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//
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2020-02-07 14:38:52 +00:00
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// Copyright (c) 2019-2020 Advanced Micro Devices, Inc. All rights reserved.
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2019-05-20 11:46:23 +00:00
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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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#pragma once
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/** \mainpage D3D12 Memory Allocator
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2020-03-11 15:48:40 +00:00
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<b>Version 2.0.0-development</b> (2020-03-11)
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2020-02-07 14:38:52 +00:00
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Copyright (c) 2019-2020 Advanced Micro Devices, Inc. All rights reserved. \n
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2019-05-20 11:46:23 +00:00
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License: MIT
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Documentation of all members: D3D12MemAlloc.h
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\section main_table_of_contents Table of contents
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- <b>User guide</b>
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- \subpage quick_start
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- [Project setup](@ref quick_start_project_setup)
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- [Creating resources](@ref quick_start_creating_resources)
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- [Mapping memory](@ref quick_start_mapping_memory)
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- \subpage configuration
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- [Custom CPU memory allocator](@ref custom_memory_allocator)
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- \subpage general_considerations
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- [Thread safety](@ref general_considerations_thread_safety)
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- [Future plans](@ref general_considerations_future_plans)
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- [Features not supported](@ref general_considerations_features_not_supported)
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\section main_see_also See also
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2019-07-23 11:21:08 +00:00
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- [Product page on GPUOpen](https://gpuopen.com/gaming-product/d3d12-memory-allocator/)
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- [Source repository on GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator)
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\page quick_start Quick start
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\section quick_start_project_setup Project setup and initialization
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This is a small, standalone C++ library. It consists of a pair of 2 files:
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"%D3D12MemAlloc.h" header file with public interface and "D3D12MemAlloc.cpp" with
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internal implementation. The only external dependencies are WinAPI, Direct3D 12,
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and parts of C/C++ standard library (but STL containers, exceptions, or RTTI are
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not used).
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The library is developed and tested using Microsoft Visual Studio 2019, but it
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should work with other compilers as well. It is designed for 64-bit code.
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To use the library in your project:
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(1.) Copy files `D3D12MemAlloc.cpp`, `%D3D12MemAlloc.h` to your project.
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(2.) Make `D3D12MemAlloc.cpp` compiling as part of the project, as C++ code.
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(3.) Include library header in each CPP file that needs to use the library.
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\code
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#include "D3D12MemAlloc.h"
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\endcode
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(4.) Right after you created `ID3D12Device`, fill D3D12MA::ALLOCATOR_DESC
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structure and call function D3D12MA::CreateAllocator to create the main
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D3D12MA::Allocator object.
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Please note that all symbols of the library are declared inside #D3D12MA namespace.
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\code
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IDXGIAdapter* adapter = (...)
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ID3D12Device* device = (...)
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D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
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allocatorDesc.pDevice = device;
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allocatorDesc.pAdapter = adapter;
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D3D12MA::Allocator* allocator;
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HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
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\endcode
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(5.) Right before destroying the D3D12 device, destroy the allocator object.
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Please note that objects of this library must be destroyed by calling `Release`
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method (despite they are not COM interfaces and no reference counting is involved).
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\code
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allocator->Release();
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\endcode
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\section quick_start_creating_resources Creating resources
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To use the library for creating resources (textures and buffers), call method
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D3D12MA::Allocator::CreateResource in the place where you would previously call
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`ID3D12Device::CreateCommittedResource`.
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The function has similar syntax, but it expects structure D3D12MA::ALLOCATION_DESC
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to be passed along with `D3D12_RESOURCE_DESC` and other parameters for created
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resource. This structure describes parameters of the desired memory allocation,
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including choice of `D3D12_HEAP_TYPE`.
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The function also returns a new object of type D3D12MA::Allocation, created along
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with usual `ID3D12Resource`. It represents allocated memory and can be queried
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for size, offset, `ID3D12Resource`, and `ID3D12Heap` if needed.
