Added VirtualAllocation for VirtualBlock describing single allocation. COMPATIBILITY BREAKING!

Moved to using AllocHandle as unique identifier for single allocation instead of offset.
Changed D3D12_DEBUG_MARGIN to only be present at the end of each allocation.
Removed unused BlockMetadata::GetUnusedRangeSizeMax().
Added TLSF allocation algorithm - unused for now.

Code by @medranSolus
This commit is contained in:
Adam Sawicki 2022-02-01 12:31:35 +01:00
parent 721d65a5a4
commit e99d1c9687
51 changed files with 1488 additions and 457 deletions

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@ -88,6 +88,9 @@ Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" 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></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object. To be used with <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...">Allocator::CreateResource</a>. <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents single memory allocation done inside <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,...">VirtualBlock</a>. <a href="struct_d3_d12_m_a_1_1_virtual_allocation.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents single memory allocation. <a href="class_d3_d12_m_a_1_1_allocation.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
@ -116,10 +119,10 @@ Classes</h2></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of created <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 to be passed to <a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a>. <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#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" 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></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c" title="Creates new allocation.">VirtualBlock::Allocate()</a>. <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#details">More...</a><br /></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">VirtualBlock::Allocate()</a>. <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#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" 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___i_n_f_o.html">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb" title="Returns information about an allocation at given offset - its size and custom pointer.">VirtualBlock::GetAllocationInfo()</a>. <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___i_n_f_o.html#details">More...</a><br /></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">VirtualBlock::GetAllocationInfo()</a>. <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___i_n_f_o.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory. <a href="class_d3_d12_m_a_1_1_virtual_block.html#details">More...</a><br /></td></tr>
@ -139,6 +142,9 @@ Macros</h2></td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="typedef-members" name="typedef-members"></a>
Typedefs</h2></td></tr>
<tr class="memitem:a15e349adce86a40e0417d405aef1af80"><td class="memItemLeft" align="right" valign="top">typedef UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">D3D12MA::AllocHandle</a></td></tr>
<tr class="memdesc:a15e349adce86a40e0417d405aef1af80"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unique identifier of single allocation done inside the memory heap. <a href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">More...</a><br /></td></tr>
<tr class="separator:a15e349adce86a40e0417d405aef1af80"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1513cdeed760a8a2a6c94fa7cba87616"><td class="memItemLeft" align="right" valign="top">using&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a1513cdeed760a8a2a6c94fa7cba87616">D3D12MA::ALLOCATE_FUNC_PTR</a> = void *(*)(size_t Size, size_t Alignment, void *pUserData)</td></tr>
<tr class="memdesc:a1513cdeed760a8a2a6c94fa7cba87616"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that allocates CPU memory. <a href="namespace_d3_d12_m_a.html#a1513cdeed760a8a2a6c94fa7cba87616">More...</a><br /></td></tr>
<tr class="separator:a1513cdeed760a8a2a6c94fa7cba87616"><td class="memSeparator" colspan="2">&#160;</td></tr>

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@ -78,10 +78,11 @@ $(function() {
<tr id="row_0_7_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html" target="_self">POOL_DESC</a></td><td class="desc">Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_pool.html" title="Custom memory pool.">D3D12MA::Pool</a> object. To be used with <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a> </td></tr>
<tr id="row_0_8_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html" target="_self">StatInfo</a></td><td class="desc">Calculated statistics of memory usage in entire allocator </td></tr>
<tr id="row_0_9_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_stats.html" target="_self">Stats</a></td><td class="desc">General statistics from the current state of the allocator </td></tr>
<tr id="row_0_10_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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" target="_self">VIRTUAL_ALLOCATION_DESC</a></td><td class="desc">Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c" title="Creates new allocation.">VirtualBlock::Allocate()</a> </td></tr>
<tr id="row_0_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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___i_n_f_o.html" target="_self">VIRTUAL_ALLOCATION_INFO</a></td><td class="desc">Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb" title="Returns information about an allocation at given offset - its size and custom pointer.">VirtualBlock::GetAllocationInfo()</a> </td></tr>
<tr id="row_0_10_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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" target="_self">VIRTUAL_ALLOCATION_DESC</a></td><td class="desc">Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">VirtualBlock::Allocate()</a> </td></tr>
<tr id="row_0_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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___i_n_f_o.html" target="_self">VIRTUAL_ALLOCATION_INFO</a></td><td class="desc">Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">VirtualBlock::GetAllocationInfo()</a> </td></tr>
<tr id="row_0_12_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">VIRTUAL_BLOCK_DESC</a></td><td class="desc">Parameters of created <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 to be passed to <a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a> </td></tr>
<tr id="row_0_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" target="_self">VirtualBlock</a></td><td class="desc">Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory </td></tr>
<tr id="row_0_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html" target="_self">VirtualAllocation</a></td><td class="desc">Represents single memory allocation done inside <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,...">VirtualBlock</a> </td></tr>
<tr id="row_0_14_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" target="_self">VirtualBlock</a></td><td class="desc">Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory </td></tr>
</table>
</div><!-- directory -->
</div><!-- contents -->

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@ -72,20 +72,20 @@ $(function() {
<p>This is the complete list of members for <a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a>, including all inherited members.</p>
<table class="directory">
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a413aec64eba9f4ec57e912511591b3b8">block</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a968f13f23d03e50cc50b87835b6d5a85">D3D12MA_DELETE</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"><span class="mlabel">friend</span></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#adca8d5a82bed492fe7265fcda6e53da2">GetHeap</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a65fab0c479df1b6b72c9300e68dc6770">GetName</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"><span class="mlabel">inline</span></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a47be9557d441797b65de177a3d5cdf60">GetOffset</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18">GetResource</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"><span class="mlabel">inline</span></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a92c2fb6f22b28817eb83a59407d7dd30">GetSize</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"><span class="mlabel">inline</span></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a4e7380aabcac5b0a1cd833c5c84459c6">heap</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#ab1f59d849add2cdbfbebf4eb98db5c97">list</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a5b3d5b189021973d9934cbe9f5f266f0">m_Committed</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#adc7cf6224b7ca6205d1099a013f40424">m_Heap</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a35fca5f0b1c5eb46d0bb33cdb7ccc198">m_Placed</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a6f31560bc71451410a2a907b6d81b48f">next</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a73c55decc2485b907f678d95aac24b6b">offset</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a5c38846905b1ca0ff228c6081f2fc20c">allocHandle</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a413aec64eba9f4ec57e912511591b3b8">block</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a968f13f23d03e50cc50b87835b6d5a85">D3D12MA_DELETE</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"><span class="mlabel">friend</span></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#adca8d5a82bed492fe7265fcda6e53da2">GetHeap</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a65fab0c479df1b6b72c9300e68dc6770">GetName</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"><span class="mlabel">inline</span></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a47be9557d441797b65de177a3d5cdf60">GetOffset</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18">GetResource</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"><span class="mlabel">inline</span></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a92c2fb6f22b28817eb83a59407d7dd30">GetSize</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"><span class="mlabel">inline</span></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a4e7380aabcac5b0a1cd833c5c84459c6">heap</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#ab1f59d849add2cdbfbebf4eb98db5c97">list</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a5b3d5b189021973d9934cbe9f5f266f0">m_Committed</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#adc7cf6224b7ca6205d1099a013f40424">m_Heap</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a35fca5f0b1c5eb46d0bb33cdb7ccc198">m_Placed</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a6f31560bc71451410a2a907b6d81b48f">next</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#adc3ac89758a915a409e047f9b89aa160">prev</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#af9e643276b577aa7f21937f75d4b82ac">SetName</a>(LPCWSTR Name)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a1b1ef2717beed503fcb3cb7e6a171762">WasZeroInitialized</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td><td class="entry"><span class="mlabel">inline</span></td></tr>

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@ -299,6 +299,20 @@ Public Member Functions</h2></td></tr>
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<h2 class="groupheader">Member Data Documentation</h2>
<a id="a5c38846905b1ca0ff228c6081f2fc20c" name="a5c38846905b1ca0ff228c6081f2fc20c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5c38846905b1ca0ff228c6081f2fc20c">&#9670;&nbsp;</a></span>allocHandle</h2>
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<td class="memname"><a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">AllocHandle</a> D3D12MA::Allocation::allocHandle</td>
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<a id="a413aec64eba9f4ec57e912511591b3b8" name="a413aec64eba9f4ec57e912511591b3b8"></a>
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@ -395,20 +409,6 @@ Public Member Functions</h2></td></tr>
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<a id="a73c55decc2485b907f678d95aac24b6b" name="a73c55decc2485b907f678d95aac24b6b"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a73c55decc2485b907f678d95aac24b6b">&#9670;&nbsp;</a></span>offset</h2>
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<td class="memname">UINT64 D3D12MA::Allocation::offset</td>
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@ -73,15 +73,13 @@ $(function() {
<p>This is the complete list of members for <a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a>, including all inherited members.</p>
<table class="directory">
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2">AllocateMemory</a>(const ALLOCATION_DESC *pAllocDesc, const D3D12_RESOURCE_ALLOCATION_INFO *pAllocInfo, Allocation **ppAllocation)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a6c1fbc673e2559ead34dbf039dd47d60">AllocateMemory1</a>(const ALLOCATION_DESC *pAllocDesc, const D3D12_RESOURCE_ALLOCATION_INFO *pAllocInfo, ID3D12ProtectedResourceSession *pProtectedSession, Allocation **ppAllocation)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a29716b3084916abed7793bf2ec4b65db">BuildStatsString</a>(WCHAR **ppStatsString, BOOL DetailedMap) const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#addedcd0067319ec566042f5cb520843b">CalculateStats</a>(Stats *pStats)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717">CreateAliasingResource</a>(Allocation *pAllocation, UINT64 AllocationLocalOffset, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, REFIID riidResource, void **ppvResource)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a458f044fdc81e4a0b147e99ffcf73459">CreateAllocator</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"><span class="mlabel">friend</span></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515">CreatePool</a>(const POOL_DESC *pPoolDesc, Pool **ppPool)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">CreateResource</a>(const ALLOCATION_DESC *pAllocDesc, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, Allocation **ppAllocation, REFIID riidResource, void **ppvResource)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#afa0de85c76ce1f86fe9b0bd94dad5e8b">CreateResource1</a>(const ALLOCATION_DESC *pAllocDesc, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, ID3D12ProtectedResourceSession *pProtectedSession, Allocation **ppAllocation, REFIID riidResource, void **ppvResource)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ad9616c8e8e59ede99214b9c7cea97e5a">CreateResource2</a>(const ALLOCATION_DESC *pAllocDesc, const D3D12_RESOURCE_DESC1 *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, ID3D12ProtectedResourceSession *pProtectedSession, Allocation **ppAllocation, REFIID riidResource, void **ppvResource)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a29716b3084916abed7793bf2ec4b65db">BuildStatsString</a>(WCHAR **ppStatsString, BOOL DetailedMap) const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#addedcd0067319ec566042f5cb520843b">CalculateStats</a>(Stats *pStats)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717">CreateAliasingResource</a>(Allocation *pAllocation, UINT64 AllocationLocalOffset, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, REFIID riidResource, void **ppvResource)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a458f044fdc81e4a0b147e99ffcf73459">CreateAllocator</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"><span class="mlabel">friend</span></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515">CreatePool</a>(const POOL_DESC *pPoolDesc, Pool **ppPool)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">CreateResource</a>(const ALLOCATION_DESC *pAllocDesc, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, Allocation **ppAllocation, REFIID riidResource, void **ppvResource)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a7a1c79c79a7a573c438aa45c4a531b96">CreateResource2</a>(const ALLOCATION_DESC *pAllocDesc, const D3D12_RESOURCE_DESC1 *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, Allocation **ppAllocation, REFIID riidResource, void **ppvResource)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a968f13f23d03e50cc50b87835b6d5a85">D3D12MA_DELETE</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"><span class="mlabel">friend</span></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a8392663494384c16d8bfa12b827b4f9c">FreeStatsString</a>(WCHAR *pStatsString) const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#abe927bd3ad6930111d4d9408515b9601">GetBudget</a>(Budget *pGpuBudget, Budget *pCpuBudget)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>

