Updated version number and CHANGELOG.md

Regenerated documentation and executable.
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Adam Sawicki 2022-03-25 11:33:00 +01:00
parent 3b3c62e923
commit 17f992a0ad
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# 1.0.0</b> (2019-09-02)
# 2.0.0 (2022-03-25)
So much has changed since the first release that it doesnt make much sense to compare the differences. Here are the most important features that the library now provides:
- Powerful custom pools, which give an opportunity to not only keep certain resources together, reserve some minimum or limit the maximum amount of memory they can take, but also to pass additional allocation parameters unavailable to simple allocations. Among them, probably the most interesting is `POOL_DESC::HeapProperties`, which allows you to specify parameters of a custom memory type, which may be useful on UMA platforms. Committed allocations can now also be created in custom pools.
- The API for statistics and budget has been redesigned - see structures `Statistics`, `Budget`, `DetailedStatistics`, `TotalStatistics`.
- The library exposes its core allocation algorithm via the “virtual allocator” interface. This can be used to allocate pieces of custom memory or whatever you like, even something completely unrelated to graphics.
- The allocation algorithm has been replaced with the new, more efficient TLSF.
- Added support for defragmentation.
- Objects of the library can be used with smart pointers designed for COM objects.
# 1.0.0 (2019-09-02)
First published version.

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@ -205,14 +205,19 @@ Enumerations</h2></td></tr>
<tr class="separator:a82bb787a69699a877b4166789a30e602"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a919d8545365d6b7209a964f2b99936d1"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">D3D12MA::POOL_FLAGS</a> { <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1a5d8dc91add3423140809a550c7224d02">D3D12MA::POOL_FLAG_NONE</a> = 0
, <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a">D3D12MA::POOL_FLAG_ALGORITHM_LINEAR</a> = 0x1
, <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa">D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a> = 0x2
, <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aec9d4939b8cc5438545b9df840b5f5f7">D3D12MA::POOL_FLAG_ALGORITHM_MASK</a> = POOL_FLAG_ALGORITHM_LINEAR
}</td></tr>
<tr class="memdesc:a919d8545365d6b7209a964f2b99936d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with POOL_DESC::Flags. <a href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">More...</a><br /></td></tr>
<tr class="separator:a919d8545365d6b7209a964f2b99936d1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">D3D12MA::ALLOCATOR_FLAGS</a> { <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f">D3D12MA::ALLOCATOR_FLAG_NONE</a> = 0
<tr class="memitem:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">D3D12MA::ALLOCATOR_FLAGS</a> { <br />
&#160;&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f">D3D12MA::ALLOCATOR_FLAG_NONE</a> = 0
, <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a1b06bb21df006f76a9ed1bc41838bc52">D3D12MA::ALLOCATOR_FLAG_SINGLETHREADED</a> = 0x1
, <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb">D3D12MA::ALLOCATOR_FLAG_ALWAYS_COMMITTED</a> = 0x2
, <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335">D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED</a> = 0x4
, <br />
&#160;&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e">D3D12MA::ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a> = 0x8
<br />
}</td></tr>
<tr class="memdesc:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with ALLOCATOR_DESC::Flags. <a href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">More...</a><br /></td></tr>
<tr class="separator:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="memSeparator" colspan="2">&#160;</td></tr>

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@ -101,15 +101,15 @@ Custom CPU memory allocator</h1>
<div class="line"> </div>
<div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a>* allocator;</div>
<div class="line">HRESULT hr = <a class="code hl_function" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a>(&amp;allocatorDesc, &amp;allocator);</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></div><div class="ttdoc">Represents main object of this library initialized for particular ID3D12Device.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1055</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></div><div class="ttdoc">Represents main object of this library initialized for particular ID3D12Device.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1067</div></div>
<div class="ttc" id="anamespace_d3_d12_m_a_html_ab7a1cd1683986d75ce1488b0920f4cb0"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a></div><div class="ttdeci">D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC *pDesc, Allocator **ppAllocator)</div><div class="ttdoc">Creates new main D3D12MA::Allocator object and returns it through ppAllocator.</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html">D3D12MA::ALLOCATION_CALLBACKS</a></div><div class="ttdoc">Custom callbacks to CPU memory allocation functions.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:187</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s_html_a114e6c4d63d6b020e01f526a975d6849"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html#a114e6c4d63d6b020e01f526a975d6849">D3D12MA::ALLOCATION_CALLBACKS::pFree</a></div><div class="ttdeci">FREE_FUNC_PTR pFree</div><div class="ttdoc">Dellocation function.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:191</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s_html_af4d6436455728696fefd503869226436"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html#af4d6436455728696fefd503869226436">D3D12MA::ALLOCATION_CALLBACKS::pAllocate</a></div><div class="ttdeci">ALLOCATE_FUNC_PTR pAllocate</div><div class="ttdoc">Allocation function.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:189</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1016</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_a773ecc1945eb47c20e06455c3759e4ef"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a773ecc1945eb47c20e06455c3759e4ef">D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks</a></div><div class="ttdeci">const ALLOCATION_CALLBACKS * pAllocationCallbacks</div><div class="ttdoc">Custom CPU memory allocation callbacks. Optional.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1036</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1042</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1024</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1028</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_a773ecc1945eb47c20e06455c3759e4ef"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a773ecc1945eb47c20e06455c3759e4ef">D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks</a></div><div class="ttdeci">const ALLOCATION_CALLBACKS * pAllocationCallbacks</div><div class="ttdoc">Custom CPU memory allocation callbacks. Optional.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1048</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1054</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1036</div></div>
</div><!-- fragment --><h1><a class="anchor" id="debug_margins"></a>
Debug margins</h1>
<p >By default, allocations are laid out in memory blocks next to each other if possible (considering required alignment returned by <code>ID3D12Device::GetResourceAllocationInfo</code>).</p>

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@ -127,19 +127,19 @@ $(function() {
