Fixes and adjustments for budget, regenerate documentation

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Adam Sawicki 2019-11-02 15:24:33 +01:00
parent 27c84e2464
commit 48b8a33869
172 changed files with 17358 additions and 1706 deletions

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<title>Vulkan Memory Allocator: Allocation names and user data</title>
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<li class="navelem"><a class="el" href="index.html">Vulkan Memory Allocator</a></li> </ul>
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@ -72,21 +68,66 @@ $(function() {
<div class="textblock"><h1><a class="anchor" id="allocation_user_data"></a>
Allocation user data</h1>
<p>You can annotate allocations with your own information, e.g. for debugging purposes. To do that, fill <a class="el" href="struct_vma_allocation_create_info.html#a8259e85c272683434f4abb4ddddffe19" title="Custom general-purpose pointer that will be stored in VmaAllocation, can be read as VmaAllocationInfo...">VmaAllocationCreateInfo::pUserData</a> field when creating an allocation. It's an opaque <code>void*</code> pointer. You can use it e.g. as a pointer, some handle, index, key, ordinal number or any other value that would associate the allocation with your custom metadata.</p>
<div class="fragment"><div class="line">VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div><div class="line"><span class="comment">// Fill bufferInfo...</span></div><div class="line"></div><div class="line">MyBufferMetadata* pMetadata = CreateBufferMetadata();</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#a8259e85c272683434f4abb4ddddffe19">pUserData</a> = pMetadata;</div><div class="line"></div><div class="line">VkBuffer buffer;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer</a>(allocator, &amp;bufferInfo, &amp;allocCreateInfo, &amp;buffer, &amp;allocation, <span class="keyword">nullptr</span>);</div></div><!-- fragment --><p>The pointer may be later retrieved as <a class="el" href="struct_vma_allocation_info.html#adc507656149c04de7ed95d0042ba2a13" title="Custom general-purpose pointer that was passed as VmaAllocationCreateInfo::pUserData or set using vma...">VmaAllocationInfo::pUserData</a>:</p>
<div class="fragment"><div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a86dd08aba8633bfa4ad0df2e76481d8b">vmaGetAllocationInfo</a>(allocator, allocation, &amp;allocInfo);</div><div class="line">MyBufferMetadata* pMetadata = (MyBufferMetadata*)allocInfo.<a class="code" href="struct_vma_allocation_info.html#adc507656149c04de7ed95d0042ba2a13">pUserData</a>;</div></div><!-- fragment --><p>It can also be changed using function <a class="el" href="vk__mem__alloc_8h.html#af9147d31ffc11d62fc187bde283ed14f" title="Sets pUserData in given allocation to new value.">vmaSetAllocationUserData()</a>.</p>
<p>Values of (non-zero) allocations' <code>pUserData</code> are printed in JSON report created by <a class="el" href="vk__mem__alloc_8h.html#aa4fee7eb5253377599ef4fd38c93c2a0" title="Builds and returns statistics as string in JSON format.">vmaBuildStatsString()</a>, in hexadecimal form.</p>
<div class="fragment"><div class="line">VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div>
<div class="line"><span class="comment">// Fill bufferInfo...</span></div>
<div class="line"> </div>
<div class="line">MyBufferMetadata* pMetadata = CreateBufferMetadata();</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#a8259e85c272683434f4abb4ddddffe19">pUserData</a> = pMetadata;</div>
<div class="line"> </div>
<div class="line">VkBuffer buffer;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a>(allocator, &amp;bufferInfo, &amp;allocCreateInfo, &amp;buffer, &amp;allocation, <span class="keyword">nullptr</span>);</div>
</div><!-- fragment --><p>The pointer may be later retrieved as <a class="el" href="struct_vma_allocation_info.html#adc507656149c04de7ed95d0042ba2a13" title="Custom general-purpose pointer that was passed as VmaAllocationCreateInfo::pUserData or set using vma...">VmaAllocationInfo::pUserData</a>:</p>
<div class="fragment"><div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789">vmaGetAllocationInfo</a>(allocator, allocation, &amp;allocInfo);</div>
<div class="line">MyBufferMetadata* pMetadata = (MyBufferMetadata*)allocInfo.<a class="code" href="struct_vma_allocation_info.html#adc507656149c04de7ed95d0042ba2a13">pUserData</a>;</div>
