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Fixes in documentation
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@ -24,7 +24,7 @@
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/** \mainpage D3D12 Memory Allocator
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<b>Version 2.0.0-development</b> (2020-01-22)
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<b>Version 2.0.0-development</b> (2020-01-27)
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Copyright (c) 2019 Advanced Micro Devices, Inc. All rights reserved. \n
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License: MIT
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@ -83,10 +83,12 @@ D3D12MA::Allocator object.
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Please note that all symbols of the library are declared inside #D3D12MA namespace.
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\code
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IDXGIAdapter* adapter = (...)
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ID3D12Device* device = (...)
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D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
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allocatorDesc.pDevice = device;
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allocatorDesc.pAdapter = adapter;
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D3D12MA::Allocator* allocator;
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HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
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@ -99,7 +101,6 @@ method (despite they are not COM interfaces and no reference counting is involve
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\code
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allocator->Release();
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device->Release();
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\endcode
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@ -273,6 +274,7 @@ allocationCallbacks.pFree = &CustomFree;
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D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
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allocatorDesc.pDevice = device;
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allocatorDesc.pAdapter = adapter;
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allocatorDesc.pAllocationCallbacks = &allocationCallbacks;
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D3D12MA::Allocator* allocator;
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@ -302,12 +304,10 @@ Near future: feature parity with [Vulkan Memory Allocator](https://github.com/GP
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- Alternative allocation algorithms: linear allocator, buddy allocator
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- JSON dump that can be visualized on a picture
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- Support for priorities using `ID3D12Device1::SetResidencyPriority`
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- Support for "lost" allocations
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Later:
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- Memory defragmentation
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- Support for resource aliasing (overlap)
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- Support for multi-GPU (multi-adapter)
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\section general_considerations_features_not_supported Features not supported
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@ -317,7 +317,7 @@ Features deliberately excluded from the scope of this library:
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- Descriptor allocation. Although also called "heaps", objects that represent
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descriptors are separate part of the D3D12 API from buffers and textures.
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- Support for `D3D12_HEAP_TYPE_CUSTOM`. Only the default heap types are supported:
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`D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_READBACK`.
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`UPLOAD`, `DEFAULT`, `READBACK`.
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- Support for reserved (tiled) resources. We don't recommend using them.
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- Support for `ID3D12Device::Evict` and `MakeResident`. We don't recommend using them.
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@ -403,7 +403,8 @@ typedef enum ALLOCATION_FLAGS
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*/
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ALLOCATION_FLAG_NEVER_ALLOCATE = 0x2,
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/** TODO
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/** Create allocation only if additional memory required for it, if any, won't exceed
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memory budget. Otherwise return `E_OUTOFMEMORY`.
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*/
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ALLOCATION_FLAG_WITHIN_BUDGET = 0x4,
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} ALLOCATION_FLAGS;
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@ -569,7 +570,7 @@ struct ALLOCATOR_DESC
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/** Direct3D device object that the allocator should be attached to.
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Allocator is doing AddRef/Release on this object.
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Allocator is doing `AddRef`/`Release` on this object.
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*/
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ID3D12Device* pDevice;
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@ -585,9 +586,9 @@ struct ALLOCATOR_DESC
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*/
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const ALLOCATION_CALLBACKS* pAllocationCallbacks;
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/** TODO
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/** DXGI Adapter object that you use for D3D12 and this allocator.
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Allocator is doing AddRef/Release on this object.
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Allocator is doing `AddRef`/`Release` on this object.
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*/
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IDXGIAdapter* pAdapter;
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};
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@ -652,7 +653,7 @@ struct Budget
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/** \brief Estimated current memory usage of the program, in bytes.
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Fetched from system using TODO if enabled.
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Fetched from system using `IDXGIAdapter3::QueryVideoMemoryInfo` if enabled.
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It might be different than `BlockBytes` (usually higher) due to additional implicit objects
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also occupying the memory, like swapchain, pipeline state objects, descriptor heaps, command lists, or
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@ -662,9 +663,9 @@ struct Budget
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/** \brief Estimated amount of memory available to the program, in bytes.
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Fetched from system using TODO if enabled.
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Fetched from system using `IDXGIAdapter3::QueryVideoMemoryInfo` if enabled.
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It might be different (most probably smaller) than TODO due to factors
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It might be different (most probably smaller) than memory sizes reported in `DXGI_ADAPTER_DESC` due to factors
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external to the program, like other programs also consuming system resources.
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Difference `Budget - Usage` is the amount of additional memory that can probably
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be allocated without problems. Exceeding the budget may result in various problems.
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