diff --git a/docs/html/allocation_annotation.html b/docs/html/allocation_annotation.html index b14a5a2..4851601 100644 --- a/docs/html/allocation_annotation.html +++ b/docs/html/allocation_annotation.html @@ -84,18 +84,18 @@ 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.
A memory type is chosen that has all the required flags and as many preferred flags set as possible.
If you use VmaAllocationCreateInfo::usage, it is just internally converted to a set of required and preferred flags.
If you allocate from custom memory pool, all the ways of specifying memory requirements described above are not applicable and the aforementioned members of VmaAllocationCreateInfo structure are ignored. Memory type is selected explicitly when creating the pool and then used to make all the allocations from that pool. For further details, see Custom memory pools.
diff --git a/docs/html/custom_memory_pools.html b/docs/html/custom_memory_pools.html index 03f6751..c21f2e9 100644 --- a/docs/html/custom_memory_pools.html +++ b/docs/html/custom_memory_pools.html @@ -106,13 +106,13 @@ $(function() {When creating buffers/images allocated in that pool, provide following parameters:
You can combine these two methods by specifying non-zero maxGpu*
as well as maxCpu*
parameters. The library automatically chooses best method to defragment each memory pool.
You may try not to block your entire program to wait until defragmentation finishes, but do it in the background, as long as you carefully fullfill requirements described in function vmaDefragmentationBegin().
When using lost allocations, you may see some Vulkan validation layer warnings about overlapping regions of memory bound to different kinds of buffers and images. This is still valid as long as you implement proper handling of lost allocations (like in the example above) and don't use them.
You can create an allocation that is already in lost state from the beginning using function vmaCreateLostAllocation(). It may be useful if you need a "dummy" allocation that is not null.
You can call function vmaMakePoolAllocationsLost() to set all eligible allocations in a specified custom pool to lost state. Allocations that have been "touched" in current frame or VmaPoolCreateInfo::frameInUseCount frames back cannot become lost.
diff --git a/docs/html/memory_mapping.html b/docs/html/memory_mapping.html index f279611..a461189 100644 --- a/docs/html/memory_mapping.html +++ b/docs/html/memory_mapping.html @@ -116,14 +116,14 @@ Persistently mapped memoryThere are some exceptions though, when you should consider mapping memory only for a short period of time:
DEVICE_LOCAL + HOST_VISIBLE
memory (selected when you use VMA_MEMORY_USAGE_CPU_TO_GPU), then whenever a memory block allocated from this memory type stays mapped for the time of any call to vkQueueSubmit()
or vkQueuePresentKHR()
, this block is migrated by WDDM to system RAM, which degrades performance. It doesn't matter if that particular memory block is actually used by the command buffer being submitted.You can even use VMA_ALLOCATION_CREATE_MAPPED_BIT flag while creating allocations that are not necessarily HOST_VISIBLE
(e.g. using VMA_MEMORY_USAGE_GPU_ONLY). If the allocation ends up in memory type that is HOST_VISIBLE
, it will be persistently mapped and you can use it directly. If not, the flag is just ignored. Example:
Only members physicalDevice
, device
, instance
are required. However, you should inform the library which Vulkan version do you use by setting VmaAllocatorCreateInfo::vulkanApiVersion and which extensions did you enable by setting VmaAllocatorCreateInfo::flags (like VMA_ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT for VK_KHR_buffer_device_address). Otherwise, VMA would use only features of Vulkan 1.0 core with no extensions.
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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Allocator',['../index.html',1,'']]] + ['virtual_20allocator_0',['Virtual allocator',['../virtual_allocator.html',1,'index']]], + ['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,'']]] ]; diff --git a/docs/html/struct_vma_virtual_allocation_create_info.html b/docs/html/struct_vma_virtual_allocation_create_info.html index cda3791..79b3dc0 100644 --- a/docs/html/struct_vma_virtual_allocation_create_info.html +++ b/docs/html/struct_vma_virtual_allocation_create_info.html @@ -80,7 +80,7 @@ Public AttributesRequired alignment of the allocation.
