D3D12MemoryAllocator/src/D3D12MemAlloc.h

604 lines
21 KiB
C
Raw Normal View History

2019-05-20 11:46:23 +00:00
//
// Copyright (c) 2019 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#pragma once
/** \mainpage D3D12 Memory Allocator
<b>Version 1.0.0</b> (2019-07-23)
Copyright (c) 2019 Advanced Micro Devices, Inc. All rights reserved. \n
License: MIT
Documentation of all members: D3D12MemAlloc.h
\section main_table_of_contents Table of contents
- <b>User guide</b>
- \subpage quick_start
- [Project setup](@ref quick_start_project_setup)
- [Creating resources](@ref quick_start_creating_resources)
- [Mapping memory](@ref quick_start_mapping_memory)
- \subpage configuration
- [Custom CPU memory allocator](@ref custom_memory_allocator)
- \subpage general_considerations
- [Thread safety](@ref general_considerations_thread_safety)
- [Future plans](@ref general_considerations_future_plans)
- [Features not supported](@ref general_considerations_features_not_supported)
\section main_see_also See also
- [Product page on GPUOpen](https://gpuopen.com/gaming-product/D3D12MemoryAllocator/) (TODO)
- [Source repository on GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator)
\page quick_start Quick start
\section quick_start_project_setup Project setup and initialization
This is a small, standalone C++ library. It consists of a pair of 2 files:
"%D3D12MemAlloc.h" header file with public interface and "D3D12MemAlloc.cpp" with
internal implementation. The only external dependencies are WinAPI, Direct3D 12,
and parts of C/C++ standard library (but STL containers, exceptions, or RTTI are
not used).
The library is developed and tested using Microsoft Visual Studio 2019, but it
should work with other compilers as well. It is designed for 64-bit code.
To use the library in your project:
(1.) Copy files `D3D12MemAlloc.cpp`, `%D3D12MemAlloc.h` to your project.
(2.) Make `D3D12MemAlloc.cpp` compiling as part of the project, as C++ code.
(3.) Include library header in each CPP file that needs to use the library.
\code
#include "D3D12MemAlloc.h"
\endcode
(4.) Right after you created `ID3D12Device`, fill D3D12MA::ALLOCATOR_DESC
structure and call function D3D12MA::CreateAllocator to create the main
D3D12MA::Allocator object.
Please note that all symbols of the library are declared inside #D3D12MA namespace.
\code
ID3D12Device* device = (...)
D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
allocatorDesc.pDevice = device;
D3D12MA::Allocator* allocator;
HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
\endcode
(5.) Right before destroying the D3D12 device, destroy the allocator object.
Please note that objects of this library must be destroyed by calling `Release`
method (despite they are not COM interfaces and no reference counting is involved).
\code
allocator->Release();
device->Release();
\endcode
\section quick_start_creating_resources Creating resources
To use the library for creating resources (textures and buffers), call method
D3D12MA::Allocator::CreateResource in the place where you would previously call
`ID3D12Device::CreateCommittedResource`.
The function has similar syntax, but it expects structure D3D12MA::ALLOCATION_DESC
to be passed along with `D3D12_RESOURCE_DESC` and other parameters for created
resource. This structure describes parameters of the desired memory allocation,
including choice of `D3D12_HEAP_TYPE`.
The function also returns a new object of type D3D12MA::Allocation, created along
with usual `ID3D12Resource`. It represents allocated memory and can be queried
for size, offset, and `ID3D12Heap` if needed.
\code
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Alignment = 0;
resourceDesc.Width = 1024;
resourceDesc.Height = 1024;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D12MA::ALLOCATION_DESC allocationDesc = {};
allocDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
D3D12Resource* resource;
D3D12MA::Allocation* allocation;
HRESULT hr = allocator->CreateResource(
&allocationDesc,
&resourceDesc,
D3D12_RESOURCE_STATE_COPY_DEST,
NULL,
&allocation,
IID_PPV_ARGS(&resource));
\endcode
You need to remember both resource and allocation objects and destroy them
separately when no longer needed.