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@ -98,18 +98,12 @@ Public Member Functions</h2></td></tr>
<tr class="memitem:aa37d6b9fe8ea0864f7a35b9d68e8345a"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">CreateResource</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *pAllocDesc, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, <a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **ppAllocation, REFIID riidResource, void **ppvResource)</td></tr>
<tr class="memdesc:aa37d6b9fe8ea0864f7a35b9d68e8345a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation function. <a href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">More...</a><br /></td></tr>
<tr class="separator:aa37d6b9fe8ea0864f7a35b9d68e8345a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afa0de85c76ce1f86fe9b0bd94dad5e8b"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#afa0de85c76ce1f86fe9b0bd94dad5e8b">CreateResource1</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *pAllocDesc, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, ID3D12ProtectedResourceSession *pProtectedSession, <a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **ppAllocation, REFIID riidResource, void **ppvResource)</td></tr>
<tr class="memdesc:afa0de85c76ce1f86fe9b0bd94dad5e8b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <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...">Allocator::CreateResource</a>, but supports additional parameter <code>pProtectedSession</code>. <a href="class_d3_d12_m_a_1_1_allocator.html#afa0de85c76ce1f86fe9b0bd94dad5e8b">More...</a><br /></td></tr>
<tr class="separator:afa0de85c76ce1f86fe9b0bd94dad5e8b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad9616c8e8e59ede99214b9c7cea97e5a"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ad9616c8e8e59ede99214b9c7cea97e5a">CreateResource2</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *pAllocDesc, const D3D12_RESOURCE_DESC1 *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, ID3D12ProtectedResourceSession *pProtectedSession, <a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **ppAllocation, REFIID riidResource, void **ppvResource)</td></tr>
<tr class="memdesc:ad9616c8e8e59ede99214b9c7cea97e5a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#afa0de85c76ce1f86fe9b0bd94dad5e8b" title="Similar to Allocator::CreateResource, but supports additional parameter pProtectedSession.">Allocator::CreateResource1</a>, but supports new structure <code>D3D12_RESOURCE_DESC1</code>. <a href="class_d3_d12_m_a_1_1_allocator.html#ad9616c8e8e59ede99214b9c7cea97e5a">More...</a><br /></td></tr>
<tr class="separator:ad9616c8e8e59ede99214b9c7cea97e5a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7a1c79c79a7a573c438aa45c4a531b96"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a7a1c79c79a7a573c438aa45c4a531b96">CreateResource2</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *pAllocDesc, const D3D12_RESOURCE_DESC1 *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, <a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **ppAllocation, REFIID riidResource, void **ppvResource)</td></tr>
<tr class="memdesc:a7a1c79c79a7a573c438aa45c4a531b96"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <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...">Allocator::CreateResource</a>, but supports new structure <code>D3D12_RESOURCE_DESC1</code>. <a href="class_d3_d12_m_a_1_1_allocator.html#a7a1c79c79a7a573c438aa45c4a531b96">More...</a><br /></td></tr>
<tr class="separator:a7a1c79c79a7a573c438aa45c4a531b96"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:acb8a10a5ea30171ce60128286aec5ee2"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2">AllocateMemory</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *pAllocDesc, const D3D12_RESOURCE_ALLOCATION_INFO *pAllocInfo, <a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **ppAllocation)</td></tr>
<tr class="memdesc:acb8a10a5ea30171ce60128286aec5ee2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Allocates memory without creating any resource placed in it. <a href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2">More...</a><br /></td></tr>
<tr class="separator:acb8a10a5ea30171ce60128286aec5ee2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6c1fbc673e2559ead34dbf039dd47d60"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a6c1fbc673e2559ead34dbf039dd47d60">AllocateMemory1</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *pAllocDesc, const D3D12_RESOURCE_ALLOCATION_INFO *pAllocInfo, ID3D12ProtectedResourceSession *pProtectedSession, <a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **ppAllocation)</td></tr>
<tr class="memdesc:a6c1fbc673e2559ead34dbf039dd47d60"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2" title="Allocates memory without creating any resource placed in it.">Allocator::AllocateMemory</a>, but supports additional parameter <code>pProtectedSession</code>. <a href="class_d3_d12_m_a_1_1_allocator.html#a6c1fbc673e2559ead34dbf039dd47d60">More...</a><br /></td></tr>
<tr class="separator:a6c1fbc673e2559ead34dbf039dd47d60"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab45536f92410aedb7be44ea36b1b4717"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717">CreateAliasingResource</a> (<a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> *pAllocation, UINT64 AllocationLocalOffset, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, REFIID riidResource, void **ppvResource)</td></tr>
<tr class="memdesc:ab45536f92410aedb7be44ea36b1b4717"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new resource in place of an existing allocation. This is useful for memory aliasing. <a href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717">More...</a><br /></td></tr>
<tr class="separator:ab45536f92410aedb7be44ea36b1b4717"><td class="memSeparator" colspan="2">&#160;</td></tr>
@ -175,50 +169,6 @@ Public Member Functions</h2></td></tr>
<p ><code>pAllocInfo-&gt;SizeInBytes</code> must be multiply of 64KB. <code>pAllocInfo-&gt;Alignment</code> must be one of the legal values as described in documentation of <code>D3D12_HEAP_DESC</code>.</p>
<p >If you use <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> you will get a separate memory block - a heap that always has offset 0. </p>
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<a id="a6c1fbc673e2559ead34dbf039dd47d60" name="a6c1fbc673e2559ead34dbf039dd47d60"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a6c1fbc673e2559ead34dbf039dd47d60">&#9670;&nbsp;</a></span>AllocateMemory1()</h2>
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<div class="memproto">
<table class="memname">
<tr>
<td class="memname">HRESULT D3D12MA::Allocator::AllocateMemory1 </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *&#160;</td>
<td class="paramname"><em>pAllocDesc</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const D3D12_RESOURCE_ALLOCATION_INFO *&#160;</td>
<td class="paramname"><em>pAllocInfo</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">ID3D12ProtectedResourceSession *&#160;</td>
<td class="paramname"><em>pProtectedSession</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **&#160;</td>
<td class="paramname"><em>ppAllocation</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2" title="Allocates memory without creating any resource placed in it.">Allocator::AllocateMemory</a>, but supports additional parameter <code>pProtectedSession</code>. </p>
<p >If <code>pProtectedSession</code> is not null, current implementation always creates separate heap using <code>ID3D12Device4::CreateHeap1</code>.</p>
<p >To work correctly, <code>ID3D12Device4</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>
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@ -457,76 +407,8 @@ Public Member Functions</h2></td></tr>
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<a id="afa0de85c76ce1f86fe9b0bd94dad5e8b" name="afa0de85c76ce1f86fe9b0bd94dad5e8b"></a>
<h2 class="memtitle"><span class="permalink"><a href="#afa0de85c76ce1f86fe9b0bd94dad5e8b">&#9670;&nbsp;</a></span>CreateResource1()</h2>
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<td class="memname">HRESULT D3D12MA::Allocator::CreateResource1 </td>
<td>(</td>
<td class="paramtype">const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *&#160;</td>
<td class="paramname"><em>pAllocDesc</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const D3D12_RESOURCE_DESC *&#160;</td>
<td class="paramname"><em>pResourceDesc</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">D3D12_RESOURCE_STATES&#160;</td>
<td class="paramname"><em>InitialResourceState</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">const D3D12_CLEAR_VALUE *&#160;</td>
<td class="paramname"><em>pOptimizedClearValue</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">ID3D12ProtectedResourceSession *&#160;</td>
<td class="paramname"><em>pProtectedSession</em>, </td>
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<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **&#160;</td>
<td class="paramname"><em>ppAllocation</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">REFIID&#160;</td>
<td class="paramname"><em>riidResource</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">void **&#160;</td>
<td class="paramname"><em>ppvResource</em>&#160;</td>
</tr>
<tr>
<td></td>
<td>)</td>
<td></td><td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Similar to <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...">Allocator::CreateResource</a>, but supports additional parameter <code>pProtectedSession</code>. </p>
<p >If <code>pProtectedSession</code> is not null, current implementation always creates the resource as committed using <code>ID3D12Device4::CreateCommittedResource1</code>.</p>
<p >To work correctly, <code>ID3D12Device4</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#ad9616c8e8e59ede99214b9c7cea97e5a">&#9670;&nbsp;</a></span>CreateResource2()</h2>
<a id="a7a1c79c79a7a573c438aa45c4a531b96" name="a7a1c79c79a7a573c438aa45c4a531b96"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a7a1c79c79a7a573c438aa45c4a531b96">&#9670;&nbsp;</a></span>CreateResource2()</h2>
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@ -555,12 +437,6 @@ Public Member Functions</h2></td></tr>
<td class="paramtype">const D3D12_CLEAR_VALUE *&#160;</td>
<td class="paramname"><em>pOptimizedClearValue</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype">ID3D12ProtectedResourceSession *&#160;</td>
<td class="paramname"><em>pProtectedSession</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
@ -587,7 +463,7 @@ Public Member Functions</h2></td></tr>
</table>
</div><div class="memdoc">
<p>Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#afa0de85c76ce1f86fe9b0bd94dad5e8b" title="Similar to Allocator::CreateResource, but supports additional parameter pProtectedSession.">Allocator::CreateResource1</a>, but supports new structure <code>D3D12_RESOURCE_DESC1</code>. </p>
<p>Similar to <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...">Allocator::CreateResource</a>, but supports new structure <code>D3D12_RESOURCE_DESC1</code>. </p>
<p >It internally uses <code>ID3D12Device8::CreateCommittedResource2</code> or <code>ID3D12Device8::CreatePlacedResource1</code>.</p>
<p >To work correctly, <code>ID3D12Device8</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>

