diff --git a/docs/html/allocation_annotation.html b/docs/html/allocation_annotation.html index 7af9a6c..5b4f7c6 100644 --- a/docs/html/allocation_annotation.html +++ b/docs/html/allocation_annotation.html @@ -83,19 +83,19 @@ Allocation user data
The pointer may be later retrieved as VmaAllocationInfo::pUserData:
It can also be changed using function vmaSetAllocationUserData().
Values of (non-zero) allocations' pUserData
are printed in JSON report created by vmaBuildStatsString() in hexadecimal form.
The value of pUserData
pointer of the allocation will be different than the one you passed when setting allocation's name - pointing to a buffer managed internally that holds copy of the string.
CVmaAllocation | Represents single memory allocation |
CVmaAllocationCreateInfo | |
CVmaAllocationCreateInfo | Parameters of new VmaAllocation |
CVmaAllocationInfo | Parameters of VmaAllocation objects, that can be retrieved using function vmaGetAllocationInfo() |
CVmaAllocator | Represents main object of this library initialized |
CVmaAllocatorCreateInfo | Description of a Allocator to be created |
Classes | |
struct | VmaAllocationCreateInfo |
Parameters of new VmaAllocation. More... | |
struct | VmaPoolCreateInfo |
Describes parameter of created VmaPool. More... | |
Flags to be passed as VmaAllocationCreateInfo::flags. More... | |
typedef VkFlags | VmaAllocationCreateFlags |
See VmaAllocationCreateFlagBits. More... | |
typedef enum VmaPoolCreateFlagBits | VmaPoolCreateFlagBits |
Flags to be passed as VmaPoolCreateInfo::flags. More... | |
Flags to be passed as VmaDefragmentationInfo::flags. More... | |
typedef VkFlags | VmaDefragmentationFlags |
See VmaDefragmentationFlagBits. More... | |
typedef enum VmaDefragmentationMoveOperation | VmaDefragmentationMoveOperation |
Operation performed on single defragmentation move. See structure VmaDefragmentationMove. More... | |
typedef struct VmaAllocationCreateInfo | VmaAllocationCreateInfo |
Parameters of new VmaAllocation. More... | |
typedef struct VmaPoolCreateInfo | VmaPoolCreateInfo |
Describes parameter of created VmaPool. More... | |
Functions | |
VkResult | vmaFindMemoryTypeIndex (VmaAllocator allocator, uint32_t memoryTypeBits, const VmaAllocationCreateInfo *pAllocationCreateInfo, uint32_t *pMemoryTypeIndex) |
Helps to find memoryTypeIndex, given memoryTypeBits and VmaAllocationCreateInfo. More... | |
Helps to find memoryTypeIndex, given memoryTypeBits and VmaAllocationCreateInfo. More... | |
VkResult | vmaFindMemoryTypeIndexForBufferInfo (VmaAllocator allocator, const VkBufferCreateInfo *pBufferCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, uint32_t *pMemoryTypeIndex) |
Helps to find memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo. More... | |
Helps to find memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo. More... | |
VkResult | vmaFindMemoryTypeIndexForImageInfo (VmaAllocator allocator, const VkImageCreateInfo *pImageCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, uint32_t *pMemoryTypeIndex) |
Helps to find memoryTypeIndex, given VkImageCreateInfo and VmaAllocationCreateInfo. More... | |
Helps to find memoryTypeIndex, given VkImageCreateInfo and VmaAllocationCreateInfo. More... | |
VkResult | vmaCreatePool (VmaAllocator allocator, const VmaPoolCreateInfo *pCreateInfo, VmaPool *pPool) |
Allocates Vulkan device memory and creates VmaPool object. More... | |
General purpose memory allocation for multiple allocation objects at once. More... | |
VkResult | vmaAllocateMemoryForBuffer (VmaAllocator allocator, VkBuffer buffer, const VmaAllocationCreateInfo *pCreateInfo, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo) |