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\code
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
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resourceDesc.Alignment = 0;
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resourceDesc.Width = 1024;
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resourceDesc.Height = 1024;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.SampleDesc.Quality = 0;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
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resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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D3D12MA::ALLOCATION_DESC allocationDesc = {};
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allocDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
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D3D12Resource* resource;
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D3D12MA::Allocation* allocation;
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HRESULT hr = allocator->CreateResource(
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&allocationDesc,
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&resourceDesc,
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D3D12_RESOURCE_STATE_COPY_DEST,
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NULL,
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&allocation,
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IID_PPV_ARGS(&resource));
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\endcode
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You need to remember both resource and allocation objects and destroy them
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separately when no longer needed.
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\code
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allocation->Release();
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resource->Release();
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\endcode
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The advantage of using the allocator instead of creating committed resource, and
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the main purpose of this library, is that it can decide to allocate bigger memory
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heap internally using `ID3D12Device::CreateHeap` and place multiple resources in
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it, at different offsets, using `ID3D12Device::CreatePlacedResource`. The library
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manages its own collection of allocated memory blocks (heaps) and remembers which
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parts of them are occupied and which parts are free to be used for new resources.
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2019-11-05 15:29:45 +00:00
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It is important to remember that resources created as placed don't have their memory
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initialized to zeros, but may contain garbage data, so they need to be fully initialized
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before usage, e.g. using Clear (`ClearRenderTargetView`), Discard (`DiscardResource`),
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or copy (`CopyResource`).
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The library also automatically handles resource heap tier.
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When `D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier` equals `D3D12_RESOURCE_HEAP_TIER_1`,
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resources of 3 types: buffers, textures that are render targets or depth-stencil,
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and other textures must be kept in separate heaps. When `D3D12_RESOURCE_HEAP_TIER_2`,
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they can be kept together. By using this library, you don't need to handle this
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manually.
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\section quick_start_mapping_memory Mapping memory
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The process of getting regular CPU-side pointer to the memory of a resource in
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Direct3D is called "mapping". There are rules and restrictions to this process,
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as described in D3D12 documentation of [ID3D12Resource::Map method](https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/nf-d3d12-id3d12resource-map).
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Mapping happens on the level of particular resources, not entire memory heaps,
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and so it is out of scope of this library. Just as the linked documentation says:
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- Returned pointer refers to data of particular subresource, not entire memory heap.
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- You can map same resource multiple times. It is ref-counted internally.
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- Mapping is thread-safe.
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- Unmapping is not required before resource destruction.
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- Unmapping may not be required before using written data - some heap types on
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some platforms support resources persistently mapped.
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When using this library, you can map and use your resources normally without
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considering whether they are created as committed resources or placed resources in one large heap.
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Example for buffer created and filled in `UPLOAD` heap type:
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\code
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const UINT64 bufSize = 65536;
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const float* bufData = (...);
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D3D12_RESOURCE_DESC resourceDesc = {};
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resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
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resourceDesc.Alignment = 0;
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resourceDesc.Width = bufSize;
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resourceDesc.Height = 1;
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resourceDesc.DepthOrArraySize = 1;
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resourceDesc.MipLevels = 1;
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resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
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resourceDesc.SampleDesc.Count = 1;
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resourceDesc.SampleDesc.Quality = 0;
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resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
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resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
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D3D12MA::ALLOCATION_DESC allocationDesc = {};
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allocationDesc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
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D3D12Resource* resource;
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D3D12MA::Allocation* allocation;
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HRESULT hr = allocator->CreateResource(
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&allocationDesc,
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&resourceDesc,
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D3D12_RESOURCE_STATE_GENERIC_READ,
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NULL,
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&allocation,
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IID_PPV_ARGS(&resource));
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void* mappedPtr;
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hr = resource->Map(0, NULL, &mappedPtr);
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memcpy(mappedPtr, bufData, bufSize);
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resource->Unmap(0, NULL);
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\endcode
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\page configuration Configuration
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Please check file `D3D12MemAlloc.cpp` lines between "Configuration Begin" and
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"Configuration End" to find macros that you can define to change the behavior of
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the library, primarily for debugging purposes.
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\section custom_memory_allocator Custom CPU memory allocator
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If you use custom allocator for CPU memory rather than default C++ operator `new`
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and `delete` or `malloc` and `free` functions, you can make this library using
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your allocator as well by filling structure D3D12MA::ALLOCATION_CALLBACKS and
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passing it as optional member D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks.