<div class="line">defragCtx-&gt;Release();</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_a414a088c22bae0f29b1038f5f9346d14"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#a414a088c22bae0f29b1038f5f9346d14">D3D12MA::Allocation::SetResource</a></div><div class="ttdeci">void SetResource(ID3D12Resource *pResource)</div><div class="ttdoc">Releases the resource currently pointed by the allocation (if any), sets it to new one,...</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_a47be9557d441797b65de177a3d5cdf60"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#a47be9557d441797b65de177a3d5cdf60">D3D12MA::Allocation::GetOffset</a></div><div class="ttdeci">UINT64 GetOffset() const</div><div class="ttdoc">Returns offset in bytes from the start of memory heap.</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_ad00308118252f82d8f803c623c67bf18"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18">D3D12MA::Allocation::GetResource</a></div><div class="ttdeci">ID3D12Resource * GetResource() const</div><div class="ttdoc">Returns D3D12 resource associated with this object.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:493</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_ad00308118252f82d8f803c623c67bf18"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18">D3D12MA::Allocation::GetResource</a></div><div class="ttdeci">ID3D12Resource * GetResource() const</div><div class="ttdoc">Returns D3D12 resource associated with this object.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:490</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_adca8d5a82bed492fe7265fcda6e53da2"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#adca8d5a82bed492fe7265fcda6e53da2">D3D12MA::Allocation::GetHeap</a></div><div class="ttdeci">ID3D12Heap * GetHeap() const</div><div class="ttdoc">Returns memory heap that the resource is created in.</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_defragmentation_context_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_defragmentation_context.html">D3D12MA::DefragmentationContext</a></div><div class="ttdoc">Represents defragmentation process in progress.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:773</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_defragmentation_context_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_defragmentation_context.html">D3D12MA::DefragmentationContext</a></div><div class="ttdoc">Represents defragmentation process in progress.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:769</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_defragmentation_context_html_a1606c015d02edc094bb246986159d592"><div class="ttname"><a href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592">D3D12MA::DefragmentationContext::BeginPass</a></div><div class="ttdeci">HRESULT BeginPass(DEFRAGMENTATION_PASS_MOVE_INFO *pPassInfo)</div><div class="ttdoc">Starts single defragmentation pass.</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_defragmentation_context_html_aad502ba70d6dadaeee37703fd8bf90ae"><div class="ttname"><a href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae">D3D12MA::DefragmentationContext::EndPass</a></div><div class="ttdeci">HRESULT EndPass(DEFRAGMENTATION_PASS_MOVE_INFO *pPassInfo)</div><div class="ttdoc">Ends single defragmentation pass.</div></div>
<div class="ttc" id="anamespace_d3_d12_m_a_html_ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13">D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_FAST</a></div><div class="ttdeci">@ DEFRAGMENTATION_FLAG_ALGORITHM_FAST</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:653</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html">D3D12MA::DEFRAGMENTATION_DESC</a></div><div class="ttdoc">Parameters for defragmentation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:675</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c_html_aac9a357e679a0afa9ab84cd06057630b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html#aac9a357e679a0afa9ab84cd06057630b">D3D12MA::DEFRAGMENTATION_DESC::Flags</a></div><div class="ttdeci">DEFRAGMENTATION_FLAGS Flags</div><div class="ttdoc">Flags.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:677</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e_html_a4946b874c958a71c21fac25b515cf5f7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a4946b874c958a71c21fac25b515cf5f7">D3D12MA::DEFRAGMENTATION_MOVE::pSrcAllocation</a></div><div class="ttdeci">Allocation * pSrcAllocation</div><div class="ttdoc">Allocation that should be moved.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:711</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e_html_aec0c7f51ccc870c6a88af7c7390d8eda"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#aec0c7f51ccc870c6a88af7c7390d8eda">D3D12MA::DEFRAGMENTATION_MOVE::pDstTmpAllocation</a></div><div class="ttdeci">Allocation * pDstTmpAllocation</div><div class="ttdoc">Temporary allocation pointing to destination memory that will replace pSrcAllocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:719</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO</a></div><div class="ttdoc">Parameters for incremental defragmentation steps.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:727</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html_a719fbdaae54251759605c41baeb24dc4"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a719fbdaae54251759605c41baeb24dc4">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves</a></div><div class="ttdeci">DEFRAGMENTATION_MOVE * pMoves</div><div class="ttdoc">Array of moves to be performed by the user in the current defragmentation pass.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:751</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html_a8df22d990c318d82fe9fcc5f04132c04"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a8df22d990c318d82fe9fcc5f04132c04">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::MoveCount</a></div><div class="ttdeci">UINT32 MoveCount</div><div class="ttdoc">Number of elements in the pMoves array.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:729</div></div>
<div class="ttc" id="anamespace_d3_d12_m_a_html_ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13">D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_FAST</a></div><div class="ttdeci">@ DEFRAGMENTATION_FLAG_ALGORITHM_FAST</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:649</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html">D3D12MA::DEFRAGMENTATION_DESC</a></div><div class="ttdoc">Parameters for defragmentation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:671</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c_html_aac9a357e679a0afa9ab84cd06057630b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html#aac9a357e679a0afa9ab84cd06057630b">D3D12MA::DEFRAGMENTATION_DESC::Flags</a></div><div class="ttdeci">DEFRAGMENTATION_FLAGS Flags</div><div class="ttdoc">Flags.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:673</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e_html_a4946b874c958a71c21fac25b515cf5f7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a4946b874c958a71c21fac25b515cf5f7">D3D12MA::DEFRAGMENTATION_MOVE::pSrcAllocation</a></div><div class="ttdeci">Allocation * pSrcAllocation</div><div class="ttdoc">Allocation that should be moved.