Allocates memory suitable for given VkBuffer . More... | |
VkResult | vmaAllocateMemoryForImage (VmaAllocator allocator, VkImage image, const VmaAllocationCreateInfo *pCreateInfo, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo) |
Function similar to vmaAllocateMemoryForBuffer(). More... | |
Allocates memory suitable for given VkImage . More... | |
void | vmaFreeMemory (VmaAllocator allocator, const VmaAllocation allocation) |
Frees memory previously allocated using vmaAllocateMemory(), vmaAllocateMemoryForBuffer(), or vmaAllocateMemoryForImage(). More... | |
Frees memory previously allocated using vmaAllocateMemory(), vmaAllocateMemoryForBuffer(), or vmaAllocateMemoryForImage(). More... | |
void | vmaFreeMemoryPages (VmaAllocator allocator, size_t allocationCount, const VmaAllocation *pAllocations) |
Frees memory and destroys multiple allocations. More... | |
Binds image to allocation with additional parameters. More... | |
VkResult | vmaCreateBuffer (VmaAllocator allocator, const VkBufferCreateInfo *pBufferCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, VkBuffer *pBuffer, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo) |
Creates a new VkBuffer , allocates and binds memory for it. More... | |
VkResult | vmaCreateBufferWithAlignment (VmaAllocator allocator, const VkBufferCreateInfo *pBufferCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, VkDeviceSize minAlignment, VkBuffer *pBuffer, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo) |
Creates a buffer with additional minimum alignment. More... | |
Destroys Vulkan buffer and frees allocated memory. More... | |
VkResult | vmaCreateImage (VmaAllocator allocator, const VkImageCreateInfo *pImageCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, VkImage *pImage, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo) |
Function similar to vmaCreateBuffer(). More... | |
Function similar to vmaCreateBuffer(). More... | |
void | vmaDestroyImage (VmaAllocator allocator, VkImage image, VmaAllocation allocation) |
Destroys Vulkan image and frees allocated memory. More... | |
API elements related to the allocation, deallocation, and management of Vulkan memory, buffers, images. Most basic ones being: vmaCreateBuffer(), vmaCreateImage().
+API elements related to the allocation, deallocation, and management of Vulkan memory, buffers, images. Most basic ones being: vmaCreateBuffer(), vmaCreateImage().
Parameters of new VmaAllocation.
+To be used with functions like vmaCreateBuffer(), vmaCreateImage(), and many others.
+Allocation will be created from upper stack in a double stack pool.
This flag is only allowed for custom pools created with VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT flag.
Create both buffer/image and allocation, but don't bind them together. It is useful when you want to bind yourself to do some more advanced binding, e.g. using some extensions. The flag is meaningful only with functions that bind by default: vmaCreateBuffer(), vmaCreateImage(). Otherwise it is ignored.
+Create both buffer/image and allocation, but don't bind them together. It is useful when you want to bind yourself to do some more advanced binding, e.g. using some extensions. The flag is meaningful only with functions that bind by default: vmaCreateBuffer(), vmaCreateImage(). Otherwise it is ignored.
Create allocation only if additional device memory required for it, if any, won't exceed memory budget. Otherwise return VK_ERROR_OUT_OF_DEVICE_MEMORY
.
Intended usage of the allocated memory.