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Functions pointed there will be used by the library to make any CPU-side
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allocations. Example:
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\code
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#include <malloc.h>
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void* CustomAllocate(size_t Size, size_t Alignment, void* pUserData)
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{
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void* memory = _aligned_malloc(Size, Alignment);
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// Your extra bookkeeping here...
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return memory;
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}
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void CustomFree(void* pMemory, void* pUserData)
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{
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// Your extra bookkeeping here...
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_aligned_free(pMemory);
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}
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(...)
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D3D12MA::ALLOCATION_CALLBACKS allocationCallbacks = {};
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allocationCallbacks.pAllocate = &CustomAllocate;
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allocationCallbacks.pFree = &CustomFree;
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D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
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allocatorDesc.pDevice = device;
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allocatorDesc.pAdapter = adapter;
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allocatorDesc.pAllocationCallbacks = &allocationCallbacks;
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D3D12MA::Allocator* allocator;
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HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
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\endcode
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\page general_considerations General considerations
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\section general_considerations_thread_safety Thread safety
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- The library has no global state, so separate D3D12MA::Allocator objects can be used independently.
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In typical applications there should be no need to create multiple such objects though - one per `ID3D12Device` is enough.
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- All calls to methods of D3D12MA::Allocator class are safe to be made from multiple
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threads simultaneously because they are synchronized internally when needed.
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- When the allocator is created with D3D12MA::ALLOCATOR_FLAG_SINGLETHREADED,
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calls to methods of D3D12MA::Allocator class must be made from a single thread or synchronized by the user.
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Using this flag may improve performance.
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\section general_considerations_future_plans Future plans
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Features planned for future releases:
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Near future: feature parity with [Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/), including:
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- Custom memory pools
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- Alternative allocation algorithms: linear allocator, buddy allocator
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- JSON dump that can be visualized on a picture
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- Support for priorities using `ID3D12Device1::SetResidencyPriority`
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Later:
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- Memory defragmentation
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- Support for multi-GPU (multi-adapter)
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\section general_considerations_features_not_supported Features not supported
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Features deliberately excluded from the scope of this library:
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- Descriptor allocation. Although also called "heaps", objects that represent
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descriptors are separate part of the D3D12 API from buffers and textures.
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- Support for `D3D12_HEAP_TYPE_CUSTOM`. Only the default heap types are supported:
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`UPLOAD`, `DEFAULT`, `READBACK`.
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- Support for reserved (tiled) resources. We don't recommend using them.
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- Support for `ID3D12Device::Evict` and `MakeResident`. We don't recommend using them.
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*/
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2019-11-20 13:07:21 +00:00
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// Define this macro to 0 to disable usage of DXGI 1.4 (needed for IDXGIAdapter3 and query for memory budget).
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#ifndef D3D12MA_DXGI_1_4
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#define D3D12MA_DXGI_1_4 1
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#endif
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2019-10-11 09:11:28 +00:00
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// If using this library on a platform different than Windows PC, you should
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// include D3D12-compatible header before this library on your own and define this macro.
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#ifndef D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED
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2019-10-11 09:11:28 +00:00
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#include <d3d12.h>
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2019-11-20 13:07:21 +00:00
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#include <dxgi.h>
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2019-10-11 09:11:28 +00:00
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#endif
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2019-05-20 11:46:23 +00:00
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2020-03-11 15:48:40 +00:00
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/*
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When defined to value other than 0, the library will try to use
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D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT or D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT
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for created textures when possible, which can save memory because some small textures
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may get their alignment 4K and their size a multiply of 4K instead of 64K.
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#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 0
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Disables small texture alignment.
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#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1
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Enables conservative algorithm that will use small alignment only for some textures
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that are surely known to support it.
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#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 2
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Enables query for small alignment to D3D12 (based on Microsoft sample) which will
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enable small alignment for more textures, but will also generate D3D Debug Layer
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error #721 on call to ID3D12Device::GetResourceAllocationInfo, which you should just
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ignore.