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:707</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e_html_aec0c7f51ccc870c6a88af7c7390d8eda"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#aec0c7f51ccc870c6a88af7c7390d8eda">D3D12MA::DEFRAGMENTATION_MOVE::pDstTmpAllocation</a></div><div class="ttdeci">Allocation * pDstTmpAllocation</div><div class="ttdoc">Temporary allocation pointing to destination memory that will replace pSrcAllocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:715</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO</a></div><div class="ttdoc">Parameters for incremental defragmentation steps.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:723</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html_a719fbdaae54251759605c41baeb24dc4"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a719fbdaae54251759605c41baeb24dc4">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves</a></div><div class="ttdeci">DEFRAGMENTATION_MOVE * pMoves</div><div class="ttdoc">Array of moves to be performed by the user in the current defragmentation pass.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:747</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html_a8df22d990c318d82fe9fcc5f04132c04"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a8df22d990c318d82fe9fcc5f04132c04">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::MoveCount</a></div><div class="ttdeci">UINT32 MoveCount</div><div class="ttdoc">Number of elements in the pMoves array.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:725</div></div>
</div><!-- fragment --><p >Although functions like <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource()</a> create an allocation and a buffer/texture at once, these are just a shortcut for allocating memory and creating a placed resource. 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 <code>S_FALSE</code> not <code>S_OK</code>. In each pass:</p>
<ol type="1">
<li><a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">D3D12MA::DefragmentationContext::BeginPass()</a> function call:<ul>

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@ -65,7 +65,7 @@ $(function() {
<div class="headertitle"><div class="title">D3D12 Memory Allocator </div></div>
</div><!--header-->
<div class="contents">
<div class="textblock"><p ><b>Version 2.0.0-development</b> (2021-07-26)</p>
<div class="textblock"><p ><b>Version 2.0.0</b> (2022-03-25)</p>
<p >Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved. <br />
License: MIT</p>
<p >Documentation of all members: <a class="el" href="_d3_d12_mem_alloc_8h.html">D3D12MemAlloc.h</a></p>

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@ -185,14 +185,19 @@ Enumerations</h2></td></tr>
<tr class="separator:a82bb787a69699a877b4166789a30e602"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a919d8545365d6b7209a964f2b99936d1"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">POOL_FLAGS</a> { <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1a5d8dc91add3423140809a550c7224d02">POOL_FLAG_NONE</a> = 0
, <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a">POOL_FLAG_ALGORITHM_LINEAR</a> = 0x1
, <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa">POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a> = 0x2
, <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aec9d4939b8cc5438545b9df840b5f5f7">POOL_FLAG_ALGORITHM_MASK</a> = POOL_FLAG_ALGORITHM_LINEAR
}</td></tr>
<tr class="memdesc:a919d8545365d6b7209a964f2b99936d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with POOL_DESC::Flags. <a href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">More...</a><br /></td></tr>
<tr class="separator:a919d8545365d6b7209a964f2b99936d1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">ALLOCATOR_FLAGS</a> { <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f">ALLOCATOR_FLAG_NONE</a> = 0
<tr class="memitem:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">ALLOCATOR_FLAGS</a> { <br />
&#160;&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f">ALLOCATOR_FLAG_NONE</a> = 0
, <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a1b06bb21df006f76a9ed1bc41838bc52">ALLOCATOR_FLAG_SINGLETHREADED</a> = 0x1
, <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb">ALLOCATOR_FLAG_ALWAYS_COMMITTED</a> = 0x2
, <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335">ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED</a> = 0x4
, <br />
&#160;&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e">ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a> = 0x8
<br />
}</td></tr>
<tr class="memdesc:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with ALLOCATOR_DESC::Flags. <a href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">More...</a><br /></td></tr>
<tr class="separator:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="memSeparator" colspan="2">&#160;</td></tr>
@ -302,8 +307,7 @@ Functions</h2></td></tr>
<p >If new allocation cannot be placed in any of the existing heaps, allocation fails with <code>E_OUTOFMEMORY</code> error.</p>
<p >You should not use <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> and <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea9a52c6ae694eadcd20896091e77c0628">D3D12MA::ALLOCATION_FLAG_NEVER_ALLOCATE</a> at the same time. It makes no sense. </p>
</td></tr>
<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eab374417c1f22a833ead268a6c21424e6" name="abbad31a7e0b3d09d77f3fb704b77645eab374417c1f22a833ead268a6c21424e6"></a>ALLOCATION_FLAG_WITHIN_BUDGET&#160;</td><td class="fielddoc"><p >Create allocation only if additional memory required for it, if any, won't exceed memory budget. Otherwise return <code>E_OUTOFMEMORY</code>.</p>
<dl class="section warning"><dt>Warning</dt><dd>Currently this feature is not fully implemented yet. </dd></dl>
<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eab374417c1f22a833ead268a6c21424e6" name="abbad31a7e0b3d09d77f3fb704b77645eab374417c1f22a833ead268a6c21424e6"></a>ALLOCATION_FLAG_WITHIN_BUDGET&#160;</td><td class="fielddoc"><p >Create allocation only if additional memory required for it, if any, won't exceed memory budget. Otherwise return <code>E_OUTOFMEMORY</code>. </p>
</td></tr>
<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eafb0e2dacce691336e717550a1df72474" name="abbad31a7e0b3d09d77f3fb704b77645eafb0e2dacce691336e717550a1df72474"></a>ALLOCATION_FLAG_UPPER_ADDRESS&#160;</td><td class="fielddoc"><p ><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> will be created from upper stack in a double stack pool.</p>
<p >This flag is only allowed for custom pools created with <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a" title="Enables alternative, linear allocation algorithm in this pool.">POOL_FLAG_ALGORITHM_LINEAR</a> flag. </p>
@ -353,6 +357,9 @@ Functions</h2></td></tr>
<div class="fragment"><div class="line">poolDesc.heapFlags |= D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;</div>
</div><!-- fragment --><p >Only avaiable if <code>ID3D12Device8</code> is present. Otherwise, the flag is ignored. </p>
</td></tr>
<tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e"></a>ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED&#160;</td><td class="fielddoc"><p >Optimization, allocate MSAA textures as committed resources always. </p>
<p >Specify this flag to create MSAA textures with implicit heaps, as if they were created with flag ALLOCATION_FLAG_COMMITTED. Usage of this flags enables all default pools to create its heaps on smaller alignment not suitable for MSAA textures. </p>
</td></tr>
</table>
</div>
@ -427,6 +434,9 @@ Functions</h2></td></tr>
<p >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.</p>
<p >By using this flag, you can achieve behavior of free-at-once, stack, ring buffer, and double stack. For details, see documentation chapter <a class="el" href="linear_algorithm.html">Linear allocation algorithm</a>. </p>
</td></tr>