</div><!-- fragment --><p>It can also be changed using function <a class="el" href="vk__mem__alloc_8h.html#a402558851f800ecd733800962c227f6a" title="Sets pUserData in given allocation to new value.">vmaSetAllocationUserData()</a>.</p>
<p>Values of (non-zero) allocations' <code>pUserData</code> are printed in JSON report created by <a class="el" href="vk__mem__alloc_8h.html#a4d7fc62aef0239d260e647447605aad4" title="Builds and returns statistics as string in JSON format.">vmaBuildStatsString()</a>, in hexadecimal form.</p>
<h1><a class="anchor" id="allocation_names"></a>
Allocation names</h1>
<p>There is alternative mode available where <code>pUserData</code> pointer is used to point to a null-terminated string, giving a name to the allocation. To use this mode, set <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT</a> flag in <a class="el" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b" title="Use VmaAllocationCreateFlagBits enum.">VmaAllocationCreateInfo::flags</a>. Then <code>pUserData</code> passed as <a class="el" href="struct_vma_allocation_create_info.html#a8259e85c272683434f4abb4ddddffe19" title="Custom general-purpose pointer that will be stored in VmaAllocation, can be read as VmaAllocationInfo...">VmaAllocationCreateInfo::pUserData</a> or argument to <a class="el" href="vk__mem__alloc_8h.html#af9147d31ffc11d62fc187bde283ed14f" title="Sets pUserData in given allocation to new value.">vmaSetAllocationUserData()</a> must be either null or pointer to a null-terminated string. The library creates internal copy of the string, so the pointer you pass doesn't need to be valid for whole lifetime of the allocation. You can free it after the call.</p>
<div class="fragment"><div class="line">VkImageCreateInfo imageInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };</div><div class="line"><span class="comment">// Fill imageInfo...</span></div><div class="line"></div><div class="line">std::string imageName = <span class="stringliteral">&quot;Texture: &quot;</span>;</div><div class="line">imageName += fileName;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">flags</a> = <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT</a>;</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#a8259e85c272683434f4abb4ddddffe19">pUserData</a> = imageName.c_str();</div><div class="line"></div><div class="line">VkImage image;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a02a94f25679275851a53e82eacbcfc73">vmaCreateImage</a>(allocator, &amp;imageInfo, &amp;allocCreateInfo, &amp;image, &amp;allocation, <span class="keyword">nullptr</span>);</div></div><!-- fragment --><p>The value of <code>pUserData</code> 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.</p>
<div class="fragment"><div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a86dd08aba8633bfa4ad0df2e76481d8b">vmaGetAllocationInfo</a>(allocator, allocation, &amp;allocInfo);</div><div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* imageName = (<span class="keyword">const</span> <span class="keywordtype">char</span>*)allocInfo.<a class="code" href="struct_vma_allocation_info.html#adc507656149c04de7ed95d0042ba2a13">pUserData</a>;</div><div class="line">printf(<span class="stringliteral">&quot;Image name: %s\n&quot;</span>, imageName);</div></div><!-- fragment --><p>That string is also printed in JSON report created by <a class="el" href="vk__mem__alloc_8h.html#aa4fee7eb5253377599ef4fd38c93c2a0" title="Builds and returns statistics as string in JSON format.">vmaBuildStatsString()</a>. </p>
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<p>There is alternative mode available where <code>pUserData</code> pointer is used to point to a null-terminated string, giving a name to the allocation. To use this mode, set <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT</a> flag in <a class="el" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b" title="Use VmaAllocationCreateFlagBits enum.">VmaAllocationCreateInfo::flags</a>. Then <code>pUserData</code> passed as <a class="el" href="struct_vma_allocation_create_info.html#a8259e85c272683434f4abb4ddddffe19" title="Custom general-purpose pointer that will be stored in VmaAllocation, can be read as VmaAllocationInfo...">VmaAllocationCreateInfo::pUserData</a> or argument to <a class="el" href="vk__mem__alloc_8h.html#a402558851f800ecd733800962c227f6a" title="Sets pUserData in given allocation to new value.">vmaSetAllocationUserData()</a> must be either null or pointer to a null-terminated string. The library creates internal copy of the string, so the pointer you pass doesn't need to be valid for whole lifetime of the allocation. You can free it after the call.</p>