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@ -72,17 +72,17 @@ $(function() {
<p>This is the complete list of members for <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a>, including all inherited members.</p>
<table class="directory">
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c">Allocate</a>(const VIRTUAL_ALLOCATION_DESC *pDesc, UINT64 *pOffset)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">Allocate</a>(const VIRTUAL_ALLOCATION_DESC *pDesc, VirtualAllocation *pAllocation, UINT64 *pOffset)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a828a27070bfa762cae796d4c8f2ef703">BuildStatsString</a>(WCHAR **ppStatsString) const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a039ee8426818d0126cf7f44c1c658526">CalculateStats</a>(StatInfo *pInfo) const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189">Clear</a>()</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0485028cbe13b5457fe422865f7edf74">CreateVirtualBlock</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"><span class="mlabel">friend</span></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a968f13f23d03e50cc50b87835b6d5a85">D3D12MA_DELETE</a></td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"><span class="mlabel">friend</span></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a02dfae4c0856f22da885a332de7821fa">FreeAllocation</a>(UINT64 offset)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">FreeAllocation</a>(VirtualAllocation allocation)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a6f78ddaa7da194e239089e52093e68a9">FreeStatsString</a>(WCHAR *pStatsString) const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb">GetAllocationInfo</a>(UINT64 offset, VIRTUAL_ALLOCATION_INFO *pInfo) const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1">GetAllocationInfo</a>(VirtualAllocation allocation, VIRTUAL_ALLOCATION_INFO *pInfo) const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a7b23fd2da6f0343095fb14b31395678b">IsEmpty</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0af4aec3d2efc913ee43b0725e8a0289">SetAllocationUserData</a>(UINT64 offset, void *pUserData)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9faeb1ad64ffd04b86a314fe04a8c81d">SetAllocationUserData</a>(VirtualAllocation allocation, void *pUserData)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td><td class="entry"></td></tr>
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@ -89,21 +89,21 @@ Public Member Functions</h2></td></tr>
<tr class="memitem:a7b23fd2da6f0343095fb14b31395678b"><td class="memItemLeft" align="right" valign="top">BOOL&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a7b23fd2da6f0343095fb14b31395678b">IsEmpty</a> () const</td></tr>
<tr class="memdesc:a7b23fd2da6f0343095fb14b31395678b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if the block is empty - contains 0 allocations. <a href="class_d3_d12_m_a_1_1_virtual_block.html#a7b23fd2da6f0343095fb14b31395678b">More...</a><br /></td></tr>
<tr class="separator:a7b23fd2da6f0343095fb14b31395678b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a287b8f0e455ffc7f302094671f922afb"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb">GetAllocationInfo</a> (UINT64 offset, <a class="el" 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___i_n_f_o.html">VIRTUAL_ALLOCATION_INFO</a> *pInfo) const</td></tr>
<tr class="memdesc:a287b8f0e455ffc7f302094671f922afb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns information about an allocation at given offset - its size and custom pointer. <a href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb">More...</a><br /></td></tr>
<tr class="separator:a287b8f0e455ffc7f302094671f922afb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa57575f1af18461012bde8c4b6f3c56c"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c">Allocate</a> (const <a class="el" 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">VIRTUAL_ALLOCATION_DESC</a> *pDesc, UINT64 *pOffset)</td></tr>
<tr class="memdesc:aa57575f1af18461012bde8c4b6f3c56c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new allocation. <a href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c">More...</a><br /></td></tr>
<tr class="separator:aa57575f1af18461012bde8c4b6f3c56c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a02dfae4c0856f22da885a332de7821fa"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a02dfae4c0856f22da885a332de7821fa">FreeAllocation</a> (UINT64 offset)</td></tr>
<tr class="memdesc:a02dfae4c0856f22da885a332de7821fa"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees the allocation at given offset. <a href="class_d3_d12_m_a_1_1_virtual_block.html#a02dfae4c0856f22da885a332de7821fa">More...</a><br /></td></tr>
<tr class="separator:a02dfae4c0856f22da885a332de7821fa"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac605dce05ca0d411e46079f0bad765d1"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1">GetAllocationInfo</a> (<a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a> allocation, <a class="el" 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___i_n_f_o.html">VIRTUAL_ALLOCATION_INFO</a> *pInfo) const</td></tr>
<tr class="memdesc:ac605dce05ca0d411e46079f0bad765d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns information about an allocation - its offset, size and custom pointer. <a href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1">More...</a><br /></td></tr>
<tr class="separator:ac605dce05ca0d411e46079f0bad765d1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9281daf76e888ea1bd5247d5732e8179"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">Allocate</a> (const <a class="el" 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">VIRTUAL_ALLOCATION_DESC</a> *pDesc, <a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a> *pAllocation, UINT64 *pOffset)</td></tr>
<tr class="memdesc:a9281daf76e888ea1bd5247d5732e8179"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new allocation. <a href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">More...</a><br /></td></tr>
<tr class="separator:a9281daf76e888ea1bd5247d5732e8179"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aab44e46bd122054c894fc84740f1e8fb"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">FreeAllocation</a> (<a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a> allocation)</td></tr>
<tr class="memdesc:aab44e46bd122054c894fc84740f1e8fb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees the allocation. <a href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">More...</a><br /></td></tr>
<tr class="separator:aab44e46bd122054c894fc84740f1e8fb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae22b18c0b7c31b44c1d740f886369189"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189">Clear</a> ()</td></tr>
<tr class="memdesc:ae22b18c0b7c31b44c1d740f886369189"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees all the allocations. <a href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189">More...</a><br /></td></tr>
<tr class="separator:ae22b18c0b7c31b44c1d740f886369189"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0af4aec3d2efc913ee43b0725e8a0289"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0af4aec3d2efc913ee43b0725e8a0289">SetAllocationUserData</a> (UINT64 offset, void *pUserData)</td></tr>
<tr class="memdesc:a0af4aec3d2efc913ee43b0725e8a0289"><td class="mdescLeft">&#160;</td><td class="mdescRight">Changes custom pointer for an allocation at given offset to a new value. <a href="class_d3_d12_m_a_1_1_virtual_block.html#a0af4aec3d2efc913ee43b0725e8a0289">More...</a><br /></td></tr>
<tr class="separator:a0af4aec3d2efc913ee43b0725e8a0289"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9faeb1ad64ffd04b86a314fe04a8c81d"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9faeb1ad64ffd04b86a314fe04a8c81d">SetAllocationUserData</a> (<a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a> allocation, void *pUserData)</td></tr>
<tr class="memdesc:a9faeb1ad64ffd04b86a314fe04a8c81d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Changes custom pointer for an allocation to a new value. <a href="class_d3_d12_m_a_1_1_virtual_block.html#a9faeb1ad64ffd04b86a314fe04a8c81d">More...</a><br /></td></tr>
<tr class="separator:a9faeb1ad64ffd04b86a314fe04a8c81d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a039ee8426818d0126cf7f44c1c658526"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a039ee8426818d0126cf7f44c1c658526">CalculateStats</a> (<a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">StatInfo</a> *pInfo) const</td></tr>
<tr class="memdesc:a039ee8426818d0126cf7f44c1c658526"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves statistics from the current state of the block. <a href="class_d3_d12_m_a_1_1_virtual_block.html#a039ee8426818d0126cf7f44c1c658526">More...</a><br /></td></tr>
<tr class="separator:a039ee8426818d0126cf7f44c1c658526"><td class="memSeparator" colspan="2">&#160;</td></tr>
@ -120,8 +120,8 @@ Public Member Functions</h2></td></tr>
<p >To create this object, fill in <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" title="Parameters of created D3D12MA::VirtualBlock object to be passed to CreateVirtualBlock().">D3D12MA::VIRTUAL_BLOCK_DESC</a> and call <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0485028cbe13b5457fe422865f7edf74" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a>. To destroy it, call its method <code>VirtualBlock::Release()</code>. You need to free all the allocations within this block or call <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189" title="Frees all the allocations.">Clear()</a> before destroying it.</p>
<p >This object is not thread-safe - should not be used from multiple threads simultaneously, must be synchronized externally. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="aa57575f1af18461012bde8c4b6f3c56c" name="aa57575f1af18461012bde8c4b6f3c56c"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa57575f1af18461012bde8c4b6f3c56c">&#9670;&nbsp;</a></span>Allocate()</h2>
<a id="a9281daf76e888ea1bd5247d5732e8179" name="a9281daf76e888ea1bd5247d5732e8179"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a9281daf76e888ea1bd5247d5732e8179">&#9670;&nbsp;</a></span>Allocate()</h2>
<div class="memitem">
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@ -132,6 +132,12 @@ Public Member Functions</h2></td></tr>
<td class="paramtype">const <a class="el" 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">VIRTUAL_ALLOCATION_DESC</a> *&#160;</td>
<td class="paramname"><em>pDesc</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
<td class="paramtype"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a> *&#160;</td>
<td class="paramname"><em>pAllocation</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
<td></td>
@ -150,7 +156,8 @@ Public Member Functions</h2></td></tr>
<dl class="params"><dt>Parameters</dt><dd>
<table class="params">
<tr><td class="paramdir"></td><td class="paramname">pDesc</td><td></td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">pOffset</td><td>Offset of the new allocation, which can also be treated as an unique identifier of the allocation within this block. <code>UINT64_MAX</code> if allocation failed. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">pAllocation</td><td>Unique indentifier of the new allocation within single block. <code>UINT64_MAX</code> in AllocHandle if allocation failed. </td></tr>
<tr><td class="paramdir">[out]</td><td class="paramname">pOffset</td><td>Returned offset of the new allocation. Optional, can be null. </td></tr>
</table>
</dd>
</dl>
@ -223,8 +230,8 @@ Public Member Functions</h2></td></tr>
</div>
</div>
<a id="a02dfae4c0856f22da885a332de7821fa" name="a02dfae4c0856f22da885a332de7821fa"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a02dfae4c0856f22da885a332de7821fa">&#9670;&nbsp;</a></span>FreeAllocation()</h2>
<a id="aab44e46bd122054c894fc84740f1e8fb" name="aab44e46bd122054c894fc84740f1e8fb"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aab44e46bd122054c894fc84740f1e8fb">&#9670;&nbsp;</a></span>FreeAllocation()</h2>
<div class="memitem">
<div class="memproto">
@ -232,14 +239,14 @@ Public Member Functions</h2></td></tr>
<tr>
<td class="memname">void D3D12MA::VirtualBlock::FreeAllocation </td>
<td>(</td>
<td class="paramtype">UINT64&#160;</td>
<td class="paramname"><em>offset</em></td><td>)</td>
<td class="paramtype"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a>&#160;</td>
<td class="paramname"><em>allocation</em></td><td>)</td>
<td></td>
</tr>
</table>
</div><div class="memdoc">
<p>Frees the allocation at given offset. </p>
<p>Frees the allocation. </p>
</div>
</div>
@ -263,8 +270,8 @@ Public Member Functions</h2></td></tr>
</div>
</div>
<a id="a287b8f0e455ffc7f302094671f922afb" name="a287b8f0e455ffc7f302094671f922afb"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a287b8f0e455ffc7f302094671f922afb">&#9670;&nbsp;</a></span>GetAllocationInfo()</h2>
<a id="ac605dce05ca0d411e46079f0bad765d1" name="ac605dce05ca0d411e46079f0bad765d1"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ac605dce05ca0d411e46079f0bad765d1">&#9670;&nbsp;</a></span>GetAllocationInfo()</h2>
<div class="memitem">
<div class="memproto">
@ -272,8 +279,8 @@ Public Member Functions</h2></td></tr>
<tr>
<td class="memname">void D3D12MA::VirtualBlock::GetAllocationInfo </td>
<td>(</td>
<td class="paramtype">UINT64&#160;</td>
<td class="paramname"><em>offset</em>, </td>
<td class="paramtype"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a>&#160;</td>
<td class="paramname"><em>allocation</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
@ -289,7 +296,7 @@ Public Member Functions</h2></td></tr>
</table>
</div><div class="memdoc">
<p>Returns information about an allocation at given offset - its size and custom pointer. </p>
<p>Returns information about an allocation - its offset, size and custom pointer. </p>
</div>
</div>
@ -312,8 +319,8 @@ Public Member Functions</h2></td></tr>
</div>
</div>
<a id="a0af4aec3d2efc913ee43b0725e8a0289" name="a0af4aec3d2efc913ee43b0725e8a0289"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a0af4aec3d2efc913ee43b0725e8a0289">&#9670;&nbsp;</a></span>SetAllocationUserData()</h2>
<a id="a9faeb1ad64ffd04b86a314fe04a8c81d" name="a9faeb1ad64ffd04b86a314fe04a8c81d"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a9faeb1ad64ffd04b86a314fe04a8c81d">&#9670;&nbsp;</a></span>SetAllocationUserData()</h2>
<div class="memitem">
<div class="memproto">
@ -321,8 +328,8 @@ Public Member Functions</h2></td></tr>
<tr>
<td class="memname">void D3D12MA::VirtualBlock::SetAllocationUserData </td>
<td>(</td>
<td class="paramtype">UINT64&#160;</td>
<td class="paramname"><em>offset</em>, </td>
<td class="paramtype"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a>&#160;</td>
<td class="paramname"><em>allocation</em>, </td>
</tr>
<tr>
<td class="paramkey"></td>
@ -338,7 +345,7 @@ Public Member Functions</h2></td></tr>
</table>
</div><div class="memdoc">
<p>Changes custom pointer for an allocation at given offset to a new value. </p>
<p>Changes custom pointer for an allocation to a new value. </p>
</div>
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@ -81,7 +81,7 @@ $(function() {
<dd><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html">StatInfo</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd><dd><a class="el" href="struct_d3_d12_m_a_1_1_stats.html">Stats</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd></dl>
<dl class="classindex even">
<dt class="alphachar"><a id="letter_V" name="letter_V">V</a></dt>
<dd><a class="el" 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">VIRTUAL_ALLOCATION_DESC</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd><dd><a class="el" 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___i_n_f_o.html">VIRTUAL_ALLOCATION_INFO</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd><dd><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">VIRTUAL_BLOCK_DESC</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd><dd><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">VirtualBlock</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd></dl>
<dd><a class="el" 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">VIRTUAL_ALLOCATION_DESC</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd><dd><a class="el" 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___i_n_f_o.html">VIRTUAL_ALLOCATION_INFO</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd><dd><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">VIRTUAL_BLOCK_DESC</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd><dd><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd><dd><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">VirtualBlock</a> (<a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>)</dd></dl>
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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:670</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:692</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:175</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:179</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:177</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:551</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:571</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:577</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:559</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:181</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:185</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:183</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:573</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:593</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:599</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:581</div></div>
</div><!-- fragment --> </div></div><!-- contents -->
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@ -110,7 +110,7 @@ Features and benefits</h1>
<div class="line">ID3D12Resource* res;</div>
<div class="line">hr = allocator-&gt;CreateResource(&amp;allocDesc, &amp;resDesc,</div>
<div class="line"> D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &amp;alloc, IID_PPV_ARGS(&amp;res));</div>
<div class="ttc" id="anamespace_d3_d12_m_a_html_abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675"><div class="ttname"><a href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a></div><div class="ttdeci">@ ALLOCATION_FLAG_COMMITTED</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:195</div></div>
<div class="ttc" id="anamespace_d3_d12_m_a_html_abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675"><div class="ttname"><a href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a></div><div class="ttdeci">@ ALLOCATION_FLAG_COMMITTED</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:201</div></div>
</div><!-- fragment --><p >This feature may seem unnecessary, but creating committed allocations from custom pools may be useful in some cases, e.g. to have separate memory usage statistics for some group of resources or to use extended allocation parameters, like custom <code>D3D12_HEAP_PROPERTIES</code>, which are available only in custom pools. </p>
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@ -66,14 +66,15 @@ $(function() {
<h3><a id="index_a" name="index_a"></a>- a -</h3><ul>
<li>Alignment&#160;:&#160;<a class="el" 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</a></li>
<li>Allocate()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c">D3D12MA::VirtualBlock</a></li>
<li>Allocate()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">D3D12MA::VirtualBlock</a></li>
<li>AllocateMemory()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2">D3D12MA::Allocator</a></li>
<li>AllocateMemory1()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a6c1fbc673e2559ead34dbf039dd47d60">D3D12MA::Allocator</a></li>
<li>AllocationBytes&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_budget.html#abcb043908bd528852f8ef3867ad76099">D3D12MA::Budget</a></li>
<li>AllocationCount&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a2f50de812e296b71594174ff67bbac6e">D3D12MA::StatInfo</a></li>
<li>AllocationSizeAvg&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#acf3339540ff01d93b6a6f5dc68d83f60">D3D12MA::StatInfo</a></li>
<li>AllocationSizeMax&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#acd3c6f72ffb61a8d39b65a3dab317eb6">D3D12MA::StatInfo</a></li>
<li>AllocationSizeMin&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a9d9e69e9cad231fea3a41b06e7eeee35">D3D12MA::StatInfo</a></li>
<li>allocHandle&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a5c38846905b1ca0ff228c6081f2fc20c">D3D12MA::Allocation</a></li>
<li>AllocHandle&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html#a5d3166cf1f284fbbea4d0b169c4dba13">D3D12MA::VirtualAllocation</a></li>
</ul>
@ -94,8 +95,7 @@ $(function() {
<li>CreateAllocator&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a458f044fdc81e4a0b147e99ffcf73459">D3D12MA::Allocator</a></li>
<li>CreatePool()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515">D3D12MA::Allocator</a></li>
<li>CreateResource()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">D3D12MA::Allocator</a></li>
<li>CreateResource1()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#afa0de85c76ce1f86fe9b0bd94dad5e8b">D3D12MA::Allocator</a></li>
<li>CreateResource2()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ad9616c8e8e59ede99214b9c7cea97e5a">D3D12MA::Allocator</a></li>
<li>CreateResource2()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a7a1c79c79a7a573c438aa45c4a531b96">D3D12MA::Allocator</a></li>
<li>CreateVirtualBlock&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0485028cbe13b5457fe422865f7edf74">D3D12MA::VirtualBlock</a></li>
<li>CustomPool&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934">D3D12MA::ALLOCATION_DESC</a></li>
</ul>
@ -113,13 +113,13 @@ $(function() {
<h3><a id="index_f" name="index_f"></a>- f -</h3><ul>
<li>Flags&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a92dec49b788a334fc91c55340dfbace6">D3D12MA::ALLOCATION_DESC</a>, <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ad8abad7c80ea0d8df27c85243ce720f3">D3D12MA::ALLOCATOR_DESC</a></li>
<li>FreeAllocation()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a02dfae4c0856f22da885a332de7821fa">D3D12MA::VirtualBlock</a></li>
<li>FreeAllocation()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">D3D12MA::VirtualBlock</a></li>
<li>FreeStatsString()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a8392663494384c16d8bfa12b827b4f9c">D3D12MA::Allocator</a>, <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a6f78ddaa7da194e239089e52093e68a9">D3D12MA::VirtualBlock</a></li>
</ul>
<h3><a id="index_g" name="index_g"></a>- g -</h3><ul>
<li>GetAllocationInfo()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb">D3D12MA::VirtualBlock</a></li>
<li>GetAllocationInfo()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1">D3D12MA::VirtualBlock</a></li>
<li>GetBudget()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#abe927bd3ad6930111d4d9408515b9601">D3D12MA::Allocator</a></li>
<li>GetD3D12Options()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ae276d2358a58a36f8c6639f837f29be5">D3D12MA::Allocator</a></li>
<li>GetDesc()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_pool.html#aaab59af46d922d6b81fce8d8be987028">D3D12MA::Pool</a></li>
@ -167,7 +167,7 @@ $(function() {
<h3><a id="index_o" name="index_o"></a>- o -</h3><ul>
<li>offset&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a73c55decc2485b907f678d95aac24b6b">D3D12MA::Allocation</a></li>
<li>offset&#160;:&#160;<a class="el" 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___i_n_f_o.html#a2e0856b5cd556fef0d66c766ac750928">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></li>
</ul>
@ -177,6 +177,7 @@ $(function() {
<li>pAllocationCallbacks&#160;:&#160;<a class="el" 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</a>, <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#aa8ea08ad0ee64cb2d29c03b85008317f">D3D12MA::VIRTUAL_BLOCK_DESC</a></li>
<li>pDevice&#160;:&#160;<a class="el" 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</a></li>
<li>pFree&#160;:&#160;<a class="el" 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</a></li>
<li>pProtectedSession&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a475840ec05c19732c8d5aa8bb27270f4">D3D12MA::POOL_DESC</a></li>
<li>PreferredBlockSize&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a97149c9559deae943c2cfa49aeeff8a6">D3D12MA::ALLOCATOR_DESC</a></li>
<li>prev&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#adc3ac89758a915a409e047f9b89aa160">D3D12MA::Allocation</a></li>
<li>pUserData&#160;:&#160;<a class="el" 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#af75391788c1241a06bb0de792c02c335">D3D12MA::ALLOCATION_CALLBACKS</a>, <a class="el" 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#ab8ec8dd20b4b9dc2aaa79d7da024170b">D3D12MA::VIRTUAL_ALLOCATION_DESC</a>, <a class="el" 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___i_n_f_o.html#a4b23ad296ab6cd425fb3b6c83c13b4ff">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></li>
@ -184,7 +185,7 @@ $(function() {
<h3><a id="index_s" name="index_s"></a>- s -</h3><ul>
<li>SetAllocationUserData()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0af4aec3d2efc913ee43b0725e8a0289">D3D12MA::VirtualBlock</a></li>
<li>SetAllocationUserData()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9faeb1ad64ffd04b86a314fe04a8c81d">D3D12MA::VirtualBlock</a></li>
<li>SetCurrentFrameIndex()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a468ba0c93121eaaee402b08775f1dd11">D3D12MA::Allocator</a></li>
<li>SetName()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#af9e643276b577aa7f21937f75d4b82ac">D3D12MA::Allocation</a>, <a class="el" href="class_d3_d12_m_a_1_1_pool.html#a20617cfec0461cf8c2b92115b5140c5b">D3D12MA::Pool</a></li>
<li>Size&#160;:&#160;<a class="el" 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</a></li>

