mirror of
https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator.git
synced 2024-11-21 19:50:05 +00:00
Add option to build as shared library
This commit is contained in:
parent
37423ffd7e
commit
69df7fe9d1
@ -6,6 +6,7 @@ set_property(GLOBAL PROPERTY USE_FOLDERS ON)
|
||||
|
||||
find_package(Doxygen)
|
||||
option(BUILD_DOCUMENTATION "Create and install the HTML-based API documentation (requires Doxygen)" OFF)
|
||||
option(BUILD_SHARED_LIBS "Build D3D12 Memory Allocator shared library" OFF)
|
||||
|
||||
if (DOXYGEN_FOUND AND BUILD_DOCUMENTATION)
|
||||
# set input and output files
|
||||
@ -29,4 +30,5 @@ option(D3D12MA_BUILD_SAMPLE "Build D3D12MemoryAllocator sample application" OFF)
|
||||
|
||||
message(STATUS "D3D12MA_BUILD_SAMPLE = ${D3D12MA_BUILD_SAMPLE}")
|
||||
|
||||
include_directories(include)
|
||||
add_subdirectory(src)
|
||||
|
@ -118,9 +118,17 @@ If providing your own implementation, you need to implement a subset of std::ato
|
||||
#define D3D12MA_ATOMIC_UINT64 std::atomic<UINT64>
|
||||
#endif
|
||||
|
||||
#ifdef D3D12MA_EXPORTS
|
||||
#define D3D12MA_API __declspec(dllexport)
|
||||
#elif defined(D3D12MA_IMPORTS)
|
||||
#define D3D12MA_API __declspec(dllimport)
|
||||
#else
|
||||
#define D3D12MA_API
|
||||
#endif
|
||||
|
||||
namespace D3D12MA
|
||||
{
|
||||
class IUnknownImpl : public IUnknown
|
||||
class D3D12MA_API IUnknownImpl : public IUnknown
|
||||
{
|
||||
public:
|
||||
virtual ~IUnknownImpl() = default;
|
||||
@ -253,7 +261,7 @@ To retrieve this information, use methods of this class.
|
||||
The object also remembers `ID3D12Resource` and "owns" a reference to it,
|
||||
so it calls `%Release()` on the resource when destroyed.
|
||||
*/
|
||||
class Allocation : public IUnknownImpl
|
||||
class D3D12MA_API Allocation : public IUnknownImpl
|
||||
{
|
||||
public:
|
||||
/** \brief Returns offset in bytes from the start of memory heap.
|
||||
@ -470,7 +478,7 @@ pools - creating resources in default pool is sufficient.
|
||||
|
||||
To create custom pool, fill D3D12MA::POOL_DESC and call D3D12MA::Allocator::CreatePool.
|
||||
*/
|
||||
class Pool : public IUnknownImpl
|
||||
class D3D12MA_API Pool : public IUnknownImpl
|
||||
{
|
||||
public:
|
||||
/** \brief Returns copy of parameters of the pool.
|
||||
@ -658,7 +666,7 @@ Call method `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 IUnknownImpl
|
||||
class D3D12MA_API Allocator : public IUnknownImpl
|
||||
{
|
||||
public:
|
||||
/// Returns cached options retrieved from D3D12 device.
|
||||
@ -866,7 +874,7 @@ protected:
|
||||
virtual void ReleaseThis();
|
||||
|
||||
private:
|
||||
friend HRESULT CreateAllocator(const ALLOCATOR_DESC*, Allocator**);
|
||||
friend D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC*, Allocator**);
|
||||
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*);
|
||||
friend class Pool;
|
||||
|
||||
@ -938,7 +946,7 @@ To create this object, fill in D3D12MA::VIRTUAL_BLOCK_DESC and call CreateVirtua
|
||||
To destroy it, call its method `VirtualBlock::Release()`.
|
||||
You need to free all the allocations within this block or call Clear() before destroying it.
|
||||
*/
|
||||
class VirtualBlock : public IUnknownImpl
|
||||
class D3D12MA_API VirtualBlock : public IUnknownImpl
|
||||
{
|
||||
public:
|
||||
/** \brief Returns true if the block is empty - contains 0 allocations.
|
||||
@ -981,7 +989,7 @@ protected:
|
||||
virtual void ReleaseThis();
|
||||
|
||||
private:
|
||||
friend HRESULT CreateVirtualBlock(const VIRTUAL_BLOCK_DESC*, VirtualBlock**);
|
||||
friend D3D12MA_API HRESULT CreateVirtualBlock(const VIRTUAL_BLOCK_DESC*, VirtualBlock**);
|
||||
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*);
|
||||
|
||||
VirtualBlockPimpl* m_Pimpl;
|
||||
@ -996,13 +1004,13 @@ private:
|
||||
|
||||
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);
|
||||
D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC* pDesc, Allocator** ppAllocator);
|
||||
|
||||
/** \brief Creates new D3D12MA::VirtualBlock object and returns it through `ppVirtualBlock`.
|
||||
|
||||
Note you don't need to create D3D12MA::Allocator to use virtual blocks.
|
||||
*/
|
||||
HRESULT CreateVirtualBlock(const VIRTUAL_BLOCK_DESC* pDesc, VirtualBlock** ppVirtualBlock);
|
||||
D3D12MA_API HRESULT CreateVirtualBlock(const VIRTUAL_BLOCK_DESC* pDesc, VirtualBlock** ppVirtualBlock);
|
||||
|
||||
} // namespace D3D12MA
|
||||
|
@ -1,5 +1,5 @@
|
||||
set(D3D12MA_LIBRARY_SOURCE_FILES
|
||||
D3D12MemAlloc.h
|
||||
../include/D3D12MemAlloc.h
|
||||
D3D12MemAlloc.cpp
|
||||
)
|
||||
set(CMAKE_DEBUG_POSTFIX d)
|
||||
@ -15,6 +15,8 @@ set_target_properties(
|
||||
# Use C++14
|
||||
CXX_STANDARD 14
|
||||
CXX_STANDARD_REQUIRED ON
|
||||
|
||||
OUTPUT_NAME "d3d12ma"
|
||||
)
|
||||
|
||||
target_link_libraries(D3D12MemoryAllocator PUBLIC
|
||||
@ -23,6 +25,16 @@ target_link_libraries(D3D12MemoryAllocator PUBLIC
|
||||
dxguid.lib
|
||||
)
|
||||
|
||||
if(BUILD_SHARED_LIBS)
|
||||
target_compile_definitions(D3D12MemoryAllocator PRIVATE
|
||||
D3D12MA_EXPORTS
|
||||
)
|
||||
|
||||
target_compile_definitions(D3D12MemoryAllocator INTERFACE
|
||||
D3D12MA_IMPORTS
|
||||
)
|
||||
endif()
|
||||
|
||||
install(TARGETS D3D12MemoryAllocator DESTINATION lib)
|
||||
install(FILES D3D12MemAlloc.h DESTINATION include)
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user