<div class="fragment"><div class="line">VkImageCreateInfo imageInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };</div>
<div class="line"><span class="comment">// Fill imageInfo...</span></div>
<div class="line"> </div>
<div class="line">std::string imageName = <span class="stringliteral">&quot;Texture: &quot;</span>;</div>
<div class="line">imageName += fileName;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">flags</a> = <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT</a>;</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#a8259e85c272683434f4abb4ddddffe19">pUserData</a> = imageName.c_str();</div>
<div class="line"> </div>
<div class="line">VkImage image;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#a001bd7a2077a42caf256a6fb2f2ba131">vmaCreateImage</a>(allocator, &amp;imageInfo, &amp;allocCreateInfo, &amp;image, &amp;allocation, <span class="keyword">nullptr</span>);</div>
</div><!-- fragment --><p>The value of <code>pUserData</code> 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.</p>
<div class="fragment"><div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789">vmaGetAllocationInfo</a>(allocator, allocation, &amp;allocInfo);</div>
<div class="line"><span class="keyword">const</span> <span class="keywordtype">char</span>* imageName = (<span class="keyword">const</span> <span class="keywordtype">char</span>*)allocInfo.<a class="code" href="struct_vma_allocation_info.html#adc507656149c04de7ed95d0042ba2a13">pUserData</a>;</div>
<div class="line">printf(<span class="stringliteral">&quot;Image name: %s\n&quot;</span>, imageName);</div>
</div><!-- fragment --><p>That string is also printed in JSON report created by <a class="el" href="vk__mem__alloc_8h.html#a4d7fc62aef0239d260e647447605aad4" title="Builds and returns statistics as string in JSON format.">vmaBuildStatsString()</a>. </p>
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<div class="ttc" id="avk__mem__alloc_8h_html_ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520"><div class="ttname"><a href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2339</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_a001bd7a2077a42caf256a6fb2f2ba131"><div class="ttname"><a href="vk__mem__alloc_8h.html#a001bd7a2077a42caf256a6fb2f2ba131">vmaCreateImage</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaCreateImage(VmaAllocator allocator, const VkImageCreateInfo *pImageCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, VkImage *pImage, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo)</div><div class="ttdoc">Function similar to vmaCreateBuffer().</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_a8259e85c272683434f4abb4ddddffe19"><div class="ttname"><a href="struct_vma_allocation_create_info.html#a8259e85c272683434f4abb4ddddffe19">VmaAllocationCreateInfo::pUserData</a></div><div class="ttdeci">void * pUserData</div><div class="ttdoc">Custom general-purpose pointer that will be stored in VmaAllocation, can be read as VmaAllocationInfo...</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2433</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aafee10cbb01be73c643ed7e02c31003f"><div class="ttname"><a href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaCreateBuffer(VmaAllocator allocator, const VkBufferCreateInfo *pBufferCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, VkBuffer *pBuffer, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo)</div></div>
<div class="ttc" id="astruct_vma_allocation_html"><div class="ttname"><a href="struct_vma_allocation.html">VmaAllocation</a></div><div class="ttdoc">Represents single memory allocation.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7"><div class="ttname"><a href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2251</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_accb8b06b1f677d858cb9af20705fa910"><div class="ttname"><a href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">VmaAllocationCreateInfo::usage</a></div><div class="ttdeci">VmaMemoryUsage usage</div><div class="ttdoc">Intended usage of memory.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2402</div></div>