\code
allocation->Release();
resource->Release();
\endcode
The advantage of using the allocator instead of creating committed resource, and
the main purpose of this library, is that it can decide to allocate bigger memory
heap internally using `ID3D12Device::CreateHeap` and place multiple resources in
it, at different offsets, using `ID3D12Device::CreatePlacedResource`. The library
manages its own collection of allocated memory blocks (heaps) and remembers which
parts of them are occupied and which parts are free to be used for new resources.
The library also automatically handles resource heap tier.
When `D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier` equals `D3D12_RESOURCE_HEAP_TIER_1`,
resources of 3 types: buffers, textures that are render targets or depth-stencil,
and other textures must be kept in separate heaps. When `D3D12_RESOURCE_HEAP_TIER_2`,
they can be kept together. By using this library, you don't need to handle this
manually.
\section quick_start_mapping_memory Mapping memory
The process of getting regular CPU-side pointer to the memory of a resource in
Direct3D is called "mapping". There are rules and restrictions to this process,
as described in D3D12 documentation of [ID3D12Resource::Map method](https://docs.microsoft.com/en-us/windows/desktop/api/d3d12/nf-d3d12-id3d12resource-map).
Mapping happens on the level of particular resources, not entire memory heaps,
and so it is out of scope of this library. Just as the linked documentation says:
- Returned pointer refers to data of particular subresource, not entire memory heap.
- You can map same resource multiple times. It is ref-counted internally.
- Mapping is thread-safe.
- Unmapping is not required before resource destruction.
- Unmapping may not be required before using written data - some heap types on
some platforms support resources persistently mapped.
When using this library, you can map and use your resources normally without
considering whether they are created as committed resources or placed resources in one large heap.
Example for buffer created and filled in `UPLOAD` heap type:
\code
const UINT64 bufSize = 65536;
const float* bufData = (...);
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
resourceDesc.Alignment = 0;
resourceDesc.Width = bufSize;
resourceDesc.Height = 1;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
D3D12MA::ALLOCATION_DESC allocationDesc = {};
allocationDesc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
D3D12Resource* resource;
D3D12MA::Allocation* allocation;
HRESULT hr = allocator->CreateResource(
&allocationDesc,
&resourceDesc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
&allocation,
IID_PPV_ARGS(&resource));
void* mappedPtr;
hr = resource->Map(0, NULL, &mappedPtr);
memcpy(mappedPtr, bufData, bufSize);
resource->Unmap(0, NULL);
\endcode
\page configuration Configuration
Please check file `D3D12MemAlloc.cpp` lines between "Configuration Begin" and
"Configuration End" to find macros that you can define to change the behavior of
the library, primarily for debugging purposes.
\section custom_memory_allocator Custom CPU memory allocator
If you use custom allocator for CPU memory rather than default C++ operator `new`
and `delete` or `malloc` and `free` functions, you can make this library using
your allocator as well by filling structure D3D12MA::ALLOCATION_CALLBACKS and
passing it as optional member D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks.
Functions pointed there will be used by the library to make any CPU-side
allocations. Example:
\code
#include <malloc.h>
void* CustomAllocate(size_t Size, size_t Alignment, void* pUserData)
{
void* memory = _aligned_malloc(Size, Alignment);
// Your extra bookkeeping here...
return memory;
}
void CustomFree(void* pMemory, void* pUserData)
{
// Your extra bookkeeping here...
_aligned_free(pMemory);
}
(...)
D3D12MA::ALLOCATION_CALLBACKS allocationCallbacks = {};
allocationCallbacks.pAllocate = &CustomAllocate;
allocationCallbacks.pFree = &CustomFree;
D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
allocatorDesc.pDevice = device;
allocatorDesc.pAllocationCallbacks = &allocationCallbacks;
D3D12MA::Allocator* allocator;
HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
\endcode
\page general_considerations General considerations
\section general_considerations_thread_safety Thread safety
- The library has no global state, so separate D3D12MA::Allocator objects can be used independently.
In typical applications there should be no need to create multiple such objects though - one per `ID3D12Device` is enough.
- All calls to methods of D3D12MA::Allocator class are safe to be made from multiple
threads simultaneously because they are synchronized internally when needed.
- When the allocator is created with D3D12MA::ALLOCATOR_FLAG_SINGLETHREADED,
calls to methods of D3D12MA::Allocator class must be made from a single thread or synchronized by the user.
Using this flag may improve performance.
