diff --git a/README.md b/README.md index eee94bc..e23c8e8 100644 --- a/README.md +++ b/README.md @@ -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