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*/
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#ifndef D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT
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#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1
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#endif
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2019-05-20 11:46:23 +00:00
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/// \cond INTERNAL
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#define D3D12MA_CLASS_NO_COPY(className) \
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private: \
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className(const className&) = delete; \
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className(className&&) = delete; \
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className& operator=(const className&) = delete; \
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className& operator=(className&&) = delete;
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// To be used with MAKE_HRESULT to define custom error codes.
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#define FACILITY_D3D12MA 3542
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/// \endcond
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namespace D3D12MA
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{
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/// \cond INTERNAL
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class AllocatorPimpl;
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2019-10-11 09:11:28 +00:00
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class NormalBlock;
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2019-05-20 11:46:23 +00:00
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class BlockVector;
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2019-10-11 14:20:45 +00:00
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class JsonWriter;
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2019-05-20 11:46:23 +00:00
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/// \endcond
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/// Pointer to custom callback function that allocates CPU memory.
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typedef void* (*ALLOCATE_FUNC_PTR)(size_t Size, size_t Alignment, void* pUserData);
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/**
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\brief Pointer to custom callback function that deallocates CPU memory.
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`pMemory = null` should be accepted and ignored.
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*/
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typedef void (*FREE_FUNC_PTR)(void* pMemory, void* pUserData);
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/// Custom callbacks to CPU memory allocation functions.
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struct ALLOCATION_CALLBACKS
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{
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/// %Allocation function.
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ALLOCATE_FUNC_PTR pAllocate;
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/// Dellocation function.
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FREE_FUNC_PTR pFree;
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/// Custom data that will be passed to allocation and deallocation functions as `pUserData` parameter.
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void* pUserData;
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};
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/// \brief Bit flags to be used with ALLOCATION_DESC::Flags.
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typedef enum ALLOCATION_FLAGS
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{
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/// Zero
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ALLOCATION_FLAG_NONE = 0,
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/**
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Set this flag if the allocation should have its own dedicated memory allocation (committed resource with implicit heap).
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Use it for special, big resources, like fullscreen textures used as render targets.
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*/
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ALLOCATION_FLAG_COMMITTED = 0x1,
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/**
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Set this flag to only try to allocate from existing memory heaps and never create new such heap.
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If new allocation cannot be placed in any of the existing heaps, allocation
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fails with `E_OUTOFMEMORY` error.
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You should not use #ALLOCATION_FLAG_COMMITTED and
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#ALLOCATION_FLAG_NEVER_ALLOCATE at the same time. It makes no sense.
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*/
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ALLOCATION_FLAG_NEVER_ALLOCATE = 0x2,
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2019-11-20 13:07:21 +00:00
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2020-01-27 16:34:49 +00:00
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/** Create allocation only if additional memory required for it, if any, won't exceed
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memory budget. Otherwise return `E_OUTOFMEMORY`.
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2019-11-20 13:07:21 +00:00
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*/
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ALLOCATION_FLAG_WITHIN_BUDGET = 0x4,
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2019-05-20 11:46:23 +00:00
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} ALLOCATION_FLAGS;
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/// \brief Parameters of created Allocation object. To be used with Allocator::CreateResource.
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struct ALLOCATION_DESC
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{
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/// Flags.
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ALLOCATION_FLAGS Flags;
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/** \brief The type of memory heap where the new allocation should be placed.
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It must be one of: `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`.
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*/
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D3D12_HEAP_TYPE HeapType;
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};
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/** \brief Represents single memory allocation.
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It may be either implicit memory heap dedicated to a single resource or a
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specific region of a bigger heap plus unique offset.
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To create such object, fill structure D3D12MA::ALLOCATION_DESC and call function
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Allocator::CreateResource.
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The object remembers size and some other information.
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To retrieve this information, use methods of this class.
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2019-10-11 09:11:28 +00:00
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The object also remembers `ID3D12Resource` and "owns" a reference to it,
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so it calls `Release()` on the resource when destroyed.
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2019-05-20 11:46:23 +00:00
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*/
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class Allocation
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{
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public:
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/** \brief Deletes this object.
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This function must be used instead of destructor, which is private.
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There is no reference counting involved.