<tr><td class="fieldname"><a id="a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa" name="a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa"></a>POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED&#160;</td><td class="fielddoc"><p >Optimization, allocate MSAA textures as committed resources always. </p>
<p >Specify this flag to create MSAA textures with implicit heaps, as if they were created with flag ALLOCATION_FLAG_COMMITTED. Usage of this flags enables pool to create its heaps on smaller alignment not suitable for MSAA textures. </p>
</td></tr>
<tr><td class="fieldname"><a id="a919d8545365d6b7209a964f2b99936d1aec9d4939b8cc5438545b9df840b5f5f7" name="a919d8545365d6b7209a964f2b99936d1aec9d4939b8cc5438545b9df840b5f5f7"></a>POOL_FLAG_ALGORITHM_MASK&#160;</td><td class="fielddoc"></td></tr>
</table>

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@ -81,6 +81,7 @@ $(function() {
<li>ALLOCATION_FLAGS&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645e">D3D12MA</a></li>
<li>ALLOCATOR_FLAG_ALWAYS_COMMITTED&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb">D3D12MA</a></li>
<li>ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335">D3D12MA</a></li>
<li>ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e">D3D12MA</a></li>
<li>ALLOCATOR_FLAG_NONE&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f">D3D12MA</a></li>
<li>ALLOCATOR_FLAG_SINGLETHREADED&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a1b06bb21df006f76a9ed1bc41838bc52">D3D12MA</a></li>
<li>ALLOCATOR_FLAGS&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">D3D12MA</a></li>
@ -115,6 +116,7 @@ $(function() {
<h3><a id="index_p" name="index_p"></a>- p -</h3><ul>
<li>POOL_FLAG_ALGORITHM_LINEAR&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a">D3D12MA</a></li>
<li>POOL_FLAG_ALGORITHM_MASK&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aec9d4939b8cc5438545b9df840b5f5f7">D3D12MA</a></li>
<li>POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa">D3D12MA</a></li>
<li>POOL_FLAG_NONE&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1a5d8dc91add3423140809a550c7224d02">D3D12MA</a></li>
<li>POOL_FLAGS&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">D3D12MA</a></li>
</ul>

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@ -79,6 +79,7 @@ $(function() {
<li>ALLOCATION_FLAG_WITHIN_BUDGET&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645eab374417c1f22a833ead268a6c21424e6">D3D12MA</a></li>
<li>ALLOCATOR_FLAG_ALWAYS_COMMITTED&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb">D3D12MA</a></li>
<li>ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335">D3D12MA</a></li>
<li>ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e">D3D12MA</a></li>
<li>ALLOCATOR_FLAG_NONE&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f">D3D12MA</a></li>
<li>ALLOCATOR_FLAG_SINGLETHREADED&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a1b06bb21df006f76a9ed1bc41838bc52">D3D12MA</a></li>
</ul>
@ -98,6 +99,7 @@ $(function() {
<h3><a id="index_p" name="index_p"></a>- p -</h3><ul>
<li>POOL_FLAG_ALGORITHM_LINEAR&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a">D3D12MA</a></li>
<li>POOL_FLAG_ALGORITHM_MASK&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aec9d4939b8cc5438545b9df840b5f5f7">D3D12MA</a></li>
<li>POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa">D3D12MA</a></li>
<li>POOL_FLAG_NONE&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1a5d8dc91add3423140809a550c7224d02">D3D12MA</a></li>
</ul>

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@ -1,74 +0,0 @@
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<li>HEAP_TYPE_COUNT&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#abad7f40135648f8d0871be36f2919982">D3D12MA</a></li>
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@ -90,11 +90,11 @@ Project setup and initialization</h1>
<div class="line"> </div>
<div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a>* allocator;</div>
<div class="line">HRESULT hr = <a class="code hl_function" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a>(&amp;allocatorDesc, &amp;allocator);</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></div><div class="ttdoc">Represents main object of this library initialized for particular ID3D12Device.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1055</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></div><div class="ttdoc">Represents main object of this library initialized for particular ID3D12Device.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1067</div></div>
<div class="ttc" id="anamespace_d3_d12_m_a_html_ab7a1cd1683986d75ce1488b0920f4cb0"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a></div><div class="ttdeci">D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC *pDesc, Allocator **ppAllocator)</div><div class="ttdoc">Creates new main D3D12MA::Allocator object and returns it through ppAllocator.</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1016</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1042</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1024</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1028</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1054</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1036</div></div>
</div><!-- fragment --><p >(5.) Right before destroying the D3D12 device, destroy the allocator object.</p>
<p >Objects of this library must be destroyed by calling <code>Release</code> method. They are somewhat compatible with COM: they implement <code>IUnknown</code> interface with its virtual methods: <code>AddRef</code>, <code>Release</code>, <code>QueryInterface</code>, and they are reference-counted internally. You can use smart pointers designed for COM with objects of this library - e.g. <code>CComPtr</code> or <code>Microsoft::WRL::ComPtr</code>. The reference counter is thread-safe. <code>QueryInterface</code> method supports only <code>IUnknown</code>, as classes of this library don't define their own GUIDs.</p>
<div class="fragment"><div class="line">allocator-&gt;Release();</div>
@ -128,10 +128,10 @@ Creating resources</h1>
<div class="line"> NULL,</div>
<div class="line"> &amp;allocation,</div>
<div class="line"> IID_PPV_ARGS(&amp;resource));</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></div><div class="ttdoc">Represents single memory allocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:464</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></div><div class="ttdoc">Represents single memory allocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:461</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html_aa37d6b9fe8ea0864f7a35b9d68e8345a"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">D3D12MA::Allocator::CreateResource</a></div><div class="ttdeci">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)</div><div class="ttdoc">Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:280</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:289</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:277</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:286</div></div>
</div><!-- fragment --><p >You need to remember both resource and allocation objects and destroy them separately when no longer needed.</p>
<div class="fragment"><div class="line">allocation-&gt;Release();</div>
<div class="line">resource-&gt;Release();</div>

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@ -144,11 +144,11 @@ $(function() {
<div class="line">res2-&gt;Release();</div>
<div class="line">res1-&gt;Release();</div>