\section general_considerations_future_plans Future plans
Features planned for future releases:
Near future: feature parity with [Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/), including:
- Custom memory pools
- Alternative allocation algorithms: linear allocator, buddy allocator
- Statistics about memory usage, number of allocations, allocated blocks etc.,
along with JSON dump that can be visualized on a picture
- Support for priorities using `ID3D12Device1::SetResidencyPriority`
- Support for "lost" allocations
Later:
- Memory defragmentation
- Query for memory budget using `IDXGIAdapter3::QueryVideoMemoryInfo` and
sticking to this budget with allocations
- Support for resource aliasing (overlap)
- Support for multi-GPU (multi-adapter)
\section general_considerations_features_not_supported Features not supported
Features deliberately excluded from the scope of this library:
- Descriptor allocation. Although also called "heaps", objects that represent
descriptors are separate part of the D3D12 API from buffers and textures.
- Support for `D3D12_HEAP_TYPE_CUSTOM`. Only the default heap types are supported:
`D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_READBACK`.
- Support for reserved (tiled) resources. We don't recommend using them.
- Support for `ID3D12Device::Evict` and `MakeResident`. We don't recommend using them.
*/
#include <d3d12.h>
/// \cond INTERNAL
#define D3D12MA_CLASS_NO_COPY(className) \
private: \
className(const className&) = delete; \
className(className&&) = delete; \
className& operator=(const className&) = delete; \
className& operator=(className&&) = delete;
// To be used with MAKE_HRESULT to define custom error codes.
#define FACILITY_D3D12MA 3542
/// \endcond
namespace D3D12MA
{
/// \cond INTERNAL
class AllocatorPimpl;
class DeviceMemoryBlock;
class BlockVector;
/// \endcond
/// Pointer to custom callback function that allocates CPU memory.
typedef void* (*ALLOCATE_FUNC_PTR)(size_t Size, size_t Alignment, void* pUserData);
/**
\brief Pointer to custom callback function that deallocates CPU memory.
`pMemory = null` should be accepted and ignored.
*/
typedef void (*FREE_FUNC_PTR)(void* pMemory, void* pUserData);
/// Custom callbacks to CPU memory allocation functions.
struct ALLOCATION_CALLBACKS
{
/// %Allocation function.
ALLOCATE_FUNC_PTR pAllocate;
/// Dellocation function.
FREE_FUNC_PTR pFree;
/// Custom data that will be passed to allocation and deallocation functions as `pUserData` parameter.
void* pUserData;
};
/// \brief Bit flags to be used with ALLOCATION_DESC::Flags.
typedef enum ALLOCATION_FLAGS
{
/// Zero
ALLOCATION_FLAG_NONE = 0,
/**
Set this flag if the allocation should have its own dedicated memory allocation (committed resource with implicit heap).
Use it for special, big resources, like fullscreen textures used as render targets.
*/
ALLOCATION_FLAG_COMMITTED = 0x1,
/**
Set this flag to only try to allocate from existing memory heaps and never create new such heap.
If new allocation cannot be placed in any of the existing heaps, allocation
fails with `E_OUTOFMEMORY` error.
You should not use #ALLOCATION_FLAG_COMMITTED and
#ALLOCATION_FLAG_NEVER_ALLOCATE at the same time. It makes no sense.
*/
ALLOCATION_FLAG_NEVER_ALLOCATE = 0x2,
} ALLOCATION_FLAGS;
/// \brief Parameters of created Allocation object. To be used with Allocator::CreateResource.
struct ALLOCATION_DESC
{
/// Flags.
ALLOCATION_FLAGS Flags;
/** \brief The type of memory heap where the new allocation should be placed.
It must be one of: `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`.
*/
D3D12_HEAP_TYPE HeapType;
};
/** \brief Represents single memory allocation.
It may be either implicit memory heap dedicated to a single resource or a
specific region of a bigger heap plus unique offset.
To create such object, fill structure D3D12MA::ALLOCATION_DESC and call function
Allocator::CreateResource.
The object remembers size and some other information.
To retrieve this information, use methods of this class.
*/
class Allocation
{
public:
/** \brief Deletes this object.
This function must be used instead of destructor, which is private.
There is no reference counting involved.
