mirror of
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator
synced 2024-11-05 04:10:06 +00:00
Added documentation chapter "When not to use custom pools"
This commit is contained in:
parent
0479c369d3
commit
14dfcd8fe3
@ -55,6 +55,7 @@ License: MIT
|
||||
- \subpage resource_aliasing
|
||||
- \subpage custom_memory_pools
|
||||
- [Choosing memory type index](@ref custom_memory_pools_MemTypeIndex)
|
||||
- [When not to use custom pools](@ref custom_memory_pools_when_not_use)
|
||||
- [Linear allocation algorithm](@ref linear_algorithm)
|
||||
- [Free-at-once](@ref linear_algorithm_free_at_once)
|
||||
- [Stack](@ref linear_algorithm_stack)
|
||||
@ -18370,6 +18371,7 @@ A memory pool contains a number of `VkDeviceMemory` blocks.
|
||||
The library automatically creates and manages default pool for each memory type available on the device.
|
||||
Default memory pool automatically grows in size.
|
||||
Size of allocated blocks is also variable and managed automatically.
|
||||
You are using default pools whenever you leave VmaAllocationCreateInfo::pool = null.
|
||||
|
||||
You can create custom pool and allocate memory out of it.
|
||||
It can be useful if you want to:
|
||||
@ -18441,13 +18443,6 @@ It is supported only when VmaPoolCreateInfo::blockSize = 0.
|
||||
To use this feature, set VmaAllocationCreateInfo::pool to the pointer to your custom pool and
|
||||
VmaAllocationCreateInfo::flags to #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
|
||||
|
||||
\note Excessive use of custom pools is a common mistake when using this library.
|
||||
Custom pools may be useful for special purposes - when you want to
|
||||
keep certain type of resources separate e.g. to reserve minimum amount of memory
|
||||
for them or limit maximum amount of memory they can occupy. For most
|
||||
resources this is not needed and so it is not recommended to create #VmaPool
|
||||
objects and allocations out of them. Allocating from the default pool is sufficient.
|
||||
|
||||
|
||||
\section custom_memory_pools_MemTypeIndex Choosing memory type index
|
||||
|
||||
@ -18482,6 +18477,51 @@ When creating buffers/images allocated in that pool, provide following parameter
|
||||
- VmaAllocationCreateInfo: You don't need to pass same parameters. Fill only `pool` member.
|
||||
Other members are ignored anyway.
|
||||
|
||||
|
||||
\section custom_memory_pools_when_not_use When not to use custom pools
|
||||
|
||||
Custom pools are commonly overused by VMA users.
|
||||
While it may feel natural to keep some logical groups of resources separate in memory,
|
||||
in most cases it does more harm than good.
|
||||
Using custom pool shouldn't be your first choice.
|
||||
Instead, please make all allocations from default pools first and only use custom pools
|
||||
if you can prove and measure that it is beneficial in some way,
|
||||
e.g. it results in lower memory usage, better performance, etc.
|
||||
|
||||
Using custom pools has disadvantages:
|
||||
|
||||
- Each pool has its own collection of `VkDeviceMemory` blocks.
|
||||
Some of them may be partially or even completely empty.
|
||||
Spreading allocations across multiple pools increases the amount of wasted (allocated but unbound) memory.
|
||||
- You must manually choose specific memory type to be used by a custom pool (set as VmaPoolCreateInfo::memoryTypeIndex).
|
||||
When using default pools, best memory type for each of your allocations can be selected automatically
|
||||
using a carefully design algorithm that works across all kinds of GPUs.
|
||||
- If an allocation from a custom pool at specific memory type fails, entire allocation operation returns failure.
|
||||
When using default pools, VMA tries another compatible memory type.
|
||||
- If you set VmaPoolCreateInfo::blockSize != 0, each memory block has the same size,
|
||||
while default pools start from small blocks and only allocate next blocks larger and larger
|
||||
up to the preferred block size.
|
||||
|
||||
Many of the common concerns can be addressed in a different way than using custom pools:
|
||||
|
||||
- If you want to keep your allocations of certain size (small versus large) or certain lifetime (transient versus long lived)
|
||||
separate, you likely don't need to.
|
||||
VMA uses a high quality allocation algorithm that manages memory well in various cases.
|
||||
Please mesure and check if using custom pools provides a benefit.
|
||||
- If you want to keep your images and buffers separate, you don't need to.
|
||||
VMA respects `bufferImageGranularity` limit automatically.
|
||||
- If you want to keep your mapped and not mapped allocations separate, you don't need to.
|
||||
VMA respects `nonCoherentAtomSize` limit automatically.
|
||||
It also maps only those `VkDeviceMemory` blocks that need to map any allocation.
|
||||
It even tries to keep mappable and non-mappable allocations in separate blocks to minimize the amount of mapped memory.
|
||||
- If you want to choose a custom size for the default memory block, you can set it globally instead
|
||||
using VmaAllocatorCreateInfo::preferredLargeHeapBlockSize.
|
||||
- If you want to select specific memory type for your allocation,
|
||||
you can set VmaAllocationCreateInfo::memoryTypeBits to `(1u << myMemoryTypeIndex)` instead.
|
||||
- If you need to create a buffer with certain minimum alignment, you can still do it
|
||||
using default pools with dedicated function vmaCreateBufferWithAlignment().
|
||||
|
||||
|
||||
\section linear_algorithm Linear allocation algorithm
|
||||
|
||||
Each Vulkan memory block managed by this library has accompanying metadata that
|
||||
|
Loading…
Reference in New Issue
Block a user