Enumerator | |
---|---|
VMA_MEMORY_USAGE_UNKNOWN | No intended memory usage specified. Use other members of VmaAllocationCreateInfo to specify your requirements. + |
Enumerator | |
VMA_MEMORY_USAGE_UNKNOWN | No intended memory usage specified. Use other members of VmaAllocationCreateInfo to specify your requirements. |
VMA_MEMORY_USAGE_GPU_ONLY |
|
VMA_MEMORY_USAGE_AUTO | Selects best memory type automatically. This flag is recommended for most common use cases. When using this flag, if you want to map the allocation (using vmaMapMemory() or VMA_ALLOCATION_CREATE_MAPPED_BIT), you must pass one of the flags: VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT in VmaAllocationCreateInfo::flags. -It can be used only with functions that let the library know It can be used only with functions that let the library know |
VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE | Selects best memory type automatically with preference for GPU (device) memory. When using this flag, if you want to map the allocation (using vmaMapMemory() or VMA_ALLOCATION_CREATE_MAPPED_BIT), you must pass one of the flags: VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT in VmaAllocationCreateInfo::flags. -It can be used only with functions that let the library know It can be used only with functions that let the library know |
VMA_MEMORY_USAGE_AUTO_PREFER_HOST | Selects best memory type automatically with preference for CPU (host) memory. When using this flag, if you want to map the allocation (using vmaMapMemory() or VMA_ALLOCATION_CREATE_MAPPED_BIT), you must pass one of the flags: VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT in VmaAllocationCreateInfo::flags. -It can be used only with functions that let the library know It can be used only with functions that let the library know |
VMA_MEMORY_USAGE_MAX_ENUM |
Enumerator | |
---|---|
VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT | Use this flag if you always allocate only buffers and linear images or only optimal images out of this pool and so Buffer-Image Granularity can be ignored. This is an optional optimization flag. -If you always allocate using vmaCreateBuffer(), vmaCreateImage(), vmaAllocateMemoryForBuffer(), then you don't need to use it because allocator knows exact type of your allocations so it can handle Buffer-Image Granularity in the optimal way. -If you also allocate using vmaAllocateMemoryForImage() or vmaAllocateMemory(), exact type of such allocations is not known, so allocator must be conservative in handling Buffer-Image Granularity, which can lead to suboptimal allocation (wasted memory). In that case, if you can make sure you always allocate only buffers and linear images or only optimal images out of this pool, use this flag to make allocator disregard Buffer-Image Granularity and so make allocations faster and more optimal. +If you always allocate using vmaCreateBuffer(), vmaCreateImage(), vmaAllocateMemoryForBuffer(), then you don't need to use it because allocator knows exact type of your allocations so it can handle Buffer-Image Granularity in the optimal way. +If you also allocate using vmaAllocateMemoryForImage() or vmaAllocateMemory(), exact type of such allocations is not known, so allocator must be conservative in handling Buffer-Image Granularity, which can lead to suboptimal allocation (wasted memory). In that case, if you can make sure you always allocate only buffers and linear images or only optimal images out of this pool, use this flag to make allocator disregard Buffer-Image Granularity and so make allocations faster and more optimal. |
VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT | Enables alternative, linear allocation algorithm in this pool. Specify this flag to enable linear allocation algorithm, which always creates new allocations after last one and doesn't reuse space from allocations freed in between. It trades memory consumption for simplified algorithm and data structure, which has better performance and uses less memory for metadata. @@ -839,7 +852,7 @@ Functions |
Allocates memory suitable for given VkBuffer
.
allocator |
You should free the memory using vmaFreeMemory().
+It only creates VmaAllocation. To bind the memory to the buffer, use vmaBindBufferMemory().
+This is a special-purpose function. In most cases you should use vmaCreateBuffer().
+You must free the allocation using vmaFreeMemory() when no longer needed.
Function similar to vmaAllocateMemoryForBuffer().
+Allocates memory suitable for given VkImage
.
allocator | ||
image | ||
pCreateInfo | ||
[out] | pAllocation | Handle to allocated memory. |
[out] | pAllocationInfo | Optional. Information about allocated memory. It can be later fetched using function vmaGetAllocationInfo(). |
It only creates VmaAllocation. To bind the memory to the buffer, use vmaBindImageMemory().
+This is a special-purpose function. In most cases you should use vmaCreateImage().
+You must free the allocation using vmaFreeMemory() when no longer needed.
Binds buffer to allocation.
Binds specified buffer to region of memory represented by specified allocation. Gets VkDeviceMemory
handle and offset from the allocation. If you want to create a buffer, allocate memory for it and bind them together separately, you should use this function for binding instead of standard vkBindBufferMemory()
, because it ensures proper synchronization so that when a VkDeviceMemory
object is used by multiple allocations, calls to vkBind*Memory()
or vkMapMemory()
won't happen from multiple threads simultaneously (which is illegal in Vulkan).
It is recommended to use function vmaCreateBuffer() instead of this one.