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*/
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void Release();
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/** \brief Returns offset in bytes from the start of memory heap.
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If the Allocation represents committed resource with implicit heap, returns 0.
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*/
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UINT64 GetOffset() const;
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/** \brief Returns size in bytes of the resource.
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Works also with committed resources.
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*/
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UINT64 GetSize() const { return m_Size; }
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2019-10-11 09:11:28 +00:00
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/** \brief Returns D3D12 resource associated with this object.
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Calling this method doesn't increment resource's reference counter.
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*/
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ID3D12Resource* GetResource() const { return m_Resource; }
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2019-05-20 11:46:23 +00:00
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/** \brief Returns memory heap that the resource is created in.
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If the Allocation represents committed resource with implicit heap, returns NULL.
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*/
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ID3D12Heap* GetHeap() const;
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/** \brief Associates a name with the allocation object. This name is for use in debug diagnostics and tools.
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Internal copy of the string is made, so the memory pointed by the argument can be
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changed of freed immediately after this call.
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`Name` can be null.
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*/
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void SetName(LPCWSTR Name);
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/** \brief Returns the name associated with the allocation object.
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Returned string points to an internal copy.
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If no name was associated with the allocation, returns null.
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*/
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LPCWSTR GetName() const { return m_Name; }
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private:
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friend class AllocatorPimpl;
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friend class BlockVector;
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2019-10-11 14:20:45 +00:00
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friend class JsonWriter;
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2019-05-20 11:46:23 +00:00
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template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*);
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2020-01-22 15:33:39 +00:00
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template<typename T> friend class PoolAllocator;
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2019-05-20 11:46:23 +00:00
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AllocatorPimpl* m_Allocator;
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enum Type
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{
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TYPE_COMMITTED,
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TYPE_PLACED,
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2019-10-11 09:11:28 +00:00
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TYPE_HEAP,
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2019-05-20 11:46:23 +00:00
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TYPE_COUNT
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} m_Type;
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UINT64 m_Size;
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2019-10-11 09:11:28 +00:00
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ID3D12Resource* m_Resource;
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2019-10-11 14:20:45 +00:00
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D3D12_RESOURCE_DIMENSION m_ResourceDimension;
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D3D12_RESOURCE_FLAGS m_ResourceFlags;
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D3D12_TEXTURE_LAYOUT m_TextureLayout;
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UINT m_CreationFrameIndex;
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2019-05-20 11:46:23 +00:00
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wchar_t* m_Name;
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union
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{
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struct
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{
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D3D12_HEAP_TYPE heapType;
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} m_Committed;
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struct
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{
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UINT64 offset;
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2019-10-11 09:11:28 +00:00
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NormalBlock* block;
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2019-05-20 11:46:23 +00:00
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} m_Placed;
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2019-10-11 09:11:28 +00:00
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struct
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{
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D3D12_HEAP_TYPE heapType;
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ID3D12Heap* heap;
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} m_Heap;
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2019-05-20 11:46:23 +00:00
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};
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2020-01-31 13:48:41 +00:00
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Allocation(AllocatorPimpl* allocator, UINT64 size);
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2019-05-20 11:46:23 +00:00
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~Allocation();
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2020-01-31 13:48:41 +00:00
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void InitCommitted(D3D12_HEAP_TYPE heapType);
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void InitPlaced(UINT64 offset, UINT64 alignment, NormalBlock* block);
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void InitHeap(D3D12_HEAP_TYPE heapType, ID3D12Heap* heap);
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2019-10-11 14:20:45 +00:00
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void SetResource(ID3D12Resource* resource, const D3D12_RESOURCE_DESC* pResourceDesc);
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2019-05-20 11:46:23 +00:00
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void FreeName();
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D3D12MA_CLASS_NO_COPY(Allocation)
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};
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/// \brief Bit flags to be used with ALLOCATOR_DESC::Flags.
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typedef enum ALLOCATOR_FLAGS
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{
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/// Zero
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ALLOCATOR_FLAG_NONE = 0,
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/**
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Allocator and all objects created from it will not be synchronized internally,
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so you must guarantee they are used from only one thread at a time or
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synchronized 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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ALLOCATOR_FLAG_SINGLETHREADED = 0x1,
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2019-10-23 13:21:21 +00:00
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/**
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Every allocation will have its own memory block.
