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Updated documentation regarding thread safety of defragmentation
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@ -182,7 +182,8 @@ $(function() {
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<p >You can defragment a specific custom pool by calling <a class="el" href="class_d3_d12_m_a_1_1_pool.html#adc87bb49c192de8f5a9ca0484c499575" title="Begins defragmentation process of the current pool.">D3D12MA::Pool::BeginDefragmentation</a> or all the default pools by calling <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a08e1468f1dbb63ce3bf6680e592b2143" title="Begins defragmentation process of the default pools.">D3D12MA::Allocator::BeginDefragmentation</a> (like in the example above).</p>
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<p >Defragmentation is always performed in each pool separately. Allocations are never moved between different heap types. The size of the destination memory reserved for a moved allocation is the same as the original one. Alignment of an allocation as it was determined using <code>GetResourceAllocationInfo()</code> is also respected after defragmentation. Buffers/textures should be recreated with the same <code>D3D12_RESOURCE_DESC</code> parameters as the original ones.</p>
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<p >You can perform the defragmentation incrementally to limit the number of allocations and bytes to be moved in each pass, e.g. to call it in sync with render frames and not to experience too big hitches. See members: <a class="el" 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#ad8d224e0687a35898970d0a5688c6343" title="Maximum numbers of bytes that can be copied during single pass, while moving allocations to different...">D3D12MA::DEFRAGMENTATION_DESC::MaxBytesPerPass</a>, <a class="el" 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#a83bfb404f387863eafdd6703483aed89" title="Maximum number of allocations that can be moved during single pass to a different place.">D3D12MA::DEFRAGMENTATION_DESC::MaxAllocationsPerPass</a>.</p>
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<p >It is also safe to perform the defragmentation asynchronously to render frames and other Direct3D 12 and D3D12MA usage, possibly from multiple threads, with the exception that allocations returned in <a class="el" 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" title="Array of moves to be performed by the user in the current defragmentation pass.">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves</a> shouldn't be released until the defragmentation pass is ended.</p>
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<p ><b>Thread safety:</b> It is safe to perform the defragmentation asynchronously to render frames and other Direct3D 12 and D3D12MA usage, possibly from multiple threads, with the exception that allocations returned in <a class="el" 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" title="Array of moves to be performed by the user in the current defragmentation pass.">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves</a> shouldn't be released until the defragmentation pass is ended. During the call to <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">D3D12MA::DefragmentationContext::BeginPass()</a>, any operations on the memory pool affected by the defragmentation are blocked by a mutex.</p>
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<p >What it means in practice is that you shouldn't free any allocations from the defragmented pool since the moment a call to <code>BeginPass</code> begins. Otherwise, a thread performing the <code>allocation->Release()</code> would block for the time <code>BeginPass</code> executes and then free the allocation when it finishes, while the allocation could have ended up on the list of allocations to move. A solution to freeing allocations during defragmentation is to find such allocation on the list <code>pass.pMoves[i]</code> and set its operation to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242" title="Set this value if you decide to abandon the allocation and you destroyed the resource....">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY</a> instead of calling <code>allocation->Release()</code>, or simply deferring the release to the time after defragmentation finished.</p>
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<p ><b>Mapping</b> is out of scope of this library and so it is not preserved after an allocation is moved during defragmentation. You need to map the new resource yourself if needed.</p>
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<dl class="section note"><dt>Note</dt><dd>Defragmentation is not supported in custom pools created with <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a" title="Enables alternative, linear allocation algorithm in this pool.">D3D12MA::POOL_FLAG_ALGORITHM_LINEAR</a>. </dd></dl>
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</div></div><!-- contents -->
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@ -1965,9 +1965,20 @@ You can perform the defragmentation incrementally to limit the number of allocat
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in each pass, e.g. to call it in sync with render frames and not to experience too big hitches.
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See members: D3D12MA::DEFRAGMENTATION_DESC::MaxBytesPerPass, D3D12MA::DEFRAGMENTATION_DESC::MaxAllocationsPerPass.
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It is also safe to perform the defragmentation asynchronously to render frames and other Direct3D 12 and %D3D12MA
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<b>Thread safety:</b>
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It is safe to perform the defragmentation asynchronously to render frames and other Direct3D 12 and %D3D12MA
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usage, possibly from multiple threads, with the exception that allocations
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returned in D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves shouldn't be released until the defragmentation pass is ended.
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During the call to D3D12MA::DefragmentationContext::BeginPass(), any operations on the memory pool
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affected by the defragmentation are blocked by a mutex.
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What it means in practice is that you shouldn't free any allocations from the defragmented pool
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since the moment a call to `BeginPass` begins. Otherwise, a thread performing the `allocation->Release()`
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would block for the time `BeginPass` executes and then free the allocation when it finishes, while the allocation
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could have ended up on the list of allocations to move.
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A solution to freeing allocations during defragmentation is to find such allocation on the list
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`pass.pMoves[i]` and set its operation to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY instead of
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calling `allocation->Release()`, or simply deferring the release to the time after defragmentation finished.
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<b>Mapping</b> is out of scope of this library and so it is not preserved after an allocation is moved during defragmentation.
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You need to map the new resource yourself if needed.
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