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@ -65,9 +65,8 @@ $(function() {
&#160;
<h3><a id="index_a" name="index_a"></a>- a -</h3><ul>
<li>Allocate()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c">D3D12MA::VirtualBlock</a></li>
<li>Allocate()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">D3D12MA::VirtualBlock</a></li>
<li>AllocateMemory()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2">D3D12MA::Allocator</a></li>
<li>AllocateMemory1()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a6c1fbc673e2559ead34dbf039dd47d60">D3D12MA::Allocator</a></li>
</ul>
@ -82,19 +81,18 @@ $(function() {
<li>CreateAliasingResource()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717">D3D12MA::Allocator</a></li>
<li>CreatePool()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515">D3D12MA::Allocator</a></li>
<li>CreateResource()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">D3D12MA::Allocator</a></li>
<li>CreateResource1()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#afa0de85c76ce1f86fe9b0bd94dad5e8b">D3D12MA::Allocator</a></li>
<li>CreateResource2()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ad9616c8e8e59ede99214b9c7cea97e5a">D3D12MA::Allocator</a></li>
<li>CreateResource2()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a7a1c79c79a7a573c438aa45c4a531b96">D3D12MA::Allocator</a></li>
</ul>
<h3><a id="index_f" name="index_f"></a>- f -</h3><ul>
<li>FreeAllocation()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a02dfae4c0856f22da885a332de7821fa">D3D12MA::VirtualBlock</a></li>
<li>FreeAllocation()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">D3D12MA::VirtualBlock</a></li>
<li>FreeStatsString()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a8392663494384c16d8bfa12b827b4f9c">D3D12MA::Allocator</a>, <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a6f78ddaa7da194e239089e52093e68a9">D3D12MA::VirtualBlock</a></li>
</ul>
<h3><a id="index_g" name="index_g"></a>- g -</h3><ul>
<li>GetAllocationInfo()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb">D3D12MA::VirtualBlock</a></li>
<li>GetAllocationInfo()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1">D3D12MA::VirtualBlock</a></li>
<li>GetBudget()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#abe927bd3ad6930111d4d9408515b9601">D3D12MA::Allocator</a></li>
<li>GetD3D12Options()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ae276d2358a58a36f8c6639f837f29be5">D3D12MA::Allocator</a></li>
<li>GetDesc()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_pool.html#aaab59af46d922d6b81fce8d8be987028">D3D12MA::Pool</a></li>
@ -114,7 +112,7 @@ $(function() {
<h3><a id="index_s" name="index_s"></a>- s -</h3><ul>
<li>SetAllocationUserData()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0af4aec3d2efc913ee43b0725e8a0289">D3D12MA::VirtualBlock</a></li>
<li>SetAllocationUserData()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9faeb1ad64ffd04b86a314fe04a8c81d">D3D12MA::VirtualBlock</a></li>
<li>SetCurrentFrameIndex()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a468ba0c93121eaaee402b08775f1dd11">D3D12MA::Allocator</a></li>
<li>SetName()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#af9e643276b577aa7f21937f75d4b82ac">D3D12MA::Allocation</a>, <a class="el" href="class_d3_d12_m_a_1_1_pool.html#a20617cfec0461cf8c2b92115b5140c5b">D3D12MA::Pool</a></li>
</ul>