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To be used for debugging purposes.
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*/
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ALLOCATOR_FLAG_ALWAYS_COMMITTED = 0x2,
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2019-05-20 11:46:23 +00:00
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} ALLOCATOR_FLAGS;
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/// \brief Parameters of created Allocator object. To be used with CreateAllocator().
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struct ALLOCATOR_DESC
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{
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/// Flags.
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ALLOCATOR_FLAGS Flags;
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2019-11-20 13:07:21 +00:00
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/** Direct3D device object that the allocator should be attached to.
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2020-01-27 16:34:49 +00:00
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Allocator is doing `AddRef`/`Release` on this object.
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2019-11-20 13:07:21 +00:00
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*/
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2019-05-20 11:46:23 +00:00
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ID3D12Device* pDevice;
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/** \brief Preferred size of a single `ID3D12Heap` block to be allocated.
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Set to 0 to use default, which is currently 256 MiB.
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*/
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UINT64 PreferredBlockSize;
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/** \brief Custom CPU memory allocation callbacks. Optional.
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Optional, can be null. When specified, will be used for all CPU-side memory allocations.
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*/
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const ALLOCATION_CALLBACKS* pAllocationCallbacks;
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2019-11-20 13:07:21 +00:00
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2020-01-27 16:34:49 +00:00
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/** DXGI Adapter object that you use for D3D12 and this allocator.
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2019-11-20 13:07:21 +00:00
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2020-01-27 16:34:49 +00:00
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Allocator is doing `AddRef`/`Release` on this object.
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2019-11-20 13:07:21 +00:00
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*/
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IDXGIAdapter* pAdapter;
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2019-05-20 11:46:23 +00:00
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};
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2019-09-30 12:30:04 +00:00
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/**
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\brief Number of D3D12 memory heap types supported.
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*/
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const UINT HEAP_TYPE_COUNT = 3;
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/**
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\brief Calculated statistics of memory usage in entire allocator.
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*/
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struct StatInfo
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{
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/// Number of memory blocks (heaps) allocated.
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UINT BlockCount;
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/// Number of D3D12MA::Allocation objects allocated.
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UINT AllocationCount;
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/// Number of free ranges of memory between allocations.
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UINT UnusedRangeCount;
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/// Total number of bytes occupied by all allocations.
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UINT64 UsedBytes;
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/// Total number of bytes occupied by unused ranges.
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UINT64 UnusedBytes;
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UINT64 AllocationSizeMin;
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UINT64 AllocationSizeAvg;
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UINT64 AllocationSizeMax;
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UINT64 UnusedRangeSizeMin;
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UINT64 UnusedRangeSizeAvg;
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UINT64 UnusedRangeSizeMax;
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};
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/**
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\brief General statistics from the current state of the allocator.
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*/
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struct Stats
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{
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/// Total statistics from all heap types.
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StatInfo Total;
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/**
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One StatInfo for each type of heap located at the following indices:
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0 - DEFAULT, 1 - UPLOAD, 2 - READBACK.
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*/
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StatInfo HeapType[HEAP_TYPE_COUNT];
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};
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2019-11-20 13:07:21 +00:00
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/** \brief Statistics of current memory usage and available budget, in bytes, for GPU or CPU memory.
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*/
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struct Budget
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{
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/** \brief Sum size of all memory blocks allocated from particular heap type, in bytes.
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*/
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UINT64 BlockBytes;
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/** \brief Sum size of all allocations created in particular heap type, in bytes.
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Always less or equal than `BlockBytes`.
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Difference `BlockBytes - AllocationBytes` is the amount of memory allocated but unused -
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available for new allocations or wasted due to fragmentation.
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*/
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UINT64 AllocationBytes;
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/** \brief Estimated current memory usage of the program, in bytes.
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2020-01-27 16:34:49 +00:00
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Fetched from system using `IDXGIAdapter3::QueryVideoMemoryInfo` if enabled.