+It is recommended to use function vmaCreateBuffer() instead of this one.
@@ -1438,6 +1468,8 @@ FunctionsCreates a new VkBuffer
, allocates and binds memory for it.
allocator |
Function similar to vmaCreateBuffer().
+Function similar to vmaCreateBuffer().
Helps to find memoryTypeIndex, given memoryTypeBits and VmaAllocationCreateInfo.
+Helps to find memoryTypeIndex, given memoryTypeBits and VmaAllocationCreateInfo.
This algorithm tries to find a memory type that:
Helps to find memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo.
+Helps to find memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo.
It can be useful e.g. to determine value to be used as VmaPoolCreateInfo::memoryTypeIndex. It internally creates a temporary, dummy buffer that never has memory bound.
Helps to find memoryTypeIndex, given VkImageCreateInfo and VmaAllocationCreateInfo.
+Helps to find memoryTypeIndex, given VkImageCreateInfo and VmaAllocationCreateInfo.
It can be useful e.g. to determine value to be used as VmaPoolCreateInfo::memoryTypeIndex. It internally creates a temporary, dummy image that never has memory bound.
Frees memory previously allocated using vmaAllocateMemory(), vmaAllocateMemoryForBuffer(), or vmaAllocateMemoryForImage().
+Frees memory previously allocated using vmaAllocateMemory(), vmaAllocateMemoryForBuffer(), or vmaAllocateMemoryForImage().
Passing VK_NULL_HANDLE
as allocation
is valid. Such function call is just skipped.
Returns current information about specified allocation.
Current paramteres of given allocation are returned in pAllocationInfo
.
Although this function doesn't lock any mutex, so it should be quite efficient, you should avoid calling it too often. You can retrieve same VmaAllocationInfo structure while creating your resource, from function vmaCreateBuffer(), vmaCreateImage(). You can remember it if you are sure parameters don't change (e.g. due to defragmentation).
+Although this function doesn't lock any mutex, so it should be quite efficient, you should avoid calling it too often. You can retrieve same VmaAllocationInfo structure while creating your resource, from function vmaCreateBuffer(), vmaCreateImage(). You can remember it if you are sure parameters don't change (e.g. due to defragmentation).
diff --git a/docs/html/group__group__init.html b/docs/html/group__group__init.html index dcc8e65..1ab6ae8 100644 --- a/docs/html/group__group__init.html +++ b/docs/html/group__group__init.html @@ -98,6 +98,7 @@ TypedefsSee #VmaAllocatorCreateFlagBigs.
+HOST_VISIBLE
, the allocation will be mapped on creation. For an example of how to make use of this fact, see section Advanced data uploading.Library initialization | API elements related to the initialization and management of the entire library, especially VmaAllocator object |
Memory allocation | API elements related to the allocation, deallocation, and management of Vulkan memory, buffers, images. Most basic ones being: vmaCreateBuffer(), vmaCreateImage() |
Memory allocation | API elements related to the allocation, deallocation, and management of Vulkan memory, buffers, images. Most basic ones being: vmaCreateBuffer(), vmaCreateImage() |
Virtual allocator | API elements related to the mechanism of Virtual allocator - using the core allocation algorithm for user-defined purpose without allocating any real GPU memory |
Statistics | API elements that query current status of the allocator, from memory usage, budget, to full dump of the internal state in JSON format. See documentation chapter: Statistics |
When you want to create a buffer or image:
VkBufferCreateInfo
/ VkImageCreateInfo
structure.VkBuffer
/VkImage
with memory already allocated and bound to it, plus VmaAllocation objects that represents its underlying memory.VkBuffer
/VkImage
with memory already allocated and bound to it, plus VmaAllocation objects that represents its underlying memory.Don't forget to destroy your objects when no longer needed:
Remember that using resources that alias in memory requires proper synchronization. You need to issue a memory barrier to make sure commands that use img1
and img2
don't overlap on GPU timeline. You also need to treat a resource after aliasing as uninitialized - containing garbage data. For example, if you use img1
and then want to use img2
, you need to issue an image memory barrier for img2
with oldLayout
= VK_IMAGE_LAYOUT_UNDEFINED
.
