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https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator.git
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VS2015 fix
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33a596f18f
commit
ddb000cb19
@ -1609,9 +1609,9 @@ public:
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private:
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List<T>* m_pList;
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List<T>::Item* m_pItem;
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Item* m_pItem;
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iterator(List<T>* pList, List<T>::Item* pItem) :
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iterator(List<T>* pList, Item* pItem) :
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m_pList(pList),
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m_pItem(pItem)
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{
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@ -1691,14 +1691,14 @@ public:
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}
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private:
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const_iterator(const List<T>* pList, const List<T>::Item* pItem) :
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const_iterator(const List<T>* pList, const Item* pItem) :
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m_pList(pList),
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m_pItem(pItem)
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{
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}
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const List<T>* m_pList;
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const List<T>::Item* m_pItem;
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const Item* m_pItem;
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friend class List<T>;
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};
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@ -1935,7 +1935,7 @@ typename List<T>::Item* List<T>::InsertAfter(Item* pItem)
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}
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template<typename T>
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typename List<T>::Item* List<T>::InsertBefore(List<T>::Item* pItem, const T& value)
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typename List<T>::Item* List<T>::InsertBefore(Item* pItem, const T& value)
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{
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Item* const newItem = InsertBefore(pItem);
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newItem->Value = value;
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@ -1943,7 +1943,7 @@ typename List<T>::Item* List<T>::InsertBefore(List<T>::Item* pItem, const T& val
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}
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template<typename T>
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typename List<T>::Item* List<T>::InsertAfter(List<T>::Item* pItem, const T& value)
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typename List<T>::Item* List<T>::InsertAfter(Item* pItem, const T& value)
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{
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Item* const newItem = InsertAfter(pItem);
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newItem->Value = value;
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@ -3249,7 +3249,7 @@ HRESULT BlockVector::AllocatePage(
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{
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Budget budget = {};
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m_hAllocator->GetBudgetForHeapType(budget, m_HeapType);
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freeMemory = (budget.Usage < budget.Budget) ? (budget.Budget - budget.Usage) : 0;
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freeMemory = (budget.Usage < budget.MemoryBudget) ? (budget.MemoryBudget - budget.Usage) : 0;
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}
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const bool canCreateNewBlock =
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@ -3368,7 +3368,7 @@ void BlockVector::Free(Allocation* hAllocation)
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{
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Budget budget = {};
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m_hAllocator->GetBudgetForHeapType(budget, m_HeapType);
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budgetExceeded = budget.Usage >= budget.Budget;
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budgetExceeded = budget.Usage >= budget.MemoryBudget;
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}
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// Scope for lock.
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@ -3841,7 +3841,7 @@ HRESULT AllocatorPimpl::AllocateCommittedResource(
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{
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Budget budget = {};
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GetBudgetForHeapType(budget, pAllocDesc->HeapType);
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if(budget.Usage + resAllocInfo.SizeInBytes > budget.Budget)
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if(budget.Usage + resAllocInfo.SizeInBytes > budget.MemoryBudget)
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{
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return E_OUTOFMEMORY;
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}
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@ -3896,7 +3896,7 @@ HRESULT AllocatorPimpl::AllocateHeap(
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{
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Budget budget = {};
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GetBudgetForHeapType(budget, pAllocDesc->HeapType);
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if(budget.Usage + allocInfo.SizeInBytes > budget.Budget)
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if(budget.Usage + allocInfo.SizeInBytes > budget.MemoryBudget)
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{
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return E_OUTOFMEMORY;
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}
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@ -4203,7 +4203,7 @@ void AllocatorPimpl::GetBudget(Budget* outGpuBudget, Budget* outCpuBudget)
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{
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outGpuBudget->Usage = 0;
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}
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outGpuBudget->Budget = m_Budget.m_D3D12BudgetLocal;
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outGpuBudget->MemoryBudget = m_Budget.m_D3D12BudgetLocal;
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}
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if(outCpuBudget)
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{
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@ -4216,7 +4216,7 @@ void AllocatorPimpl::GetBudget(Budget* outGpuBudget, Budget* outCpuBudget)
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{
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outCpuBudget->Usage = 0;
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}
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outCpuBudget->Budget = m_Budget.m_D3D12BudgetNonLocal;
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outCpuBudget->MemoryBudget = m_Budget.m_D3D12BudgetNonLocal;
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}
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}
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else
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@ -4232,13 +4232,13 @@ void AllocatorPimpl::GetBudget(Budget* outGpuBudget, Budget* outCpuBudget)
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{
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const UINT64 gpuMemorySize = m_AdapterDesc.DedicatedVideoMemory + m_AdapterDesc.DedicatedSystemMemory; // TODO: Is this right?
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outGpuBudget->Usage = outGpuBudget->BlockBytes;
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outGpuBudget->Budget = gpuMemorySize * 8 / 10; // 80% heuristics.
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outGpuBudget->MemoryBudget = gpuMemorySize * 8 / 10; // 80% heuristics.
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}
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if(outCpuBudget)
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{
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const UINT64 cpuMemorySize = m_AdapterDesc.SharedSystemMemory; // TODO: Is this right?
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outCpuBudget->Usage = outCpuBudget->BlockBytes;
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outCpuBudget->Budget = cpuMemorySize * 8 / 10; // 80% heuristics.
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outCpuBudget->MemoryBudget = cpuMemorySize * 8 / 10; // 80% heuristics.
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}
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}
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}
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@ -4506,7 +4506,7 @@ void AllocatorPimpl::WriteBudgetToJson(JsonWriter& json, const Budget& budget)
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json.WriteString(L"Usage");
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json.WriteNumber(budget.Usage);
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json.WriteString(L"Budget");
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json.WriteNumber(budget.Budget);
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json.WriteNumber(budget.MemoryBudget);
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}
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json.EndObject();
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}
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@ -714,7 +714,7 @@ struct Budget
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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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*/
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UINT64 Budget;
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UINT64 MemoryBudget;
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};
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/**
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