<div class="ttc" id="astruct_vma_allocation_info_html_adc507656149c04de7ed95d0042ba2a13"><div class="ttname"><a href="struct_vma_allocation_info.html#adc507656149c04de7ed95d0042ba2a13">VmaAllocationInfo::pUserData</a></div><div class="ttdeci">void * pUserData</div><div class="ttdoc">Custom general-purpose pointer that was passed as VmaAllocationCreateInfo::pUserData or set using vma...</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2748</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_add09658ac14fe290ace25470ddd6d41b"><div class="ttname"><a href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">VmaAllocationCreateInfo::flags</a></div><div class="ttdeci">VmaAllocationCreateFlags flags</div><div class="ttdoc">Use VmaAllocationCreateFlagBits enum.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2396</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html"><div class="ttname"><a href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2393</div></div>
<div class="ttc" id="astruct_vma_allocation_info_html"><div class="ttname"><a href="struct_vma_allocation_info.html">VmaAllocationInfo</a></div><div class="ttdoc">Parameters of VmaAllocation objects, that can be retrieved using function vmaGetAllocationInfo().</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2710</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_ae10b53588f197141c6e88a1f5ec34789"><div class="ttname"><a href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789">vmaGetAllocationInfo</a></div><div class="ttdeci">VMA_CALL_PRE void VMA_CALL_POST vmaGetAllocationInfo(VmaAllocator allocator, VmaAllocation allocation, VmaAllocationInfo *pAllocationInfo)</div><div class="ttdoc">Returns current information about specified allocation and atomically marks it as used in current fra...</div></div>
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@ -69,21 +69,22 @@ $(function() {
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<tr id="row_0_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_allocation.html" target="_self">VmaAllocation</a></td><td class="desc">Represents single memory allocation </td></tr>
<tr id="row_1_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_allocation_create_info.html" target="_self">VmaAllocationCreateInfo</a></td><td class="desc"></td></tr>
<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_allocation_info.html" target="_self">VmaAllocationInfo</a></td><td class="desc">Parameters of <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a> objects, that can be retrieved using function <a class="el" href="vk__mem__alloc_8h.html#a86dd08aba8633bfa4ad0df2e76481d8b" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> </td></tr>
<tr id="row_2_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_allocation_info.html" target="_self">VmaAllocationInfo</a></td><td class="desc">Parameters of <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a> objects, that can be retrieved using function <a class="el" href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> </td></tr>
<tr id="row_3_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_allocator.html" target="_self">VmaAllocator</a></td><td class="desc">Represents main object of this library initialized </td></tr>
<tr id="row_4_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_allocator_create_info.html" target="_self">VmaAllocatorCreateInfo</a></td><td class="desc">Description of a Allocator to be created </td></tr>
<tr id="row_5_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_defragmentation_context.html" target="_self">VmaDefragmentationContext</a></td><td class="desc">Represents Opaque object that represents started defragmentation process </td></tr>
<tr id="row_6_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_defragmentation_info.html" target="_self">VmaDefragmentationInfo</a></td><td class="desc">Deprecated. Optional configuration parameters to be passed to function <a class="el" href="vk__mem__alloc_8h.html#a6aced90fcc7b39882b6654a740a0b9bb" title="Deprecated. Compacts memory by moving allocations.">vmaDefragment()</a> </td></tr>