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@ -71,6 +71,8 @@ $(function() {
<li>AllocationSizeAvg&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#acf3339540ff01d93b6a6f5dc68d83f60">D3D12MA::StatInfo</a></li>
<li>AllocationSizeMax&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#acd3c6f72ffb61a8d39b65a3dab317eb6">D3D12MA::StatInfo</a></li>
<li>AllocationSizeMin&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html#a9d9e69e9cad231fea3a41b06e7eeee35">D3D12MA::StatInfo</a></li>
<li>allocHandle&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a5c38846905b1ca0ff228c6081f2fc20c">D3D12MA::Allocation</a></li>
<li>AllocHandle&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html#a5d3166cf1f284fbbea4d0b169c4dba13">D3D12MA::VirtualAllocation</a></li>
</ul>
@ -127,7 +129,7 @@ $(function() {
<h3><a id="index_o" name="index_o"></a>- o -</h3><ul>
<li>offset&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a73c55decc2485b907f678d95aac24b6b">D3D12MA::Allocation</a></li>
<li>offset&#160;:&#160;<a class="el" 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___i_n_f_o.html#a2e0856b5cd556fef0d66c766ac750928">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></li>
</ul>
@ -137,6 +139,7 @@ $(function() {
<li>pAllocationCallbacks&#160;:&#160;<a class="el" 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</a>, <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#aa8ea08ad0ee64cb2d29c03b85008317f">D3D12MA::VIRTUAL_BLOCK_DESC</a></li>
<li>pDevice&#160;:&#160;<a class="el" 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</a></li>
<li>pFree&#160;:&#160;<a class="el" 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</a></li>
<li>pProtectedSession&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a475840ec05c19732c8d5aa8bb27270f4">D3D12MA::POOL_DESC</a></li>
<li>PreferredBlockSize&#160;:&#160;<a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a97149c9559deae943c2cfa49aeeff8a6">D3D12MA::ALLOCATOR_DESC</a></li>
<li>prev&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#adc3ac89758a915a409e047f9b89aa160">D3D12MA::Allocation</a></li>
<li>pUserData&#160;:&#160;<a class="el" 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#af75391788c1241a06bb0de792c02c335">D3D12MA::ALLOCATION_CALLBACKS</a>, <a class="el" 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#ab8ec8dd20b4b9dc2aaa79d7da024170b">D3D12MA::VIRTUAL_ALLOCATION_DESC</a>, <a class="el" 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___i_n_f_o.html#a4b23ad296ab6cd425fb3b6c83c13b4ff">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></li>

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@ -79,9 +79,10 @@ $(function() {
<tr id="row_5_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html" target="_self">D3D12MA::POOL_DESC</a></td><td class="desc">Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_pool.html" title="Custom memory pool.">D3D12MA::Pool</a> object. To be used with <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a> </td></tr>
<tr id="row_6_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html" target="_self">D3D12MA::StatInfo</a></td><td class="desc">Calculated statistics of memory usage in entire allocator </td></tr>
<tr id="row_7_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_stats.html" target="_self">D3D12MA::Stats</a></td><td class="desc">General statistics from the current state of the allocator </td></tr>
<tr id="row_8_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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" target="_self">D3D12MA::VIRTUAL_ALLOCATION_DESC</a></td><td class="desc">Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c" title="Creates new allocation.">VirtualBlock::Allocate()</a> </td></tr>
<tr id="row_9_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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___i_n_f_o.html" target="_self">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></td><td class="desc">Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb" title="Returns information about an allocation at given offset - its size and custom pointer.">VirtualBlock::GetAllocationInfo()</a> </td></tr>
<tr id="row_8_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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" target="_self">D3D12MA::VIRTUAL_ALLOCATION_DESC</a></td><td class="desc">Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">VirtualBlock::Allocate()</a> </td></tr>
<tr id="row_9_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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___i_n_f_o.html" target="_self">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></td><td class="desc">Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">VirtualBlock::GetAllocationInfo()</a> </td></tr>
<tr id="row_10_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">D3D12MA::VIRTUAL_BLOCK_DESC</a></td><td class="desc">Parameters of created <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 to be passed to <a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a> </td></tr>
<tr id="row_11_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html" target="_self">D3D12MA::VirtualAllocation</a></td><td class="desc">Represents single memory allocation done inside <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,...">VirtualBlock</a> </td></tr>
</table>
</div><!-- directory -->
</div><!-- contents -->

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@ -66,7 +66,7 @@ $(function() {
</div><!--header-->
<div class="contents">
<div class="textblock"><p ><b>Version 2.0.0-development</b> (2021-07-26)</p>
<p >Copyright (c) 2019-2021 Advanced Micro Devices, Inc. All rights reserved. <br />
<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>
<h1><a class="anchor" id="main_table_of_contents"></a>

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@ -105,20 +105,26 @@ Classes</h2></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">General statistics from the current state of the allocator. <a href="struct_d3_d12_m_a_1_1_stats.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" 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">VIRTUAL_ALLOCATION_DESC</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c" title="Creates new allocation.">VirtualBlock::Allocate()</a>. <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#details">More...</a><br /></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">VirtualBlock::Allocate()</a>. <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#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" 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___i_n_f_o.html">VIRTUAL_ALLOCATION_INFO</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb" title="Returns information about an allocation at given offset - its size and custom pointer.">VirtualBlock::GetAllocationInfo()</a>. <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___i_n_f_o.html#details">More...</a><br /></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">VirtualBlock::GetAllocationInfo()</a>. <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___i_n_f_o.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><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">VIRTUAL_BLOCK_DESC</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters of created <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 to be passed to <a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a>. <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#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents single memory allocation done inside <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,...">VirtualBlock</a>. <a href="struct_d3_d12_m_a_1_1_virtual_allocation.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">VirtualBlock</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory. <a href="class_d3_d12_m_a_1_1_virtual_block.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="typedef-members" name="typedef-members"></a>
Typedefs</h2></td></tr>
<tr class="memitem:a15e349adce86a40e0417d405aef1af80"><td class="memItemLeft" align="right" valign="top">typedef UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">AllocHandle</a></td></tr>
<tr class="memdesc:a15e349adce86a40e0417d405aef1af80"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unique identifier of single allocation done inside the memory heap. <a href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">More...</a><br /></td></tr>
<tr class="separator:a15e349adce86a40e0417d405aef1af80"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1513cdeed760a8a2a6c94fa7cba87616"><td class="memItemLeft" align="right" valign="top">using&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a1513cdeed760a8a2a6c94fa7cba87616">ALLOCATE_FUNC_PTR</a> = void *(*)(size_t Size, size_t Alignment, void *pUserData)</td></tr>
<tr class="memdesc:a1513cdeed760a8a2a6c94fa7cba87616"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that allocates CPU memory. <a href="namespace_d3_d12_m_a.html#a1513cdeed760a8a2a6c94fa7cba87616">More...</a><br /></td></tr>
<tr class="separator:a1513cdeed760a8a2a6c94fa7cba87616"><td class="memSeparator" colspan="2">&#160;</td></tr>
@ -172,6 +178,22 @@ Variables</h2></td></tr>
<p>Pointer to custom callback function that allocates CPU memory. </p>
</div>
</div>
<a id="a15e349adce86a40e0417d405aef1af80" name="a15e349adce86a40e0417d405aef1af80"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a15e349adce86a40e0417d405aef1af80">&#9670;&nbsp;</a></span>AllocHandle</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">typedef UINT64 <a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">D3D12MA::AllocHandle</a></td>
</tr>
</table>
</div><div class="memdoc">
<p>Unique identifier of single allocation done inside the memory heap. </p>
</div>
</div>
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@ -73,6 +73,7 @@ $(function() {
<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>
<li>AllocHandle&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">D3D12MA</a></li>
<li>CreateAllocator()&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA</a></li>
<li>CreateVirtualBlock()&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98">D3D12MA</a></li>
<li>FREE_FUNC_PTR&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a6a68d0d4ed318abe8f5496d27d6caff7">D3D12MA</a></li>