*/
void Release();
/** \brief Returns offset in bytes from the start of memory heap.
If the Allocation represents committed resource with implicit heap, returns 0.
*/
UINT64 GetOffset() const;
/** \brief Returns size in bytes of the resource.
Works also with committed resources.
*/
UINT64 GetSize() const { return m_Size; }
/** \brief Returns memory heap that the resource is created in.
If the Allocation represents committed resource with implicit heap, returns NULL.
*/
ID3D12Heap* GetHeap() const;
/** \brief Associates a name with the allocation object. This name is for use in debug diagnostics and tools.
Internal copy of the string is made, so the memory pointed by the argument can be
changed of freed immediately after this call.
`Name` can be null.
*/
void SetName(LPCWSTR Name);
/** \brief Returns the name associated with the allocation object.
Returned string points to an internal copy.
If no name was associated with the allocation, returns null.
*/
LPCWSTR GetName() const { return m_Name; }
private:
friend class AllocatorPimpl;
friend class BlockVector;
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*);
AllocatorPimpl* m_Allocator;
enum Type
{
TYPE_COMMITTED,
TYPE_PLACED,
TYPE_COUNT
} m_Type;
UINT64 m_Size;
wchar_t* m_Name;
union
{
struct
{
D3D12_HEAP_TYPE heapType;
} m_Committed;
struct
{
UINT64 offset;
DeviceMemoryBlock* block;
} m_Placed;
};
Allocation();
~Allocation();
void InitCommitted(AllocatorPimpl* allocator, UINT64 size, D3D12_HEAP_TYPE heapType);
void InitPlaced(AllocatorPimpl* allocator, UINT64 size, UINT64 offset, UINT64 alignment, DeviceMemoryBlock* block);
DeviceMemoryBlock* GetBlock();
void FreeName();
D3D12MA_CLASS_NO_COPY(Allocation)
};
/// \brief Bit flags to be used with ALLOCATOR_DESC::Flags.
typedef enum ALLOCATOR_FLAGS
{
/// Zero
ALLOCATOR_FLAG_NONE = 0,
/**
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 by you.
Using this flag may increase performance because internal mutexes are not used.
*/
ALLOCATOR_FLAG_SINGLETHREADED = 0x1,
} ALLOCATOR_FLAGS;
/// \brief Parameters of created Allocator object. To be used with CreateAllocator().
struct ALLOCATOR_DESC
{
/// Flags.
ALLOCATOR_FLAGS Flags;
/// Direct3D device object that the allocator should be attached to.
ID3D12Device* pDevice;
/** \brief Preferred size of a single `ID3D12Heap` block to be allocated.
Set to 0 to use default, which is currently 256 MiB.
*/
UINT64 PreferredBlockSize;
/** \brief Custom CPU memory allocation callbacks. Optional.
Optional, can be null. When specified, will be used for all CPU-side memory allocations.
*/
const ALLOCATION_CALLBACKS* pAllocationCallbacks;
};
/**
\brief Represents main object of this library initialized for particular `ID3D12Device`.
Fill structure D3D12MA::ALLOCATOR_DESC and call function CreateAllocator() to create it.
Call method Allocator::Release to destroy it.
It is recommended to create just one object of this type per `ID3D12Device` object,
right after Direct3D 12 is initialized and keep it alive until before Direct3D device is destroyed.
*/
class Allocator
{
public:
/** \brief Deletes this object.
This function must be used instead of destructor, which is private.
There is no reference counting involved.
*/
void Release();
/// Returns cached options retrieved from D3D12 device.
const D3D12_FEATURE_DATA_D3D12_OPTIONS& GetD3D12Options() const;
/** \brief Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation function.
The function is similar to `ID3D12Device::CreateCommittedResource`, but it may
really call `ID3D12Device::CreatePlacedResource` to assign part of a larger,
existing memory heap to the new resource, which is the main purpose of this
whole library.
Two objects are created and returned: allocation and resource. You need to
destroy them both.
*/
HRESULT CreateResource(
const ALLOCATION_DESC* pAllocDesc,
const D3D12_RESOURCE_DESC* pResourceDesc,
D3D12_RESOURCE_STATES InitialResourceState,
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
Allocation** ppAllocation,
REFIID riidResource,
void** ppvResource);
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