+Required alignment of the allocation. Optional.
Must be power of two. Special value 0 has the same meaning as 1 - means no special alignment is required, so allocation can start at any offset.
#include <vk_mem_alloc.h>
Handle to a virtual block object that allows to use core allocation algorithm without allocating any real GPU memory.
-Fill in VmaVirtualBlockCreateInfo structure and Use vmaCreateVirtualBlock() to create it. Use vmaDestroyVirtualBlock() to destroy it. For more information, see documentation chapter virtual_allocator.
+Fill in VmaVirtualBlockCreateInfo structure and Use vmaCreateVirtualBlock() to create it. Use vmaDestroyVirtualBlock() to destroy it. For more information, see documentation chapter Virtual allocator.
+ Vulkan Memory Allocator
+
+ |
+
As an extra feature, the core allocation algorithm of the library is exposed through a simple and convenient API of "virtual allocator". It doesn't allocate any real GPU memory. It just keeps track of used and free regions of a "virtual block". You can use it to allocate your own memory or other objects, even completely unrelated to Vulkan. A common use case is sub-allocation of pieces of one large GPU buffer.
+To use this functionality, there is no main "allocator" object. You don't need to have VmaAllocator object created. All you need to do is to create a separate VmaVirtualBlock object for each block of memory you want to be managed by the allocator:
+Example:
+VmaVirtualBlock object contains internal data structure that keeps track of free and occupied regions using the same code as the main Vulkan memory allocator. However, there is no "virtual allocation" object. When you request a new allocation, a VkDeviceSize
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.
In order to make an allocation:
+VkDeviceSize offset
that identifies the allocation.Example:
+When no longer needed, an allocation can be freed by calling vmaVirtualFree(). You can only pass to this function the exact offset that was previously returned by vmaVirtualAllocate() and not any other location within the memory.
+When whole block is no longer needed, the block object can be released by calling vmaDestroyVirtualBlock(). 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 vmaVirtualFree() for each allocation, you can use vmaClearVirtualBlock() to free them all at once - a feature not available in normal Vulkan memory allocator. Example:
+You can attach a custom pointer to each allocation by using vmaSetVirtualAllocationUserData(). Its default value is null. 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:
+The pointer can later be fetched, along with allocation size, by passing the allocation offset to function vmaGetVirtualAllocationInfo() and inspecting returned structure VmaVirtualAllocationInfo. 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:
+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 VmaVirtualAllocationCreateInfo::alignment to request it. Example:
+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 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 obtain statistics of a virtual block using vmaCalculateVirtualBlockStats(). The function fills structure VmaStatInfo - same as used by the normal Vulkan memory allocator. Example:
+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.
+Note that the "virtual allocator" functionality is implemented on a level of individual memory blocks. Keeping track of a whole collection of blocks, allocating new ones when out of free space, deleting empty ones, and deciding which one to try first for a new allocation must be implemented by the user.
+virtualBlock | Virtual block. | |
[out] | ppStatsString | Returned string. |
detailedMap | Pass VK_FALSE to also list statistics as returned by vmaCalculateVirtualBlockStats(). Pass VK_TRUE to also obtain full list of allocations and free spaces. | |
detailedMap | Pass VK_FALSE to only obtain statistics as returned by vmaCalculateVirtualBlockStats(). Pass VK_TRUE to also obtain full list of allocations and free spaces. |
Allocates new virtual allocation inside given VmaVirtualBlock.
There is no handle type for a virtual allocation. Virtual allocations within a specific virtual block are uniquely identified by their offsets.
-If the allocation fails due to not enough free space available, VK_ERROR_OUT_OF_DEVICE_MEMORY
is returned, despite the function doesn't ever allocate actual GPU memory.
If the allocation fails due to not enough free space available, VK_ERROR_OUT_OF_DEVICE_MEMORY
is returned (despite the function doesn't ever allocate actual GPU memory).
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.