<tr id="row_7_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_defragmentation_info2.html" target="_self">VmaDefragmentationInfo2</a></td><td class="desc">Parameters for defragmentation </td></tr>
<tr id="row_8_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_defragmentation_stats.html" target="_self">VmaDefragmentationStats</a></td><td class="desc">Statistics returned by function <a class="el" href="vk__mem__alloc_8h.html#a6aced90fcc7b39882b6654a740a0b9bb" title="Deprecated. Compacts memory by moving allocations.">vmaDefragment()</a> </td></tr>
<tr id="row_9_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_device_memory_callbacks.html" target="_self">VmaDeviceMemoryCallbacks</a></td><td class="desc">Set of callbacks that the library will call for <code>vkAllocateMemory</code> and <code>vkFreeMemory</code> </td></tr>
<tr id="row_10_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_pool.html" target="_self">VmaPool</a></td><td class="desc">Represents custom memory pool </td></tr>
<tr id="row_11_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_pool_create_info.html" target="_self">VmaPoolCreateInfo</a></td><td class="desc">Describes parameter of created <a class="el" href="struct_vma_pool.html" title="Represents custom memory pool.">VmaPool</a> </td></tr>
<tr id="row_12_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_pool_stats.html" target="_self">VmaPoolStats</a></td><td class="desc">Describes parameter of existing <a class="el" href="struct_vma_pool.html" title="Represents custom memory pool.">VmaPool</a> </td></tr>
<tr id="row_13_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_record_settings.html" target="_self">VmaRecordSettings</a></td><td class="desc">Parameters for recording calls to VMA functions. To be used in <a class="el" href="struct_vma_allocator_create_info.html#ace2aa4877b16a42b0b7673d4e26000ee" title="Parameters for recording of VMA calls. Can be null.">VmaAllocatorCreateInfo::pRecordSettings</a> </td></tr>
<tr id="row_14_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_stat_info.html" target="_self">VmaStatInfo</a></td><td class="desc">Calculated statistics of memory usage in entire allocator </td></tr>
<tr id="row_15_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_stats.html" target="_self">VmaStats</a></td><td class="desc">General statistics from current state of Allocator </td></tr>
<tr id="row_16_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_vulkan_functions.html" target="_self">VmaVulkanFunctions</a></td><td class="desc">Pointers to some Vulkan functions - a subset used by the library </td></tr>
<tr id="row_5_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_budget.html" target="_self">VmaBudget</a></td><td class="desc">Statistics of current memory usage and available budget, in bytes, for specific memory heap </td></tr>
<tr id="row_6_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_defragmentation_context.html" target="_self">VmaDefragmentationContext</a></td><td class="desc">Represents Opaque object that represents started defragmentation process </td></tr>
<tr id="row_7_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_defragmentation_info.html" target="_self">VmaDefragmentationInfo</a></td><td class="desc">Deprecated. Optional configuration parameters to be passed to function <a class="el" href="vk__mem__alloc_8h.html#a2c33b164a2597db181db3ca8e5812e4c" title="Deprecated. Compacts memory by moving allocations.">vmaDefragment()</a> </td></tr>
<tr id="row_8_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_defragmentation_info2.html" target="_self">VmaDefragmentationInfo2</a></td><td class="desc">Parameters for defragmentation </td></tr>
<tr id="row_9_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_defragmentation_stats.html" target="_self">VmaDefragmentationStats</a></td><td class="desc">Statistics returned by function <a class="el" href="vk__mem__alloc_8h.html#a2c33b164a2597db181db3ca8e5812e4c" title="Deprecated. Compacts memory by moving allocations.">vmaDefragment()</a> </td></tr>
<tr id="row_10_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_device_memory_callbacks.html" target="_self">VmaDeviceMemoryCallbacks</a></td><td class="desc">Set of callbacks that the library will call for <code>vkAllocateMemory</code> and <code>vkFreeMemory</code> </td></tr>
