Merge branch 'development' into v2_release

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Adam Sawicki 2018-03-09 16:34:36 +01:00
commit 2609a1d000

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@ -26,22 +26,23 @@ Memory allocation and resource (buffer and image) creation in Vulkan is difficul
# Features
This library can help game developers to manage memory allocations and resource creation by offering some higher-level functions. Features of the library are divided into several layers, low level to high level:
This library can help game developers to manage memory allocations and resource creation by offering some higher-level functions:
1. Functions that help to choose correct and optimal memory type based on intended usage of the memory.
- Required or preferred traits of the memory are expressed using higher-level description comparing to Vulkan flags.
2. Functions that allocate memory blocks, reserve and return parts of them (`VkDeviceMemory` + offset + size) to the user.
- Library keeps track of allocated memory blocks, used and unused ranges inside them, finds best matching unused ranges for new allocations, takes all the rules of alignment and buffer/image granularity into consideration.
- Library keeps track of allocated memory blocks, used and unused ranges inside them, finds best matching unused ranges for new allocations, respects all the rules of alignment and buffer/image granularity.
3. Functions that can create an image/buffer, allocate memory for it and bind them together - all in one call.
Additional features:
- Well-documented - description of all functions and structures provided, along with chapters that contain general description and example code.
- Thread-safety: Library is designed to be used by multithreaded code.
- Configuration: Fill optional members of CreateInfo structure to provide custom CPU memory allocator and other parameters.
- Configuration: Fill optional members of CreateInfo structure to provide custom CPU memory allocator, pointers to Vulkan functions and other parameters.
- Customization: Predefine appropriate macros to provide your own implementation of all external facilities used by the library, from assert, mutex, and atomic, to vector and linked list.
- Support memory mapping, reference-counted internally. Support for persistently mapped memory: Just allocate with appropriate flag and you get access to mapped pointer.
- Support for memory mapping, reference-counted internally. Support for persistently mapped memory: Just allocate with appropriate flag and you get access to mapped pointer.
- Custom memory pools: Create a pool with desired parameters (e.g. fixed or limited maximum size) and allocate memory out of it.
- Support for VK_KHR_dedicated_allocation extension: Enable it and it will be used automatically by the library.
- Support for VK_KHR_dedicated_allocation extension: Just enable it and it will be used automatically by the library.
- Defragmentation: Call one function and let the library move data around to free some memory blocks and make your allocations better compacted.
- Lost allocations: Allocate memory with appropriate flags and let the library remove allocations that are not used for many frames to make room for new ones.
- Statistics: Obtain detailed statistics about the amount of memory used, unused, number of allocated blocks, number of allocations etc. - globally, per memory heap, and per memory type.
@ -53,9 +54,9 @@ Additional features:
- Self-contained C++ library in single header file. No external dependencies other than standard C and C++ library and of course Vulkan.
- Public interface in C, in same convention as Vulkan API. Implementation in C++.
- Interface documented using Doxygen-style comments.
- Platform-independent, but developed and tested on Windows using Visual Studio.
- Error handling implemented by returning `VkResult` error codes - same way as in Vulkan.
- Interface documented using Doxygen-style comments.
- Platform-independent, but developed and tested on Windows using Visual Studio. Continuous integration setup for Windows and Linux. Tested also on Android and MacOS.
# Example
@ -80,7 +81,7 @@ With this one function call:
2. `VkDeviceMemory` block is allocated if needed.
3. An unused region of the memory block is bound to this buffer.
`VmaAllocation` is an object that represents memory assigned to this buffer. It can be queried for parameters useful e.g. if you want to map the memory on host.
`VmaAllocation` is an object that represents memory assigned to this buffer. It can be queried for parameters like Vulkan memory handle and offset.
# Read more
@ -88,9 +89,9 @@ See **[Documentation](https://gpuopen-librariesandsdks.github.io/VulkanMemoryAll
# Software using this library
- **[Anvil](https://github.com/GPUOpen-LibrariesAndSDKs/Anvil)** - cross-platform framework for Vulkan
- **[vkDOOM3](https://github.com/DustinHLand/vkDOOM3)** - Vulkan port of GPL DOOM 3 BFG Edition
- **[Lightweight Java Game Library (LWJGL)](https://www.lwjgl.org/)** - includes binding of the library for Java
- **[Anvil](https://github.com/GPUOpen-LibrariesAndSDKs/Anvil)** - cross-platform framework for Vulkan. License: MIT.
- **[vkDOOM3](https://github.com/DustinHLand/vkDOOM3)** - Vulkan port of GPL DOOM 3 BFG Edition. License: GNU GPL.
- **[Lightweight Java Game Library (LWJGL)](https://www.lwjgl.org/)** - includes binding of the library for Java. License: BSD.
# See also