<div class="line">alloc-&gt;Release();</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></div><div class="ttdoc">Represents single memory allocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:464</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></div><div class="ttdoc">Represents single memory allocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:461</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_adca8d5a82bed492fe7265fcda6e53da2"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#adca8d5a82bed492fe7265fcda6e53da2">D3D12MA::Allocation::GetHeap</a></div><div class="ttdeci">ID3D12Heap * GetHeap() const</div><div class="ttdoc">Returns memory heap that the resource is created in.</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:280</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_a97878838f976b2d1e6b1a76881035690"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a97878838f976b2d1e6b1a76881035690">D3D12MA::ALLOCATION_DESC::ExtraHeapFlags</a></div><div class="ttdeci">D3D12_HEAP_FLAGS ExtraHeapFlags</div><div class="ttdoc">Additional heap flags to be used when allocating memory.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:305</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:289</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:277</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_a97878838f976b2d1e6b1a76881035690"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a97878838f976b2d1e6b1a76881035690">D3D12MA::ALLOCATION_DESC::ExtraHeapFlags</a></div><div class="ttdeci">D3D12_HEAP_FLAGS ExtraHeapFlags</div><div class="ttdoc">Additional heap flags to be used when allocating memory.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:302</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:286</div></div>
</div><!-- fragment --><p >Remember that using resouces that alias in memory requires proper synchronization. You need to issue a special barrier of type <code>D3D12_RESOURCE_BARRIER_TYPE_ALIASING</code>. You also need to treat a resource after aliasing as uninitialized - containing garbage data. For example, if you use <code>res1</code> and then want to use <code>res2</code>, you need to first initialize <code>res2</code> using either Clear, Discard, or Copy to the entire resource.</p>
<p >Additional considerations:</p>
<ul>

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@ -85,9 +85,9 @@ Numeric statistics</h1>
<div class="line">printf(<span class="stringliteral">&quot;D3D12 reports total usage %llu B with budget %llu B.\n&quot;</span>,</div>
<div class="line"> localBudget.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253">UsageBytes</a>,</div>
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<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html">D3D12MA::Budget</a></div><div class="ttdoc">Statistics of current memory usage and available budget for a specific memory segment group.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:415</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a326515f08d89ee2e31dcfdd5c1e8ac71"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a326515f08d89ee2e31dcfdd5c1e8ac71">D3D12MA::Budget::BudgetBytes</a></div><div class="ttdeci">UINT64 BudgetBytes</div><div class="ttdoc">Estimated amount of memory available to the program.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:438</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a77a8c9e32d6602f95b7d1c285cddd253"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253">D3D12MA::Budget::UsageBytes</a></div><div class="ttdeci">UINT64 UsageBytes</div><div class="ttdoc">Estimated current memory usage of the program.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:427</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html">D3D12MA::Budget</a></div><div class="ttdoc">Statistics of current memory usage and available budget for a specific memory segment group.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:412</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a326515f08d89ee2e31dcfdd5c1e8ac71"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a326515f08d89ee2e31dcfdd5c1e8ac71">D3D12MA::Budget::BudgetBytes</a></div><div class="ttdeci">UINT64 BudgetBytes</div><div class="ttdoc">Estimated amount of memory available to the program.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:435</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a77a8c9e32d6602f95b7d1c285cddd253"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253">D3D12MA::Budget::UsageBytes</a></div><div class="ttdeci">UINT64 UsageBytes</div><div class="ttdoc">Estimated current memory usage of the program.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:424</div></div>
</div><!-- fragment --><p >You can query for more detailed statistics per heap type, memory segment group, and totals, including minimum and maximum allocation size and unused range size, by calling function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22" title="Retrieves statistics from current state of the allocator.">D3D12MA::Allocator::CalculateStatistics()</a> and inspecting structure <a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html" title="General statistics from current state of the allocator - total memory usage across all memory heaps a...">D3D12MA::TotalStatistics</a>. This function is slower though, as it has to traverse all the internal data structures, so it should be used only for debugging purposes.</p>
<p >You can query for statistics of a custom pool using function <a class="el" href="class_d3_d12_m_a_1_1_pool.html#aa9d849dc4667314b2a53eddf02f5af91" title="Retrieves basic statistics of the custom pool that are fast to calculate.">D3D12MA::Pool::GetStatistics()</a> or <a class="el" href="class_d3_d12_m_a_1_1_pool.html#ad07999ac5dc8f0c63187afd45d551910" title="Retrieves detailed statistics of the custom pool that are slower to calculate.">D3D12MA::Pool::CalculateStatistics()</a>.</p>
<p >You can query for information about a specific allocation using functions of the <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> class, e.g. <code>GetSize()</code>, <code>GetOffset()</code>, <code>GetHeap()</code>.</p>

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<tr class="even"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a2f50de812e296b71594174ff67bbac6e">AllocationCount</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#acf3339540ff01d93b6a6f5dc68d83f60">AllocationSizeAvg</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></td><td class="entry"></td></tr>
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<tr class="odd"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a9d9e69e9cad231fea3a41b06e7eeee35">AllocationSizeMin</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a8284ef3310c9de1600071285448b62c9">BlockCount</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a1df359c2e9ad4c7763122d1ccd86b168">UnusedBytes</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#adfc245a84fb8fba7936b67bd879ffefb">UnusedRangeCount</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a249d7969bf3f836c13a0f111d6ed886d">UnusedRangeSizeAvg</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></td><td class="entry"></td></tr>
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<tr class="odd"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a180be027720ca98ff3a7470e18a79622">UnusedRangeSizeMin</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#ac4f3379ea88025e4ccf5880fab2699f7">UsedBytes</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></td><td class="entry"></td></tr>
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<a href="#pub-attribs">Public Attributes</a> &#124;
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<p>Calculated statistics of memory usage in entire allocator.
