate a bug, so you may need
|
|
to just ignore them.
|
|
|
|
- *Mapping an image with layout VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL can result in undefined behavior if this memory is used by the device. Only GENERAL or PREINITIALIZED should be used.*
|
|
- It happens when you map a buffer or image, because the library maps entire
|
|
`VkDeviceMemory` block, where different types of images and buffers may end
|
|
up together, especially on GPUs with unified memory like Intel.
|
|
- *Non-linear image 0xebc91 is aliased with linear buffer 0xeb8e4 which may indicate a bug.*
|
|
- It may happen when you use [defragmentation](@ref defragmentation).
|
|
|
|
\section general_considerations_allocation_algorithm Allocation algorithm
|
|
|
|
The library uses following algorithm for allocation, in order:
|
|
|
|
-# Try to find free range of memory in existing blocks.
|
|
-# If failed, try to create a new block of `VkDeviceMemory`, with preferred block size.
|
|
-# If failed, try to create such block with size / 2, size / 4, size / 8.
|
|
-# If failed, try to allocate separate `VkDeviceMemory` for this allocation,
|
|
just like when you use #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
|
|
-# If failed, choose other memory type that meets the requirements specified in
|
|
VmaAllocationCreateInfo and go to point 1.
|
|
-# If failed, return `VK_ERROR_OUT_OF_DEVICE_MEMORY`.
|
|
|
|
\section general_considerations_features_not_supported Features not supported
|
|
|
|
Features deliberately excluded from the scope of this library:
|
|
|
|
-# **Data transfer.** Uploading (streaming) and downloading data of buffers and images
|
|
between CPU and GPU memory and related synchronization is responsibility of the user.
|
|
Defining some "texture" object that would automatically stream its data from a
|
|
staging copy in CPU memory to GPU memory would rather be a feature of another,
|
|
higher-level library implemented on top of VMA.
|
|
VMA doesn't record any commands to a `VkCommandBuffer`. It just allocates memory.
|
|
-# **Recreation of buffers and images.** Although the library has functions for
|
|
buffer and image creation: vmaCreateBuffer(), vmaCreateImage(), you need to
|
|
recreate these objects yourself after defragmentation. That is because the big
|
|
structures `VkBufferCreateInfo`, `VkImageCreateInfo` are not stored in
|
|
#VmaAllocation object.
|
|
-# **Handling CPU memory allocation failures.** When dynamically creating small C++
|
|
objects in CPU memory (not Vulkan memory), allocation failures are not checked
|
|
and handled gracefully, because that would complicate code significantly and
|
|
is usually not needed in desktop PC applications anyway.
|
|
Success of an allocation is just checked with an assert.
|
|
-# **Code free of any compiler warnings.** Maintaining the library to compile and
|
|
work correctly on so many different platforms is hard enough. Being free of
|
|
any warnings, on any version of any compiler, is simply not feasible.
|
|
There are many preprocessor macros that make some variables unused, function parameters unreferenced,
|
|
or conditional expressions constant in some configurations.
|
|
The code of this library should not be bigger or more complicated just to silence these warnings.
|
|
It is recommended to disable such warnings instead.
|
|
-# This is a C++ library with C interface. **Bindings or ports to any other programming languages** are welcome as external projects but
|
|
are not going to be included into this repository.
|
|
*/ |