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2019-11-20 13:07:21 +00:00
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It might be different than `BlockBytes` (usually higher) due to additional implicit objects
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also occupying the memory, like swapchain, pipeline state objects, descriptor heaps, command lists, or
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memory blocks allocated outside of this library, if any.
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*/
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UINT64 Usage;
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/** \brief Estimated amount of memory available to the program, in bytes.
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2020-01-27 16:34:49 +00:00
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Fetched from system using `IDXGIAdapter3::QueryVideoMemoryInfo` if enabled.
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2019-11-20 13:07:21 +00:00
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|
2020-01-27 16:34:49 +00:00
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It might be different (most probably smaller) than memory sizes reported in `DXGI_ADAPTER_DESC` due to factors
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2019-11-20 13:07:21 +00:00
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|
external to the program, like other programs also consuming system resources.
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Difference `Budget - Usage` is the amount of additional memory that can probably
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be allocated without problems. Exceeding the budget may result in various problems.
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*/
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UINT64 Budget;
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};
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2019-05-20 11:46:23 +00:00
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/**
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\brief Represents main object of this library initialized for particular `ID3D12Device`.
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Fill structure D3D12MA::ALLOCATOR_DESC and call function CreateAllocator() to create it.
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Call method Allocator::Release to destroy it.
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It is recommended to create just one object of this type per `ID3D12Device` object,
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right after Direct3D 12 is initialized and keep it alive until before Direct3D device is destroyed.
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*/
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class Allocator
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{
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public:
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/** \brief Deletes this object.
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This function must be used instead of destructor, which is private.
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There is no reference counting involved.
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*/
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void Release();
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/// Returns cached options retrieved from D3D12 device.
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const D3D12_FEATURE_DATA_D3D12_OPTIONS& GetD3D12Options() const;
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/** \brief Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation function.
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The function is similar to `ID3D12Device::CreateCommittedResource`, but it may
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really call `ID3D12Device::CreatePlacedResource` to assign part of a larger,
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existing memory heap to the new resource, which is the main purpose of this
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|
whole library.
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|
2019-10-11 09:11:28 +00:00
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If `ppvResource` is null, you receive only `ppAllocation` object from this function.
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It holds pointer to `ID3D12Resource` that can be queried using function D3D12::Allocation::GetResource().
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Reference count of the resource object is 1.
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It is automatically destroyed when you destroy the allocation object.
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If 'ppvResource` is not null, you receive pointer to the resource next to allocation object.
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|
Reference count of the resource object is then 2, so you need to manually `Release` it
|
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|
along with the allocation.
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|
\param pAllocDesc Parameters of the allocation.
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|
\param pResourceDesc Description of created resource.
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|
\param InitialResourceState Initial resource state.
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|
\param pOptimizedClearValue Optional. Either null or optimized clear value.
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|
|
\param[out] ppAllocation Filled with pointer to new allocation object created.
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|
|
\param riidResource IID of a resource to be created. Must be `__uuidof(ID3D12Resource)`.
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|
\param[out] ppvResource Optional. If not null, filled with pointer to new resouce created.
|
2019-05-20 11:46:23 +00:00
|
|
|
*/
|
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|
|
HRESULT CreateResource(
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|
|
const ALLOCATION_DESC* pAllocDesc,
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|
const D3D12_RESOURCE_DESC* pResourceDesc,
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|
|
D3D12_RESOURCE_STATES InitialResourceState,
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|
|
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
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|
|
Allocation** ppAllocation,
|
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|
|
REFIID riidResource,
|
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|
|
void** ppvResource);
|
|
|
|
|
2020-01-23 12:24:28 +00:00
|
|
|
/** \brief Allocates memory without creating any resource placed in it.
|
2019-10-11 09:11:28 +00:00
|
|
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|
|
|
|
This function is similar to `ID3D12Device::CreateHeap`, but it may really assign
|
|
|
|
part of a larger, existing heap to the allocation.
|
|
|
|
|
|
|
|
If ResourceHeapTier = 1, `heapFlags` must be one of these values, depending on type
|
|
|
|
of resources you are going to create in this memory:
|
|
|
|
`D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS`,
|
|
|
|
`D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES`,
|
|
|
|
`D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES`.