<a href="struct_d3_d12_m_a_1_1_stat_info.html#details">More...</a></p>
<p><code>#include &lt;D3D12MemAlloc.h&gt;</code></p>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a8284ef3310c9de1600071285448b62c9"><td class="memItemLeft" align="right" valign="top">UINT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a8284ef3310c9de1600071285448b62c9">BlockCount</a></td></tr>
<tr class="memdesc:a8284ef3310c9de1600071285448b62c9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of memory blocks (heaps) allocated. <a href="struct_d3_d12_m_a_1_1_stat_info.html#a8284ef3310c9de1600071285448b62c9">More...</a><br /></td></tr>
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<tr class="memdesc:a2f50de812e296b71594174ff67bbac6e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> objects allocated. <a href="struct_d3_d12_m_a_1_1_stat_info.html#a2f50de812e296b71594174ff67bbac6e">More...</a><br /></td></tr>
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<tr class="memdesc:adfc245a84fb8fba7936b67bd879ffefb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of free ranges of memory between allocations. <a href="struct_d3_d12_m_a_1_1_stat_info.html#adfc245a84fb8fba7936b67bd879ffefb">More...</a><br /></td></tr>
<tr class="separator:adfc245a84fb8fba7936b67bd879ffefb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac4f3379ea88025e4ccf5880fab2699f7"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#ac4f3379ea88025e4ccf5880fab2699f7">UsedBytes</a></td></tr>
<tr class="memdesc:ac4f3379ea88025e4ccf5880fab2699f7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Total number of bytes occupied by all allocations. <a href="struct_d3_d12_m_a_1_1_stat_info.html#ac4f3379ea88025e4ccf5880fab2699f7">More...</a><br /></td></tr>
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<tr class="memitem:a1df359c2e9ad4c7763122d1ccd86b168"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a1df359c2e9ad4c7763122d1ccd86b168">UnusedBytes</a></td></tr>
<tr class="memdesc:a1df359c2e9ad4c7763122d1ccd86b168"><td class="mdescLeft">&#160;</td><td class="mdescRight">Total number of bytes occupied by unused ranges. <a href="struct_d3_d12_m_a_1_1_stat_info.html#a1df359c2e9ad4c7763122d1ccd86b168">More...</a><br /></td></tr>
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<tr class="memitem:a9d9e69e9cad231fea3a41b06e7eeee35"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a9d9e69e9cad231fea3a41b06e7eeee35">AllocationSizeMin</a></td></tr>
<tr class="separator:a9d9e69e9cad231fea3a41b06e7eeee35"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acf3339540ff01d93b6a6f5dc68d83f60"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#acf3339540ff01d93b6a6f5dc68d83f60">AllocationSizeAvg</a></td></tr>
<tr class="separator:acf3339540ff01d93b6a6f5dc68d83f60"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acd3c6f72ffb61a8d39b65a3dab317eb6"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#acd3c6f72ffb61a8d39b65a3dab317eb6">AllocationSizeMax</a></td></tr>
<tr class="separator:acd3c6f72ffb61a8d39b65a3dab317eb6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a180be027720ca98ff3a7470e18a79622"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a180be027720ca98ff3a7470e18a79622">UnusedRangeSizeMin</a></td></tr>
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<tr class="memitem:a249d7969bf3f836c13a0f111d6ed886d"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a249d7969bf3f836c13a0f111d6ed886d">UnusedRangeSizeAvg</a></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p >Calculated statistics of memory usage in entire allocator. </p>
</div><h2 class="groupheader">Member Data Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#a2f50de812e296b71594174ff67bbac6e">&#9670;&nbsp;</a></span>AllocationCount</h2>
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<p>Number of <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> objects allocated. </p>
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<td class="memname">UINT64 D3D12MA::StatInfo::AllocationSizeMin</td>
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<a id="a8284ef3310c9de1600071285448b62c9" name="a8284ef3310c9de1600071285448b62c9"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a8284ef3310c9de1600071285448b62c9">&#9670;&nbsp;</a></span>BlockCount</h2>
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<td class="memname">UINT D3D12MA::StatInfo::BlockCount</td>
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<p>Number of memory blocks (heaps) allocated. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a1df359c2e9ad4c7763122d1ccd86b168">&#9670;&nbsp;</a></span>UnusedBytes</h2>
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<td class="memname">UINT64 D3D12MA::StatInfo::UnusedBytes</td>
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<p>Total number of bytes occupied by unused ranges. </p>
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<a id="adfc245a84fb8fba7936b67bd879ffefb" name="adfc245a84fb8fba7936b67bd879ffefb"></a>
<h2 class="memtitle"><span class="permalink"><a href="#adfc245a84fb8fba7936b67bd879ffefb">&#9670;&nbsp;</a></span>UnusedRangeCount</h2>
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<td class="memname">UINT D3D12MA::StatInfo::UnusedRangeCount</td>
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<p>Number of free ranges of memory between allocations. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a249d7969bf3f836c13a0f111d6ed886d">&#9670;&nbsp;</a></span>UnusedRangeSizeAvg</h2>
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<td class="memname">UINT64 D3D12MA::StatInfo::UnusedRangeSizeAvg</td>
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<h2 class="memtitle"><span class="permalink"><a href="#a1337269f8777b6b5176c72ca410fbe36">&#9670;&nbsp;</a></span>UnusedRangeSizeMax</h2>
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<td class="memname">UINT64 D3D12MA::StatInfo::UnusedRangeSizeMax</td>
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<a id="a180be027720ca98ff3a7470e18a79622" name="a180be027720ca98ff3a7470e18a79622"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a180be027720ca98ff3a7470e18a79622">&#9670;&nbsp;</a></span>UnusedRangeSizeMin</h2>
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<td class="memname">UINT64 D3D12MA::StatInfo::UnusedRangeSizeMin</td>
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<h2 class="memtitle"><span class="permalink"><a href="#ac4f3379ea88025e4ccf5880fab2699f7">&#9670;&nbsp;</a></span>UsedBytes</h2>
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<td class="memname">UINT64 D3D12MA::StatInfo::UsedBytes</td>
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<p>Total number of bytes occupied by all allocations. </p>
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<hr/>The documentation for this struct was generated from the following file:<ul>
<li>D:/PROJECTS/D3D12 Memory Allocator/REPO/include/<a class="el" href="_d3_d12_mem_alloc_8h.html">D3D12MemAlloc.h</a></li>
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<a href="#pub-attribs">Public Attributes</a> &#124;
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<p>General statistics from the current state of the allocator.