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@ -64,6 +64,7 @@ $(function() {
<div class="contents">
&#160;<ul>
<li>ALLOCATE_FUNC_PTR&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a1513cdeed760a8a2a6c94fa7cba87616">D3D12MA</a></li>
<li>AllocHandle&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">D3D12MA</a></li>
<li>FREE_FUNC_PTR&#160;:&#160;<a class="el" href="namespace_d3_d12_m_a.html#a6a68d0d4ed318abe8f5496d27d6caff7">D3D12MA</a></li>
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@ -78,10 +78,11 @@ $(function() {
<tr id="row_0_7_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html" target="_self">POOL_DESC</a></td><td class="desc">Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_pool.html" title="Custom memory pool.">D3D12MA::Pool</a> object. To be used with <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a> </td></tr>
<tr id="row_0_8_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_stat_info.html" target="_self">StatInfo</a></td><td class="desc">Calculated statistics of memory usage in entire allocator </td></tr>
<tr id="row_0_9_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_stats.html" target="_self">Stats</a></td><td class="desc">General statistics from the current state of the allocator </td></tr>
<tr id="row_0_10_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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" target="_self">VIRTUAL_ALLOCATION_DESC</a></td><td class="desc">Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c" title="Creates new allocation.">VirtualBlock::Allocate()</a> </td></tr>
<tr id="row_0_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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___i_n_f_o.html" target="_self">VIRTUAL_ALLOCATION_INFO</a></td><td class="desc">Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb" title="Returns information about an allocation at given offset - its size and custom pointer.">VirtualBlock::GetAllocationInfo()</a> </td></tr>
<tr id="row_0_10_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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" target="_self">VIRTUAL_ALLOCATION_DESC</a></td><td class="desc">Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">VirtualBlock::Allocate()</a> </td></tr>
<tr id="row_0_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" 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___i_n_f_o.html" target="_self">VIRTUAL_ALLOCATION_INFO</a></td><td class="desc">Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">VirtualBlock::GetAllocationInfo()</a> </td></tr>
<tr id="row_0_12_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">VIRTUAL_BLOCK_DESC</a></td><td class="desc">Parameters of created <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 to be passed to <a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a> </td></tr>
<tr id="row_0_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" target="_self">VirtualBlock</a></td><td class="desc">Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory </td></tr>
<tr id="row_0_13_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html" target="_self">VirtualAllocation</a></td><td class="desc">Represents single memory allocation done inside <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,...">VirtualBlock</a> </td></tr>
<tr id="row_0_14_"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" target="_self">VirtualBlock</a></td><td class="desc">Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory </td></tr>
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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:670</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:692</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:551</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:577</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:559</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:573</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:599</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:581</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:265</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:278</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:216</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:225</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:222</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:231</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:265</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:278</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:216</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:241</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:225</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:222</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:247</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:231</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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<tr class="even"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a0a6283eeb1f3f99d8c4ae264aec7f749">MinAllocationAlignment</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html">D3D12MA::POOL_DESC</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a6f10db3911a3bea1becfc9a0dfa5bac8">MinBlockCount</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html">D3D12MA::POOL_DESC</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a475840ec05c19732c8d5aa8bb27270f4">pProtectedSession</a></td><td class="entry"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html">D3D12MA::POOL_DESC</a></td><td class="entry"></td></tr>
</table></div><!-- contents -->
<!-- start footer part -->
<hr class="footer"/><address class="footer"><small>

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@ -98,6 +98,9 @@ Public Attributes</h2></td></tr>
<tr class="memitem:a0a6283eeb1f3f99d8c4ae264aec7f749"><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_p_o_o_l___d_e_s_c.html#a0a6283eeb1f3f99d8c4ae264aec7f749">MinAllocationAlignment</a></td></tr>
<tr class="memdesc:a0a6283eeb1f3f99d8c4ae264aec7f749"><td class="mdescLeft">&#160;</td><td class="mdescRight">Additional minimum alignment to be used for all allocations created from this pool. Can be 0. <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a0a6283eeb1f3f99d8c4ae264aec7f749">More...</a><br /></td></tr>
<tr class="separator:a0a6283eeb1f3f99d8c4ae264aec7f749"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a475840ec05c19732c8d5aa8bb27270f4"><td class="memItemLeft" align="right" valign="top">ID3D12ProtectedResourceSession *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a475840ec05c19732c8d5aa8bb27270f4">pProtectedSession</a></td></tr>
<tr class="memdesc:a475840ec05c19732c8d5aa8bb27270f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Additional parameter allowing pool to create resources with passed protected session. <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a475840ec05c19732c8d5aa8bb27270f4">More...</a><br /></td></tr>
<tr class="separator:a475840ec05c19732c8d5aa8bb27270f4"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p >Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_pool.html" title="Custom memory pool.">D3D12MA::Pool</a> object. To be used with <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a>. </p>
@ -204,6 +207,23 @@ Public Attributes</h2></td></tr>
<p>Minimum number of heaps (memory blocks) to be always allocated in this pool, even if they stay empty. Optional. </p>
<p >Set to 0 to have no preallocated blocks and allow the pool be completely empty. </p>
</div>
</div>
<a id="a475840ec05c19732c8d5aa8bb27270f4" name="a475840ec05c19732c8d5aa8bb27270f4"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a475840ec05c19732c8d5aa8bb27270f4">&#9670;&nbsp;</a></span>pProtectedSession</h2>
<div class="memitem">
<div class="memproto">
<table class="memname">
<tr>
<td class="memname">ID3D12ProtectedResourceSession* D3D12MA::POOL_DESC::pProtectedSession</td>
</tr>
</table>
</div><div class="memdoc">
<p>Additional parameter allowing pool to create resources with passed protected session. </p>
<p >If not null then all the heaps and committed resources will be created with this parameter. Valid only if ID3D12Device4 interface is present in current Windows SDK! </p>
</div>
</div>
<hr/>The documentation for this struct was generated from the following file:<ul>

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@ -73,7 +73,7 @@ $(function() {
</div><!--header-->
<div class="contents">
<p>Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c" title="Creates new allocation.">VirtualBlock::Allocate()</a>.
<p>Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">VirtualBlock::Allocate()</a>.
<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#details">More...</a></p>
<p><code>#include &lt;D3D12MemAlloc.h&gt;</code></p>
@ -91,7 +91,7 @@ Public Attributes</h2></td></tr>
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</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p >Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c" title="Creates new allocation.">VirtualBlock::Allocate()</a>. </p>
<div class="textblock"><p >Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">VirtualBlock::Allocate()</a>. </p>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a id="aaa95e62f2f399339a09dcbb312a42de0" name="aaa95e62f2f399339a09dcbb312a42de0"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aaa95e62f2f399339a09dcbb312a42de0">&#9670;&nbsp;</a></span>Alignment</h2>