<tr id="row_11_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_pool.html" target="_self">VmaPool</a></td><td class="desc">Represents custom memory pool </td></tr>
<tr id="row_12_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_pool_create_info.html" target="_self">VmaPoolCreateInfo</a></td><td class="desc">Describes parameter of created <a class="el" href="struct_vma_pool.html" title="Represents custom memory pool.">VmaPool</a> </td></tr>
<tr id="row_13_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_pool_stats.html" target="_self">VmaPoolStats</a></td><td class="desc">Describes parameter of existing <a class="el" href="struct_vma_pool.html" title="Represents custom memory pool.">VmaPool</a> </td></tr>
<tr id="row_14_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_record_settings.html" target="_self">VmaRecordSettings</a></td><td class="desc">Parameters for recording calls to VMA functions. To be used in <a class="el" href="struct_vma_allocator_create_info.html#ace2aa4877b16a42b0b7673d4e26000ee" title="Parameters for recording of VMA calls. Can be null.">VmaAllocatorCreateInfo::pRecordSettings</a> </td></tr>
<tr id="row_15_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_stat_info.html" target="_self">VmaStatInfo</a></td><td class="desc">Calculated statistics of memory usage in entire allocator </td></tr>
<tr id="row_16_" class="even"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_stats.html" target="_self">VmaStats</a></td><td class="desc">General statistics from current state of Allocator </td></tr>
<tr id="row_17_"><td class="entry"><span style="width:16px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_vma_vulkan_functions.html" target="_self">VmaVulkanFunctions</a></td><td class="desc">Pointers to some Vulkan functions - a subset used by the library </td></tr>
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<div class="textblock"><p>Physical devices in Vulkan support various combinations of memory heaps and types. Help with choosing correct and optimal memory type for your specific resource is one of the key features of this library. You can use it by filling appropriate members of <a class="el" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> structure, as described below. You can also combine multiple methods.</p>
<ol type="1">
<li>If you just want to find memory type index that meets your requirements, you can use function: <a class="el" href="vk__mem__alloc_8h.html#aef15a94b58fbcb0fe706d5720e84a74a" title="Helps to find memoryTypeIndex, given memoryTypeBits and VmaAllocationCreateInfo.">vmaFindMemoryTypeIndex()</a>, <a class="el" href="vk__mem__alloc_8h.html#ae790ab9ffaf7667fb8f62523e6897888" title="Helps to find memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo.">vmaFindMemoryTypeIndexForBufferInfo()</a>, <a class="el" href="vk__mem__alloc_8h.html#a088da83d8eaf3ce9056d9ea0b981d472" title="Helps to find memoryTypeIndex, given VkImageCreateInfo and VmaAllocationCreateInfo.">vmaFindMemoryTypeIndexForImageInfo()</a>.</li>
<li>If you want to allocate a region of device memory without association with any specific image or buffer, you can use function <a class="el" href="vk__mem__alloc_8h.html#abf28077dbf82d0908b8acbe8ee8dd9b8" title="General purpose memory allocation.">vmaAllocateMemory()</a>. Usage of this function is not recommended and usually not needed. <a class="el" href="vk__mem__alloc_8h.html#ad37e82e492b3de38fc3f4cffd9ad0ae1" title="General purpose memory allocation for multiple allocation objects at once.">vmaAllocateMemoryPages()</a> function is also provided for creating multiple allocations at once, which may be useful for sparse binding.</li>