<a href="struct_d3_d12_m_a_1_1_stats.html#details">More...</a></p>
<p><code>#include &lt;D3D12MemAlloc.h&gt;</code></p>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:ada54d9f0385fcdba491adcfd91f29c28"><td class="memItemLeft" align="right" valign="top"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">StatInfo</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_stats.html#ada54d9f0385fcdba491adcfd91f29c28">Total</a></td></tr>
<tr class="memdesc:ada54d9f0385fcdba491adcfd91f29c28"><td class="mdescLeft">&#160;</td><td class="mdescRight">Total statistics from all heap types. <a href="struct_d3_d12_m_a_1_1_stats.html#ada54d9f0385fcdba491adcfd91f29c28">More...</a><br /></td></tr>
<tr class="separator:ada54d9f0385fcdba491adcfd91f29c28"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6e433945a118a34f7f6565811e62d718"><td class="memItemLeft" align="right" valign="top"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">StatInfo</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_stats.html#a6e433945a118a34f7f6565811e62d718">HeapType</a> [<a class="el" href="namespace_d3_d12_m_a.html#abad7f40135648f8d0871be36f2919982">HEAP_TYPE_COUNT</a>]</td></tr>
<tr class="separator:a6e433945a118a34f7f6565811e62d718"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p >General statistics from the current state of the allocator. </p>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a id="a6e433945a118a34f7f6565811e62d718" name="a6e433945a118a34f7f6565811e62d718"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a6e433945a118a34f7f6565811e62d718">&#9670;&nbsp;</a></span>HeapType</h2>
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<td class="memname"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">StatInfo</a> D3D12MA::Stats::HeapType[<a class="el" href="namespace_d3_d12_m_a.html#abad7f40135648f8d0871be36f2919982">HEAP_TYPE_COUNT</a>]</td>
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<p >One <a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html" title="Calculated statistics of memory usage in entire allocator.">StatInfo</a> for each type of heap located at the following indices: 0 - DEFAULT, 1 - UPLOAD, 2 - READBACK, 3 - CUSTOM. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ada54d9f0385fcdba491adcfd91f29c28">&#9670;&nbsp;</a></span>Total</h2>
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<td class="memname"><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">StatInfo</a> D3D12MA::Stats::Total</td>
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<p>Total statistics from all heap types. </p>
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<hr/>The documentation for this struct was generated from the following file:<ul>
<li>D:/PROJECTS/D3D12 Memory Allocator/REPO/include/<a class="el" href="_d3_d12_mem_alloc_8h.html">D3D12MemAlloc.h</a></li>
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@ -83,10 +83,10 @@ Creating virtual block</h1>
<div class="line"> </div>
<div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a> *block;</div>
<div class="line">HRESULT hr = <a class="code hl_function" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98">CreateVirtualBlock</a>(&amp;blockDesc, &amp;block);</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></div><div class="ttdoc">Represents pure allocation algorithm and a data structure with allocations in some memory block,...</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1405</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></div><div class="ttdoc">Represents pure allocation algorithm and a data structure with allocations in some memory block,...</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1418</div></div>
<div class="ttc" id="anamespace_d3_d12_m_a_html_ab024647ae85ee63e2fa2c1c4beac6d98"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98">D3D12MA::CreateVirtualBlock</a></div><div class="ttdeci">D3D12MA_API HRESULT CreateVirtualBlock(const VIRTUAL_BLOCK_DESC *pDesc, VirtualBlock **ppVirtualBlock)</div><div class="ttdoc">Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html">D3D12MA::VIRTUAL_BLOCK_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::VirtualBlock object to be passed to CreateVirtualBlock().</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1311</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c_html_ac56491679f276a5a9956ed99bc4654e4"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4">D3D12MA::VIRTUAL_BLOCK_DESC::Size</a></div><div class="ttdeci">UINT64 Size</div><div class="ttdoc">Total size of the block.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1319</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html">D3D12MA::VIRTUAL_BLOCK_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::VirtualBlock object to be passed to CreateVirtualBlock().</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1324</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c_html_ac56491679f276a5a9956ed99bc4654e4"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4">D3D12MA::VIRTUAL_BLOCK_DESC::Size</a></div><div class="ttdeci">UINT64 Size</div><div class="ttdoc">Total size of the block.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1332</div></div>
</div><!-- fragment --><h1><a class="anchor" id="virtual_allocator_making_virtual_allocations"></a>
Making virtual allocations</h1>
<p ><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object contains internal data structure that keeps track of free and occupied regions using the same code as the main D3D12 memory allocator. A single allocation is identified by a lightweight structure <a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html" title="Represents single memory allocation done inside VirtualBlock.">D3D12MA::VirtualAllocation</a>. You will also likely want to know the offset at which the allocation was made in the block.</p>
@ -111,9 +111,9 @@ Making virtual allocations</h1>
<div class="line"> <span class="comment">// Allocation failed - no space for it could be found. Handle this error!</span></div>
<div class="line">}</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_a9281daf76e888ea1bd5247d5732e8179"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">D3D12MA::VirtualBlock::Allocate</a></div><div class="ttdeci">HRESULT Allocate(const VIRTUAL_ALLOCATION_DESC *pDesc, VirtualAllocation *pAllocation, UINT64 *pOffset)</div><div class="ttdoc">Creates new allocation.</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::VIRTUAL_ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created virtual allocation to be passed to VirtualBlock::Allocate().</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1356</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_a976b649e45abdd0769da0d79acde4bac"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a976b649e45abdd0769da0d79acde4bac">D3D12MA::VIRTUAL_ALLOCATION_DESC::Size</a></div><div class="ttdeci">UINT64 Size</div><div class="ttdoc">Size of the allocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1363</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_virtual_allocation_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a></div><div class="ttdoc">Represents single memory allocation done inside VirtualBlock.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:444</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::VIRTUAL_ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created virtual allocation to be passed to VirtualBlock::Allocate().</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1369</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_a976b649e45abdd0769da0d79acde4bac"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a976b649e45abdd0769da0d79acde4bac">D3D12MA::VIRTUAL_ALLOCATION_DESC::Size</a></div><div class="ttdeci">UINT64 Size</div><div class="ttdoc">Size of the allocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1376</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_virtual_allocation_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a></div><div class="ttdoc">Represents single memory allocation done inside VirtualBlock.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:441</div></div>