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@ -72,8 +72,9 @@ $(function() {
<p>This is the complete list of members for <a class="el" 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___i_n_f_o.html">D3D12MA::VIRTUAL_ALLOCATION_INFO</a>, including all inherited members.</p>
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<tr class="even"><td class="entry"><a class="el" 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___i_n_f_o.html#a4b23ad296ab6cd425fb3b6c83c13b4ff">pUserData</a></td><td class="entry"><a class="el" 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___i_n_f_o.html">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" 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___i_n_f_o.html#ab8ede12141594a69230afeb34664fc34">size</a></td><td class="entry"><a class="el" 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___i_n_f_o.html">D3D12MA::VIRTUAL_ALLOCATION_INFO</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_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html#a4b23ad296ab6cd425fb3b6c83c13b4ff">pUserData</a></td><td class="entry"><a class="el" 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___i_n_f_o.html">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></td><td class="entry"></td></tr>
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@ -73,13 +73,16 @@ $(function() {
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<p>Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb" title="Returns information about an allocation at given offset - its size and custom pointer.">VirtualBlock::GetAllocationInfo()</a>.
<p>Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">VirtualBlock::GetAllocationInfo()</a>.
<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___i_n_f_o.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:a2e0856b5cd556fef0d66c766ac750928"><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_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html#a2e0856b5cd556fef0d66c766ac750928">offset</a></td></tr>
<tr class="memdesc:a2e0856b5cd556fef0d66c766ac750928"><td class="mdescLeft">&#160;</td><td class="mdescRight">Offset of the allocation. <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___i_n_f_o.html#a2e0856b5cd556fef0d66c766ac750928">More...</a><br /></td></tr>
<tr class="separator:a2e0856b5cd556fef0d66c766ac750928"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ab8ede12141594a69230afeb34664fc34"><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_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html#ab8ede12141594a69230afeb34664fc34">size</a></td></tr>
<tr class="memdesc:ab8ede12141594a69230afeb34664fc34"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size of the allocation. <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___i_n_f_o.html#ab8ede12141594a69230afeb34664fc34">More...</a><br /></td></tr>
<tr class="separator:ab8ede12141594a69230afeb34664fc34"><td class="memSeparator" colspan="2">&#160;</td></tr>
@ -88,8 +91,24 @@ Public Attributes</h2></td></tr>
<tr class="separator:a4b23ad296ab6cd425fb3b6c83c13b4ff"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p >Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb" title="Returns information about an allocation at given offset - its size and custom pointer.">VirtualBlock::GetAllocationInfo()</a>. </p>
<div class="textblock"><p >Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">VirtualBlock::GetAllocationInfo()</a>. </p>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a id="a2e0856b5cd556fef0d66c766ac750928" name="a2e0856b5cd556fef0d66c766ac750928"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a2e0856b5cd556fef0d66c766ac750928">&#9670;&nbsp;</a></span>offset</h2>
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<td class="memname">UINT64 D3D12MA::VIRTUAL_ALLOCATION_INFO::offset</td>
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<p>Offset of the allocation. </p>
</div>
</div>
<a id="a4b23ad296ab6cd425fb3b6c83c13b4ff" name="a4b23ad296ab6cd425fb3b6c83c13b4ff"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a4b23ad296ab6cd425fb3b6c83c13b4ff">&#9670;&nbsp;</a></span>pUserData</h2>
@ -103,7 +122,7 @@ Public Attributes</h2></td></tr>
</div><div class="memdoc">
<p>Custom pointer associated with the allocation. </p>
<p >Same value as passed in <a class="el" 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#ab8ec8dd20b4b9dc2aaa79d7da024170b" title="Custom pointer to be associated with the allocation.">VIRTUAL_ALLOCATION_DESC::pUserData</a> or <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0af4aec3d2efc913ee43b0725e8a0289" title="Changes custom pointer for an allocation at given offset to a new value.">VirtualBlock::SetAllocationUserData()</a>. </p>
<p >Same value as passed in <a class="el" 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#ab8ec8dd20b4b9dc2aaa79d7da024170b" title="Custom pointer to be associated with the allocation.">VIRTUAL_ALLOCATION_DESC::pUserData</a> or <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9faeb1ad64ffd04b86a314fe04a8c81d" title="Changes custom pointer for an allocation to a new value.">VirtualBlock::SetAllocationUserData()</a>. </p>
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<p>This is the complete list of members for <a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a>, including all inherited members.</p>
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<p>Represents single memory allocation done inside <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,...">VirtualBlock</a>.
<a href="struct_d3_d12_m_a_1_1_virtual_allocation.html#details">More...</a></p>
<p><code>#include &lt;D3D12MemAlloc.h&gt;</code></p>
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Public Attributes</h2></td></tr>
<tr class="memitem:a5d3166cf1f284fbbea4d0b169c4dba13"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">AllocHandle</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html#a5d3166cf1f284fbbea4d0b169c4dba13">AllocHandle</a></td></tr>
<tr class="memdesc:a5d3166cf1f284fbbea4d0b169c4dba13"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unique idenitfier of current allocation. <a href="struct_d3_d12_m_a_1_1_virtual_allocation.html#a5d3166cf1f284fbbea4d0b169c4dba13">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p >Represents single memory allocation done inside <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,...">VirtualBlock</a>. </p>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a id="a5d3166cf1f284fbbea4d0b169c4dba13" name="a5d3166cf1f284fbbea4d0b169c4dba13"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a5d3166cf1f284fbbea4d0b169c4dba13">&#9670;&nbsp;</a></span>AllocHandle</h2>
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<td class="memname"><a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">AllocHandle</a> D3D12MA::VirtualAllocation::AllocHandle</td>
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<p>Unique idenitfier of current allocation. </p>
</div>
</div>
<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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@ -83,24 +83,24 @@ 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:952</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:941</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:891</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:897</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:878</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:884</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. However, there is no "virtual allocation" object. When you request a new allocation, a <code>UINT64</code> number is returned. It is an offset inside the block where the allocation has been placed, but it also uniquely identifies the allocation within this block.</p>
<p >In order to make an allocation:</p>
<ol type="1">
<li>Fill in <a class="el" 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" title="Parameters of created virtual allocation to be passed to VirtualBlock::Allocate().">D3D12MA::VIRTUAL_ALLOCATION_DESC</a> structure.</li>
<li>Call <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c" title="Creates new allocation.">D3D12MA::VirtualBlock::Allocate</a>. Get new <code>UINT64 offset</code> that identifies the allocation.</li>
<li>Call <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">D3D12MA::VirtualBlock::Allocate</a>. Get new <code>UINT64 offset</code> that identifies the allocation.</li>
</ol>
<p >Example:</p>
<div class="fragment"><div class="line"><a class="code hl_struct" 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> allocDesc = {};</div>
<div class="line">allocDesc.<a class="code hl_variable" 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">Size</a> = 4096; <span class="comment">// 4 KB</span></div>
<div class="line"> </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#aa57575f1af18461012bde8c4b6f3c56c">Allocate</a>(&amp;allocDesc, &amp;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;allocOffset);</div>
<div class="line"><span class="keywordflow">if</span>(SUCCEEDED(hr))</div>
<div class="line">{</div>
<div class="line"> <span class="comment">// Use the 4 KB of your memory starting at allocOffset.</span></div>
@ -109,34 +109,34 @@ Making virtual allocations</h1>
<div class="line">{</div>
<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_aa57575f1af18461012bde8c4b6f3c56c"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c">D3D12MA::VirtualBlock::Allocate</a></div><div class="ttdeci">HRESULT Allocate(const VIRTUAL_ALLOCATION_DESC *pDesc, 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:907</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:912</div></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:894</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:899</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#a02dfae4c0856f22da885a332de7821fa" title="Frees the allocation at given offset.">D3D12MA::VirtualBlock::FreeAllocation</a>. You can only pass to this function the exact offset that was previously returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c" title="Creates new allocation.">D3D12MA::VirtualBlock::Allocate</a> and not any other location within the memory.</p>
<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>. You can only pass to this function the exact offset that was previously returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">D3D12MA::VirtualBlock::Allocate</a> and not any other location within the memory.</p>
<p >When whole block is no longer needed, the block object can be released by calling D3D12MA::VirtualBlock::Release. All allocations must be freed before the block is destroyed, which is checked internally by an assert. However, if you don't want to call <code>block-&gt;FreeAllocation</code> for each allocation, you can use <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189" title="Frees all the allocations.">D3D12MA::VirtualBlock::Clear</a> to free them all at once - a feature not available in normal D3D12 memory allocator. Example:</p>
<div class="fragment"><div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#a02dfae4c0856f22da885a332de7821fa">FreeAllocation</a>(allocOffset);</div>
<div class="fragment"><div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">FreeAllocation</a>(allocOffset);</div>
<div class="line">block-&gt;Release();</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_a02dfae4c0856f22da885a332de7821fa"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#a02dfae4c0856f22da885a332de7821fa">D3D12MA::VirtualBlock::FreeAllocation</a></div><div class="ttdeci">void FreeAllocation(UINT64 offset)</div><div class="ttdoc">Frees the allocation at given offset.</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_aab44e46bd122054c894fc84740f1e8fb"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">D3D12MA::VirtualBlock::FreeAllocation</a></div><div class="ttdeci">void FreeAllocation(VirtualAllocation allocation)</div><div class="ttdoc">Frees the allocation.</div></div>
</div><!-- fragment --><h1><a class="anchor" id="virtual_allocator_allocation_parameters"></a>
Allocation parameters</h1>
<p >You can attach a custom pointer to each allocation by using <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0af4aec3d2efc913ee43b0725e8a0289" title="Changes custom pointer for an allocation at given offset to a new value.">D3D12MA::VirtualBlock::SetAllocationUserData</a>. Its default value is <code>NULL</code>. It can be used to store any data that needs to be associated with that allocation - e.g. an index, a handle, or a pointer to some larger data structure containing more information. Example:</p>
<p >You can attach a custom pointer to each allocation by using <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9faeb1ad64ffd04b86a314fe04a8c81d" title="Changes custom pointer for an allocation to a new value.">D3D12MA::VirtualBlock::SetAllocationUserData</a>. Its default value is <code>NULL</code>. It can be used to store any data that needs to be associated with that allocation - e.g. an index, a handle, or a pointer to some larger data structure containing more information. Example:</p>
<div class="fragment"><div class="line"><span class="keyword">struct </span>CustomAllocData</div>
<div class="line">{</div>
<div class="line"> std::string m_AllocName;</div>
<div class="line">};</div>
<div class="line">CustomAllocData* allocData = <span class="keyword">new</span> CustomAllocData();</div>
<div class="line">allocData-&gt;m_AllocName = <span class="stringliteral">&quot;My allocation 1&quot;</span>;</div>
<div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#a0af4aec3d2efc913ee43b0725e8a0289">SetAllocationUserData</a>(allocOffset, allocData);</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_a0af4aec3d2efc913ee43b0725e8a0289"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#a0af4aec3d2efc913ee43b0725e8a0289">D3D12MA::VirtualBlock::SetAllocationUserData</a></div><div class="ttdeci">void SetAllocationUserData(UINT64 offset, void *pUserData)</div><div class="ttdoc">Changes custom pointer for an allocation at given offset to a new value.</div></div>
</div><!-- fragment --><p >The pointer can later be fetched, along with allocation size, by passing the allocation offset to function <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb" title="Returns information about an allocation at given offset - its size and custom pointer.">D3D12MA::VirtualBlock::GetAllocationInfo</a> and inspecting returned structure <a class="el" 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___i_n_f_o.html" title="Parameters of an existing virtual allocation, returned by VirtualBlock::GetAllocationInfo().">D3D12MA::VIRTUAL_ALLOCATION_INFO</a>. If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the allocation! Example:</p>
<div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#a9faeb1ad64ffd04b86a314fe04a8c81d">SetAllocationUserData</a>(allocOffset, allocData);</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_a9faeb1ad64ffd04b86a314fe04a8c81d"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#a9faeb1ad64ffd04b86a314fe04a8c81d">D3D12MA::VirtualBlock::SetAllocationUserData</a></div><div class="ttdeci">void SetAllocationUserData(VirtualAllocation allocation, void *pUserData)</div><div class="ttdoc">Changes custom pointer for an allocation to a new value.</div></div>
</div><!-- fragment --><p >The pointer can later be fetched, along with allocation size, by passing the allocation offset to function <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">D3D12MA::VirtualBlock::GetAllocationInfo</a> and inspecting returned structure <a class="el" 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___i_n_f_o.html" title="Parameters of an existing virtual allocation, returned by VirtualBlock::GetAllocationInfo().">D3D12MA::VIRTUAL_ALLOCATION_INFO</a>. If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the allocation! Example:</p>
<div class="fragment"><div class="line">VIRTUAL_ALLOCATION_INFO allocInfo;</div>
<div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb">GetAllocationInfo</a>(allocOffset, &amp;allocInfo);</div>
<div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1">GetAllocationInfo</a>(allocOffset, &amp;allocInfo);</div>
<div class="line"><span class="keyword">delete</span> (CustomAllocData*)allocInfo.pUserData;</div>
<div class="line"> </div>
<div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#a02dfae4c0856f22da885a332de7821fa">FreeAllocation</a>(allocOffset);</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_a287b8f0e455ffc7f302094671f922afb"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#a287b8f0e455ffc7f302094671f922afb">D3D12MA::VirtualBlock::GetAllocationInfo</a></div><div class="ttdeci">void GetAllocationInfo(UINT64 offset, VIRTUAL_ALLOCATION_INFO *pInfo) const</div><div class="ttdoc">Returns information about an allocation at given offset - its size and custom pointer.</div></div>
<div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">FreeAllocation</a>(allocOffset);</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_ac605dce05ca0d411e46079f0bad765d1"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1">D3D12MA::VirtualBlock::GetAllocationInfo</a></div><div class="ttdeci">void GetAllocationInfo(VirtualAllocation allocation, VIRTUAL_ALLOCATION_INFO *pInfo) const</div><div class="ttdoc">Returns information about an allocation - its offset, size and custom pointer.</div></div>
</div><!-- fragment --><h1><a class="anchor" id="virtual_allocator_alignment_and_units"></a>
Alignment and units</h1>
<p >It feels natural to express sizes and offsets in bytes. If an offset of an allocation needs to be aligned to a multiply of some number (e.g. 4 bytes), you can fill optional member <a class="el" 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" title="Required alignment of the allocation.">D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment</a> to request it. Example:</p>
@ -145,13 +145,13 @@ Alignment and units</h1>
<div class="line">allocDesc.<a class="code hl_variable" 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">Alignment</a> = 4; <span class="comment">// Returned offset must be a multiply of 4 B</span></div>
<div class="line"> </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#aa57575f1af18461012bde8c4b6f3c56c">Allocate</a>(&amp;allocDesc, &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:917</div></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;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:904</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>
<li><a class="el" 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" title="Size of the allocation.">D3D12MA::VIRTUAL_ALLOCATION_DESC::Size</a> and <a class="el" 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" title="Required alignment of the allocation.">D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment</a></li>
<li>Using offset returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aa57575f1af18461012bde8c4b6f3c56c" title="Creates new allocation.">D3D12MA::VirtualBlock::Allocate</a></li>
<li>Using offset returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">D3D12MA::VirtualBlock::Allocate</a></li>
</ul>
<h1><a class="anchor" id="virtual_allocator_statistics"></a>
Statistics</h1>
@ -161,9 +161,9 @@ 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"> statInfo.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_stat_info.html#ac4f3379ea88025e4ccf5880fab2699f7">UsedBytes</a>, statInfo.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_stat_info.html#a2f50de812e296b71594174ff67bbac6e">AllocationCount</a>);</div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_a039ee8426818d0126cf7f44c1c658526"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#a039ee8426818d0126cf7f44c1c658526">D3D12MA::VirtualBlock::CalculateStats</a></div><div class="ttdeci">void CalculateStats(StatInfo *pInfo) const</div><div class="ttdoc">Retrieves statistics from the current state of the block.</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_stat_info_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></div><div class="ttdoc">Calculated statistics of memory usage in entire allocator.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:589</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_stat_info_html_a2f50de812e296b71594174ff67bbac6e"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_stat_info.html#a2f50de812e296b71594174ff67bbac6e">D3D12MA::StatInfo::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:593</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_stat_info_html_ac4f3379ea88025e4ccf5880fab2699f7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_stat_info.html#ac4f3379ea88025e4ccf5880fab2699f7">D3D12MA::StatInfo::UsedBytes</a></div><div class="ttdeci">UINT64 UsedBytes</div><div class="ttdoc">Total number of bytes occupied by all allocations.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:597</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_stat_info_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_stat_info.html">D3D12MA::StatInfo</a></div><div class="ttdoc">Calculated statistics of memory usage in entire allocator.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:611</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_stat_info_html_a2f50de812e296b71594174ff67bbac6e"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_stat_info.html#a2f50de812e296b71594174ff67bbac6e">D3D12MA::StatInfo::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:615</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_stat_info_html_ac4f3379ea88025e4ccf5880fab2699f7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_stat_info.html#ac4f3379ea88025e4ccf5880fab2699f7">D3D12MA::StatInfo::UsedBytes</a></div><div class="ttdeci">UINT64 UsedBytes</div><div class="ttdoc">Total number of bytes occupied by all allocations.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:619</div></div>
</div><!-- fragment --><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>
Additional considerations</h1>