Additional considerations:
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['vk_5famd_5fdevice_5fcoherent_5fmemory_1',['VK_AMD_device_coherent_memory',['../vk_amd_device_coherent_memory.html',1,'index']]], - ['vk_5fkhr_5fdedicated_5fallocation_2',['VK_KHR_dedicated_allocation',['../vk_khr_dedicated_allocation.html',1,'index']]], - ['vulkan_20memory_20allocator_3',['Vulkan Memory Allocator',['../index.html',1,'']]] + ['vk_5fext_5fmemory_5fpriority_2',['VK_EXT_memory_priority',['../vk_ext_memory_priority.html',1,'index']]], + ['vk_5fkhr_5fdedicated_5fallocation_3',['VK_KHR_dedicated_allocation',['../vk_khr_dedicated_allocation.html',1,'index']]], + ['vulkan_20memory_20allocator_4',['Vulkan Memory Allocator',['../index.html',1,'']]] ]; diff --git a/docs/html/struct_vma_allocation.html b/docs/html/struct_vma_allocation.html index a443b72..36dc014 100644 --- a/docs/html/struct_vma_allocation.html +++ b/docs/html/struct_vma_allocation.html @@ -71,7 +71,7 @@ $(function() {Represents single memory allocation.
It may be either dedicated block of VkDeviceMemory
or a specific region of a bigger block of this type plus unique offset.
There are multiple ways to create such object. You need to fill structure VmaAllocationCreateInfo. For more information see Choosing memory type.
+There are multiple ways to create such object. You need to fill structure VmaAllocationCreateInfo. For more information see Choosing memory type.
Although the library provides convenience functions that create Vulkan buffer or image, allocate memory for it and bind them together, binding of the allocation to a buffer or an image is out of scope of the allocation itself. Allocation object can exist without buffer/image bound, binding can be done manually by the user, and destruction of it can be done independently of destruction of the allocation.
The object also remembers its size and some other information. To retrieve this information, use function vmaGetAllocationInfo() and inspect returned structure VmaAllocationInfo.
Parameters of new VmaAllocation. + More...
Public Attributes | |
A floating-point value between 0 and 1, indicating the priority of the allocation relative to other memory allocations. More... | |
Parameters of new VmaAllocation.
+To be used with functions like vmaCreateBuffer(), vmaCreateImage(), and many others.
+Offset in VkDeviceMemory
object to the beginning of this allocation, in bytes. (deviceMemory, offset)
pair is unique to this allocation.
You usually don't need to use this offset. If you create a buffer or an image together with the allocation using e.g. function vmaCreateBuffer(), vmaCreateImage(), functions that operate on these resources refer to the beginning of the buffer or image, not entire device memory block. Functions like vmaMapMemory(), vmaBindBufferMemory() also refer to the beginning of the allocation and apply this offset automatically.
+You usually don't need to use this offset. If you create a buffer or an image together with the allocation using e.g. function vmaCreateBuffer(), vmaCreateImage(), functions that operate on these resources refer to the beginning of the buffer or image, not entire device memory block. Functions like vmaMapMemory(), vmaBindBufferMemory() also refer to the beginning of the allocation and apply this offset automatically.
It can change after call to vmaDefragment() if this allocation is passed to the function.
Also consider: Consider creating them as dedicated allocations using VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT, especially if they are large or if you plan to destroy and recreate them with different sizes e.g. when display resolution changes. Prefer to create such resources first and all other GPU resources (like textures and vertex buffers) later. When VK_EXT_memory_priority extension is enabled, it is also worth setting high priority to such allocation to decrease chances to be evicted to system memory by the operating system.
Also consider: You can map the allocation using vmaMapMemory() or you can create it as persistenly mapped using VMA_ALLOCATION_CREATE_MAPPED_BIT, as in the example above.