<li>If you already have a buffer or an image created, you want to allocate memory for it and then you will bind it yourself, you can use function <a class="el" href="vk__mem__alloc_8h.html#a7fdf64415b6c3d83c454f28d2c53df7b">vmaAllocateMemoryForBuffer()</a>, <a class="el" href="vk__mem__alloc_8h.html#a0faa3f9e5fb233d29d1e00390650febb" title="Function similar to vmaAllocateMemoryForBuffer().">vmaAllocateMemoryForImage()</a>. For binding you should use functions: <a class="el" href="vk__mem__alloc_8h.html#a6b0929b914b60cf2d45cac4bf3547470" title="Binds buffer to allocation.">vmaBindBufferMemory()</a>, <a class="el" href="vk__mem__alloc_8h.html#a3d3ca45799923aa5d138e9e5f9eb2da5" title="Binds image to allocation.">vmaBindImageMemory()</a> or their extended versions: <a class="el" href="vk__mem__alloc_8h.html#a927c944f45e0f2941182abb6f608e64a" title="Binds buffer to allocation with additional parameters.">vmaBindBufferMemory2()</a>, <a class="el" href="vk__mem__alloc_8h.html#aa8251ee81b0045a443e35b8e8aa021bc" title="Binds image to allocation with additional parameters.">vmaBindImageMemory2()</a>.</li>
<li>If you want to create a buffer or an image, allocate memory for it and bind them together, all in one call, you can use function <a class="el" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer()</a>, <a class="el" href="vk__mem__alloc_8h.html#a02a94f25679275851a53e82eacbcfc73" title="Function similar to vmaCreateBuffer().">vmaCreateImage()</a>. This is the easiest and recommended way to use this library.</li>
<li>If you just want to find memory type index that meets your requirements, you can use function: <a class="el" href="vk__mem__alloc_8h.html#a21530f0bd74d92b40cc1873e5037662c" title="Helps to find memoryTypeIndex, given memoryTypeBits and VmaAllocationCreateInfo.">vmaFindMemoryTypeIndex()</a>, <a class="el" href="vk__mem__alloc_8h.html#a425905e868e4b487b5188f9d834dacbc" title="Helps to find memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo.">vmaFindMemoryTypeIndexForBufferInfo()</a>, <a class="el" href="vk__mem__alloc_8h.html#a359c5187b7004880945f0e3debba91b9" title="Helps to find memoryTypeIndex, given VkImageCreateInfo and VmaAllocationCreateInfo.">vmaFindMemoryTypeIndexForImageInfo()</a>.</li>
<li>If you want to allocate a region of device memory without association with any specific image or buffer, you can use function <a class="el" href="vk__mem__alloc_8h.html#a6e40022ab443f88bfa8b13c2fcfd05cc" title="General purpose memory allocation.">vmaAllocateMemory()</a>. Usage of this function is not recommended and usually not needed. <a class="el" href="vk__mem__alloc_8h.html#a35b49cebb7d7c128db38d3949f54e325" title="General purpose memory allocation for multiple allocation objects at once.">vmaAllocateMemoryPages()</a> function is also provided for creating multiple allocations at once, which may be useful for sparse binding.</li>
<li>If you already have a buffer or an image created, you want to allocate memory for it and then you will bind it yourself, you can use function <a class="el" href="vk__mem__alloc_8h.html#af34f6d2ec25537ac0179ff614bae0012">vmaAllocateMemoryForBuffer()</a>, <a class="el" href="vk__mem__alloc_8h.html#a25e3b30b93063b921d5078e538b1bf30" title="Function similar to vmaAllocateMemoryForBuffer().">vmaAllocateMemoryForImage()</a>. For binding you should use functions: <a class="el" href="vk__mem__alloc_8h.html#a055cbf8d000a019a6270c66b46f0cb40" title="Binds buffer to allocation.">vmaBindBufferMemory()</a>, <a class="el" href="vk__mem__alloc_8h.html#a9681b4996d0d33ad0bc811fc7394d272" title="Binds image to allocation.">vmaBindImageMemory()</a> or their extended versions: <a class="el" href="vk__mem__alloc_8h.html#aa06d8fe2e969c048182e019f4b857ccf" title="Binds buffer to allocation with additional parameters.">vmaBindBufferMemory2()</a>, <a class="el" href="vk__mem__alloc_8h.html#a82e760a2db3b517b965320ba71ebbfbb" title="Binds image to allocation with additional parameters.">vmaBindImageMemory2()</a>.</li>
<li>If you want to create a buffer or an image, allocate memory for it and bind them together, all in one call, you can use function <a class="el" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer()</a>, <a class="el" href="vk__mem__alloc_8h.html#a001bd7a2077a42caf256a6fb2f2ba131" title="Function similar to vmaCreateBuffer().">vmaCreateImage()</a>. This is the easiest and recommended way to use this library.</li>
</ol>
<p>When using 3. or 4., the library internally queries Vulkan for memory types supported for that buffer or image (function <code>vkGetBufferMemoryRequirements()</code>) and uses only one of these types.</p>
<p>If no memory type can be found that meets all the requirements, these functions return <code>VK_ERROR_FEATURE_NOT_PRESENT</code>.</p>
@ -83,16 +79,42 @@ $(function() {
Usage</h1>