</div><!-- fragment --><h1><a class="anchor" id="virtual_allocator_deallocation"></a>
Deallocation</h1>
<p >When no longer needed, an allocation can be freed by calling <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb" title="Frees the allocation.">D3D12MA::VirtualBlock::FreeAllocation</a>.</p>
@ -150,7 +150,7 @@ Alignment and units</h1>
<div class="line"><a class="code hl_struct" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a> alloc;</div>
<div class="line">UINT64 allocOffset;</div>
<div class="line">hr = block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">Allocate</a>(&amp;allocDesc, &amp;alloc, &amp;allocOffset);</div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aaa95e62f2f399339a09dcbb312a42de0"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aaa95e62f2f399339a09dcbb312a42de0">D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment</a></div><div class="ttdeci">UINT64 Alignment</div><div class="ttdoc">Required alignment of the allocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1368</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aaa95e62f2f399339a09dcbb312a42de0"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aaa95e62f2f399339a09dcbb312a42de0">D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment</a></div><div class="ttdeci">UINT64 Alignment</div><div class="ttdoc">Required alignment of the allocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1381</div></div>
</div><!-- fragment --><p >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 <code>sizeof(MyDataStruct)</code>, 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:</p>
<ul>
<li><a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4" title="Total size of the block.">D3D12MA::VIRTUAL_BLOCK_DESC::Size</a></li>
@ -165,9 +165,9 @@ Statistics</h1>
<div class="line">printf(<span class="stringliteral">&quot;My virtual block has %llu bytes used by %u virtual allocations\n&quot;</span>,</div>
<div class="line"> stats.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_statistics.html#a53cfe3d241124b5a8e8058871a4b50e8">AllocationBytes</a>, stats.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_statistics.html#aef88ac53531db43a8888ad2be4a06c68">AllocationCount</a>);</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_a0f1dda0e019e218b021f64987a74b110"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#a0f1dda0e019e218b021f64987a74b110">D3D12MA::VirtualBlock::GetStatistics</a></div><div class="ttdeci">void GetStatistics(Statistics *pStats) const</div><div class="ttdoc">Retrieves basic statistics of the virtual block that are fast to calculate.</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html">D3D12MA::Statistics</a></div><div class="ttdoc">Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group,...</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:323</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html_a53cfe3d241124b5a8e8058871a4b50e8"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html#a53cfe3d241124b5a8e8058871a4b50e8">D3D12MA::Statistics::AllocationBytes</a></div><div class="ttdeci">UINT64 AllocationBytes</div><div class="ttdoc">Total number of bytes occupied by all D3D12MA::Allocation objects.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:341</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html_aef88ac53531db43a8888ad2be4a06c68"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html#aef88ac53531db43a8888ad2be4a06c68">D3D12MA::Statistics::AllocationCount</a></div><div class="ttdeci">UINT AllocationCount</div><div class="ttdoc">Number of D3D12MA::Allocation objects allocated.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:331</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html">D3D12MA::Statistics</a></div><div class="ttdoc">Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group,...</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:320</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html_a53cfe3d241124b5a8e8058871a4b50e8"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html#a53cfe3d241124b5a8e8058871a4b50e8">D3D12MA::Statistics::AllocationBytes</a></div><div class="ttdeci">UINT64 AllocationBytes</div><div class="ttdoc">Total number of bytes occupied by all D3D12MA::Allocation objects.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:338</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html_aef88ac53531db43a8888ad2be4a06c68"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html#aef88ac53531db43a8888ad2be4a06c68">D3D12MA::Statistics::AllocationCount</a></div><div class="ttdeci">UINT AllocationCount</div><div class="ttdoc">Number of D3D12MA::Allocation objects allocated.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:328</div></div>
</div><!-- fragment --><p >More detailed statistics can be obtained using function <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a614a82247ce6cf29c38895e16eb971d9" title="Retrieves detailed statistics of the virtual block that are slower to calculate.">D3D12MA::VirtualBlock::CalculateStatistics()</a>, but they are slower to calculate.</p>
<p >You can also request a full list of allocations and free regions as a string in JSON format by calling <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a828a27070bfa762cae796d4c8f2ef703" title="Builds and returns statistics as a string in JSON format, including the list of allocations with thei...">D3D12MA::VirtualBlock::BuildStatsString</a>. Returned string must be later freed using <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a6f78ddaa7da194e239089e52093e68a9" title="Frees memory of a string returned from VirtualBlock::BuildStatsString.">D3D12MA::VirtualBlock::FreeStatsString</a>. The format of this string may differ from the one returned by the main D3D12 allocator, but it is similar.</p>
<h1><a class="anchor" id="virtual_allocator_additional_considerations"></a>

View File

@ -24,7 +24,7 @@
/** \mainpage D3D12 Memory Allocator
<b>Version 2.0.0-development</b> (2021-07-26)
<b>Version 2.0.0</b> (2022-03-25)
Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved. \n
License: MIT
@ -226,8 +226,6 @@ enum ALLOCATION_FLAGS
/** Create allocation only if additional memory required for it, if any, won't exceed
memory budget. Otherwise return `E_OUTOFMEMORY`.
\warning Currently this feature is not fully implemented yet.
*/
ALLOCATION_FLAG_WITHIN_BUDGET = 0x4,