For resources that you frequently write on CPU via mapped pointer and freqnently read on GPU e.g. as a uniform buffer (also called "dynamic"), multiple options are possible:
@@ -223,7 +223,7 @@ Advanced data uploadingHere are some other, less obvious use cases and their recommended settings:
diff --git a/docs/html/virtual_allocator.html b/docs/html/virtual_allocator.html index 9210b38..fb11a9a 100644 --- a/docs/html/virtual_allocator.html +++ b/docs/html/virtual_allocator.html @@ -84,8 +84,8 @@ Creating virtual blockIt 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 VmaVirtualAllocationCreateInfo::alignment to request it. Example:
@@ -151,7 +151,7 @@ Alignment and unitsAlignments 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 sizeof(MyDataStruct)
, 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:
You can also request a full list of allocations and free regions as a string in JSON format by calling vmaBuildVirtualBlockStatsString(). Returned string must be later freed using vmaFreeVirtualBlockStatsString(). The format of this string differs from the one returned by the main Vulkan allocator, but it is similar.
VkBuffer
. More...VkImage
. More...VkBuffer
, allocates and binds memory for it. More...
+ Vulkan Memory Allocator
+
+ |
+
VK_EXT_memory_priority is a device extension that allows to pass additional "priority" value to Vulkan memory allocations that the implementation may use prefer certain buffers and images that are critical for performance to stay in device-local memory in cases when the memory is over-subscribed, while some others may be moved to the system memory.
+VMA offers convenient usage of this extension. If you enable it, you can pass "priority" parameter when creating allocations or custom pools, and the library automatically passes the value to Vulkan using this extension.
+If you want to use this extension in connection with VMA, follow these steps:
+1) Call vkEnumerateDeviceExtensionProperties
for the physical device. Check if the extension is supported - if returned array of VkExtensionProperties
contains "VK_EXT_memory_priority".
2) Call vkGetPhysicalDeviceFeatures2
for the physical device instead of old vkGetPhysicalDeviceFeatures
. Attach additional structure VkPhysicalDeviceMemoryPriorityFeaturesEXT
to VkPhysicalDeviceFeatures2::pNext
to be returned. Check if the device feature is really supported - check if VkPhysicalDeviceMemoryPriorityFeaturesEXT::memoryPriority
is true.
3) While creating device with vkCreateDevice
, enable this extension - add "VK_EXT_memory_priority" to the list passed as VkDeviceCreateInfo::ppEnabledExtensionNames
.
4) While creating the device, also don't set VkDeviceCreateInfo::pEnabledFeatures
. Fill in VkPhysicalDeviceFeatures2
structure instead and pass it as VkDeviceCreateInfo::pNext
. Enable this device feature - attach additional structure VkPhysicalDeviceMemoryPriorityFeaturesEXT
to VkPhysicalDeviceFeatures2::pNext
and set its member memoryPriority
to VK_TRUE
.
5) While creating VmaAllocator with vmaCreateAllocator() inform VMA that you have enabled this extension and feature - add VMA_ALLOCATOR_CREATE_EXT_MEMORY_PRIORITY_BIT to VmaAllocatorCreateInfo::flags.
+When using this extension, you should initialize following member:
+It should be a floating-point value between 0.0f
and 1.0f
, where recommended default is 0.5f
. Memory allocated with higher value can be treated by the Vulkan implementation as higher priority and so it can have lower chances of being pushed out to system memory, experiencing degraded performance.
It might be a good idea to create performance-critical resources like color-attachment or depth-stencil images as dedicated and set high priority to them. For example:
+priority
member is ignored in the following situations:
priority == 0.5f
. That is all. The extension will be automatically used whenever you create a buffer using vmaCreateBuffer() or image using vmaCreateImage().
+That is all. The extension will be automatically used whenever you create a buffer using vmaCreateBuffer() or image using vmaCreateImage().
When using the extension together with Vulkan Validation Layer, you will receive warnings like this:
vkBindBufferMemory(): Binding memory to buffer 0x33 but vkGetBufferMemoryRequirements() has not been called on that buffer.
It is OK, you should just ignore it. It happens because you use function vkGetBufferMemoryRequirements2KHR()
instead of standard vkGetBufferMemoryRequirements()
, while the validation layer seems to be unaware of it.