View File

@ -164,6 +164,9 @@ class Pool;
class Allocator;
struct StatInfo;
/// \brief Unique identifier of single allocation done inside the memory heap.
typedef UINT64 AllocHandle;
/// Pointer to custom callback function that allocates CPU memory.
using ALLOCATE_FUNC_PTR = void* (*)(size_t Size, size_t Alignment, void* pUserData);
/**
@ -250,6 +253,13 @@ struct ALLOCATION_DESC
Pool* CustomPool;
};
/// \brief Represents single memory allocation done inside VirtualBlock.
struct D3D12MA_API VirtualAllocation
{
/// \brief Unique idenitfier of current allocation.
AllocHandle AllocHandle;
};
/** \brief Represents single memory allocation.
It may be either implicit memory heap dedicated to a single resource or a
@ -372,7 +382,7 @@ private:
struct
{
UINT64 offset;
AllocHandle allocHandle;
NormalBlock* block;
} m_Placed;
@ -414,11 +424,14 @@ private:
Allocation(AllocatorPimpl* allocator, UINT64 size, BOOL wasZeroInitialized);
// Nothing here, everything already done in Release.
// ~Allocation() {}
virtual ~Allocation() = default;
void InitCommitted(CommittedAllocationList* list);
void InitPlaced(UINT64 offset, UINT64 alignment, NormalBlock* block);
void InitPlaced(AllocHandle allocHandle, UINT64 alignment, NormalBlock* block);
void InitHeap(CommittedAllocationList* list, ID3D12Heap* heap);
// If the Allocation represents committed resource with implicit heap, returns UINT64_MAX
AllocHandle GetAllocHandle() const;
template<typename D3D12_RESOURCE_DESC_T>
void SetResource(ID3D12Resource* resource, const D3D12_RESOURCE_DESC_T* pResourceDesc);
void FreeName();
@ -899,6 +912,8 @@ struct VIRTUAL_ALLOCATION_DESC
/// Parameters of an existing virtual allocation, returned by VirtualBlock::GetAllocationInfo().
struct VIRTUAL_ALLOCATION_INFO
{
/// \brief Offset of the allocation.
UINT64 offset;
/** \brief Size of the allocation.
Same value as passed in VIRTUAL_ALLOCATION_DESC::Size.
@ -928,25 +943,26 @@ public:
/** \brief Returns true if the block is empty - contains 0 allocations.
*/
BOOL IsEmpty() const;
/** \brief Returns information about an allocation at given offset - its size and custom pointer.
/** \brief Returns information about an allocation - its offset, size and custom pointer.
*/
void GetAllocationInfo(UINT64 offset, VIRTUAL_ALLOCATION_INFO* pInfo) const;
void GetAllocationInfo(VirtualAllocation allocation, VIRTUAL_ALLOCATION_INFO* pInfo) const;
/** \brief Creates new allocation.
\param pDesc
\param[out] pOffset Offset of the new allocation, which can also be treated as an unique identifier of the allocation within this block. `UINT64_MAX` if allocation failed.
\param[out] pAllocation Unique indentifier of the new allocation within single block. `UINT64_MAX` in AllocHandle if allocation failed.
\param[out] pOffset Returned offset of the new allocation. Optional, can be null.
\return `S_OK` if allocation succeeded, `E_OUTOFMEMORY` if it failed.
*/
HRESULT Allocate(const VIRTUAL_ALLOCATION_DESC* pDesc, UINT64* pOffset);
/** \brief Frees the allocation at given offset.
HRESULT Allocate(const VIRTUAL_ALLOCATION_DESC* pDesc, VirtualAllocation* pAllocation, UINT64* pOffset);
/** \brief Frees the allocation.
*/
void FreeAllocation(UINT64 offset);
void FreeAllocation(VirtualAllocation allocation);
/** \brief Frees all the allocations.
*/
void Clear();
/** \brief Changes custom pointer for an allocation at given offset to a new value.
/** \brief Changes custom pointer for an allocation to a new value.
*/
void SetAllocationUserData(UINT64 offset, void* pUserData);
void SetAllocationUserData(VirtualAllocation allocation, void* pUserData);
/** \brief Retrieves statistics from the current state of the block.
*/

File diff suppressed because it is too large Load Diff

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@ -137,46 +137,50 @@ static void TestVirtualBlocks(const TestContext& ctx)
allocDesc.Alignment = alignment;
allocDesc.pUserData = (void*)(uintptr_t)1;
allocDesc.Size = 8 * MEGABYTE;
UINT64 alloc0Offset;
CHECK_HR( block->Allocate(&allocDesc, &alloc0Offset) );
CHECK_BOOL( alloc0Offset < blockSize );
VirtualAllocation alloc0;
CHECK_HR( block->Allocate(&allocDesc, &alloc0, nullptr) );
// # Validate the allocation
VIRTUAL_ALLOCATION_INFO allocInfo = {};
block->GetAllocationInfo(alloc0Offset, &allocInfo);
CHECK_BOOL( allocInfo.size == allocDesc.Size );
CHECK_BOOL( allocInfo.pUserData == allocDesc.pUserData );
VIRTUAL_ALLOCATION_INFO alloc0Info = {};
block->GetAllocationInfo(alloc0, &alloc0Info);
CHECK_BOOL( alloc0Info.offset < blockSize );
CHECK_BOOL( alloc0Info.size == allocDesc.Size );
CHECK_BOOL( alloc0Info.pUserData == allocDesc.pUserData );
// # Check SetUserData
block->SetAllocationUserData(alloc0Offset, (void*)(uintptr_t)2);
block->GetAllocationInfo(alloc0Offset, &allocInfo);
CHECK_BOOL( allocInfo.pUserData == (void*)(uintptr_t)2 );
block->SetAllocationUserData(alloc0, (void*)(uintptr_t)2);
block->GetAllocationInfo(alloc0, &alloc0Info);
CHECK_BOOL( alloc0Info.pUserData == (void*)(uintptr_t)2 );
// # Allocate 4 MB
allocDesc.Size = 4 * MEGABYTE;
allocDesc.Alignment = alignment;
UINT64 alloc1Offset;
CHECK_HR( block->Allocate(&allocDesc, &alloc1Offset) );
CHECK_BOOL( alloc1Offset < blockSize );
CHECK_BOOL( alloc1Offset + 4 * MEGABYTE <= alloc0Offset || alloc0Offset + 8 * MEGABYTE <= alloc1Offset ); // Check if they don't overlap.
VirtualAllocation alloc1;
CHECK_HR( block->Allocate(&allocDesc, &alloc1, nullptr) );
VIRTUAL_ALLOCATION_INFO alloc1Info = {};
block->GetAllocationInfo(alloc1, &alloc1Info);
CHECK_BOOL( alloc1Info.offset < blockSize );
CHECK_BOOL( alloc1Info.offset + 4 * MEGABYTE <= alloc0Info.offset || alloc0Info.offset + 8 * MEGABYTE <= alloc1Info.offset); // Check if they don't overlap.
// # Allocate another 8 MB - it should fail
allocDesc.Size = 8 * MEGABYTE;
allocDesc.Alignment = alignment;
UINT64 alloc2Offset;
CHECK_BOOL( FAILED(block->Allocate(&allocDesc, &alloc2Offset)) );
CHECK_BOOL( alloc2Offset == UINT64_MAX );
VirtualAllocation alloc2;
CHECK_BOOL( FAILED(block->Allocate(&allocDesc, &alloc2, nullptr)) );
CHECK_BOOL( alloc2.AllocHandle == (AllocHandle)UINT64_MAX );
// # Free the 4 MB block. Now allocation of 8 MB should succeed.
block->FreeAllocation(alloc1Offset);
CHECK_HR( block->Allocate(&allocDesc, &alloc2Offset) );
block->FreeAllocation(alloc1);
UINT64 alloc2Offset;
CHECK_HR( block->Allocate(&allocDesc, &alloc2, &alloc2Offset) );
CHECK_BOOL( alloc2Offset < blockSize );
CHECK_BOOL( alloc2Offset + 4 * MEGABYTE <= alloc0Offset || alloc0Offset + 8 * MEGABYTE <= alloc2Offset ); // Check if they don't overlap.
CHECK_BOOL( alloc2Offset + 4 * MEGABYTE <= alloc0Info.offset || alloc0Info.offset + 8 * MEGABYTE <= alloc2Offset); // Check if they don't overlap.
// # Calculate statistics
@ -200,34 +204,35 @@ static void TestVirtualBlocks(const TestContext& ctx)
// # Free alloc0, leave alloc2 unfreed.
block->FreeAllocation(alloc0Offset);
block->FreeAllocation(alloc0);
// # Test alignment
{
constexpr size_t allocCount = 10;
UINT64 allocOffset[allocCount] = {};
VirtualAllocation allocs[allocCount] = {};
for(size_t i = 0; i < allocCount; ++i)
{
const bool alignment0 = i == allocCount - 1;
allocDesc.Size = i * 3 + 15;
allocDesc.Alignment = alignment0 ? 0 : 8;
CHECK_HR(block->Allocate(&allocDesc, &allocOffset[i]));
UINT64 offset;
CHECK_HR(block->Allocate(&allocDesc, &allocs[i], &offset));
if(!alignment0)
{
CHECK_BOOL(allocOffset[i] % allocDesc.Alignment == 0);
CHECK_BOOL(offset % allocDesc.Alignment == 0);
}
}
for(size_t i = allocCount; i--; )
{
block->FreeAllocation(allocOffset[i]);
block->FreeAllocation(allocs[i]);
}
}
// # Final cleanup
block->FreeAllocation(alloc2Offset);
block->FreeAllocation(alloc2);
//block->Clear();
}