|
|
|
|
If ResourceHeapTier = 2, `heapFlags` may be `D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES`.
|
|
|
|
|
|
|
|
`pAllocInfo->SizeInBytes` must be multiply of 64KB.
|
|
|
|
`pAllocInfo->Alignment` must be one of the legal values as described in documentation of `D3D12_HEAP_DESC`.
|
2020-01-23 12:24:28 +00:00
|
|
|
|
|
|
|
If you use #ALLOCATION_FLAG_COMMITTED you will get a separate memory block -
|
|
|
|
a heap that always has offset 0.
|
2019-10-11 09:11:28 +00:00
|
|
|
*/
|
|
|
|
HRESULT AllocateMemory(
|
|
|
|
const ALLOCATION_DESC* pAllocDesc,
|
|
|
|
D3D12_HEAP_FLAGS heapFlags,
|
|
|
|
const D3D12_RESOURCE_ALLOCATION_INFO* pAllocInfo,
|
|
|
|
Allocation** ppAllocation);
|
|
|
|
|
2019-10-11 14:20:45 +00:00
|
|
|
/** \brief Sets the index of the current frame.
|
|
|
|
|
|
|
|
This function is used to set the frame index in the allocator when a new game frame begins.
|
|
|
|
*/
|
|
|
|
void SetCurrentFrameIndex(UINT frameIndex);
|
|
|
|
|
2019-09-30 12:30:04 +00:00
|
|
|
/** \brief Retrieves statistics from the current state of the allocator.
|
|
|
|
*/
|
|
|
|
void CalculateStats(Stats* pStats);
|
|
|
|
|
2019-11-20 13:07:21 +00:00
|
|
|
/** \brief Retrieves information about current memory budget.
|
|
|
|
|
|
|
|
\param[out] pGpuBudget Optional, can be null.
|
|
|
|
\param[out] pCpuBudget Optional, can be null.
|
|
|
|
|
|
|
|
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 CalculateStats().
|
|
|
|
|
|
|
|
Note that when using allocator from multiple threads, returned information may immediately
|
|
|
|
become outdated.
|
|
|
|
*/
|
|
|
|
void GetBudget(Budget* pGpuBudget, Budget* pCpuBudget);
|
|
|
|
|
2019-10-11 09:11:28 +00:00
|
|
|
/// Builds and returns statistics as a string in JSON format.
|
|
|
|
/** @param[out] ppStatsString Must be freed using Allocator::FreeStatsString.
|
|
|
|
*/
|
|
|
|
void BuildStatsString(WCHAR** ppStatsString, BOOL DetailedMap);
|
|
|
|
|
|
|
|
/// Frees memory of a string returned from Allocator::BuildStatsString.
|
|
|
|
void FreeStatsString(WCHAR* pStatsString);
|
|
|
|
|
2019-05-20 11:46:23 +00:00
|
|
|
private:
|
|
|
|
friend HRESULT CreateAllocator(const ALLOCATOR_DESC*, Allocator**);
|
|
|
|
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*);
|
|
|
|
|
|
|
|
Allocator(const ALLOCATION_CALLBACKS& allocationCallbacks, const ALLOCATOR_DESC& desc);
|
|
|
|
~Allocator();
|
|
|
|
|
|
|
|
AllocatorPimpl* m_Pimpl;
|
|
|
|
|
|
|
|
D3D12MA_CLASS_NO_COPY(Allocator)
|
|
|
|
};
|
|
|
|
|
|
|
|
/** \brief Creates new main Allocator object and returns it through `ppAllocator`.
|
|
|
|
|
|
|
|
You normally only need to call it once and keep a single Allocator object for your `ID3D12Device`.
|
|
|
|
*/
|
|
|
|
HRESULT CreateAllocator(const ALLOCATOR_DESC* pDesc, Allocator** ppAllocator);
|
|
|
|
|
|
|
|
} // namespace D3D12MA
|
|
|
|
|
|
|
|
/// \cond INTERNAL
|
|
|
|
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::ALLOCATION_FLAGS);
|
|
|
|
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::ALLOCATOR_FLAGS);
|
|
|
|
/// \endcond
|