Major release after many months of development in "development" branch and features branches. Many new features added, some bugs fixed. API stays backward-compatible.
Major changes:
- Added linear allocation algorithm, accessible for custom pools, that can be used as free-at-once, stack, double stack, or ring buffer. See "Linear allocation algorithm" documentation chapter.
- Added feature to record sequence of calls to the library to a file and replay it using dedicated application. See documentation chapter "Record and replay".
- Changed behavior of `vmaGetAllocationInfo` and `vmaTouchAllocation` to update `allocation.lastUseFrameIndex` even if allocation cannot become lost.
- Changed VmaDumpVis tool to use these new properties for better coloring.
Minor changes:
- Improved logic of `vmaFindMemoryTypeIndex` for some cases, especially integrated GPUs.
- VulkanSample application: Removed dependency on external library MathFu. Added own vector and matrix structures.
- Code changes that improve compatibility with various platforms, including: Visual Studio 2012, 32-bit code, C compilers.
- Changed usage of "VK_KHR_dedicated_allocation" extension in the code to be optional, driven by macro `VMA_DEDICATED_ALLOCATION`, for compatibility with Android.
- Many additions and fixes in documentation, including description of new features, as well as "Validation layer warnings".
- Introduction of `VmaAllocation` handle that you must retrieve from allocation functions and pass to deallocation functions next to normal `VkBuffer` and `VkImage`.
- Introduction of `VmaAllocationInfo` structure that you can retrieve from `VmaAllocation` handle to access parameters of the allocation (like `VkDeviceMemory` and offset) instead of retrieving them directly from allocation functions.
- Changed "CONFIGURATION SECTION" to contain #ifndef so you can define these macros before including this header, not necessarily change them in the file.