<p>The easiest way to specify memory requirements is to fill member <a class="el" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910" title="Intended usage of memory.">VmaAllocationCreateInfo::usage</a> using one of the values of enum <a class="el" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305cc">VmaMemoryUsage</a>. It defines high level, common usage types. For more details, see description of this enum.</p>
<p>For example, if you want to create a uniform buffer that will be filled using transfer only once or infrequently and used for rendering every frame, you can do it using following code:</p>
<div class="fragment"><div class="line">VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div><div class="line">bufferInfo.size = 65536;</div><div class="line">bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocInfo = {};</div><div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div><div class="line"></div><div class="line">VkBuffer buffer;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer</a>(allocator, &amp;bufferInfo, &amp;allocInfo, &amp;buffer, &amp;allocation, <span class="keyword">nullptr</span>);</div></div><!-- fragment --><h1><a class="anchor" id="choosing_memory_type_required_preferred_flags"></a>
<div class="fragment"><div class="line">VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div>
<div class="line">bufferInfo.size = 65536;</div>
<div class="line">bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocInfo = {};</div>
<div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div>
<div class="line"> </div>
<div class="line">VkBuffer buffer;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a>(allocator, &amp;bufferInfo, &amp;allocInfo, &amp;buffer, &amp;allocation, <span class="keyword">nullptr</span>);</div>
</div><!-- fragment --><h1><a class="anchor" id="choosing_memory_type_required_preferred_flags"></a>
Required and preferred flags</h1>
<p>You can specify more detailed requirements by filling members <a class="el" href="struct_vma_allocation_create_info.html#a9166390303ff42d783305bc31c2b6b90" title="Flags that must be set in a Memory Type chosen for an allocation.">VmaAllocationCreateInfo::requiredFlags</a> and <a class="el" href="struct_vma_allocation_create_info.html#a7fe8d81a1ad10b2a2faacacee5b15d6d" title="Flags that preferably should be set in a memory type chosen for an allocation.">VmaAllocationCreateInfo::preferredFlags</a> with a combination of bits from enum <code>VkMemoryPropertyFlags</code>. For example, if you want to create a buffer that will be persistently mapped on host (so it must be <code>HOST_VISIBLE</code>) and preferably will also be <code>HOST_COHERENT</code> and <code>HOST_CACHED</code>, use following code:</p>
<div class="fragment"><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocInfo = {};</div><div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#a9166390303ff42d783305bc31c2b6b90">requiredFlags</a> = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;</div><div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#a7fe8d81a1ad10b2a2faacacee5b15d6d">preferredFlags</a> = VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;</div><div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">flags</a> = <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f">VMA_ALLOCATION_CREATE_MAPPED_BIT</a>;</div><div class="line"></div><div class="line">VkBuffer buffer;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer</a>(allocator, &amp;bufferInfo, &amp;allocInfo, &amp;buffer, &amp;allocation, <span class="keyword">nullptr</span>);</div></div><!-- fragment --><p>A memory type is chosen that has all the required flags and as many preferred flags set as possible.</p>
<div class="fragment"><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocInfo = {};</div>
<div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#a9166390303ff42d783305bc31c2b6b90">requiredFlags</a> = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;</div>
<div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#a7fe8d81a1ad10b2a2faacacee5b15d6d">preferredFlags</a> = VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;</div>
<div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">flags</a> = <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f">VMA_ALLOCATION_CREATE_MAPPED_BIT</a>;</div>
<div class="line"> </div>
<div class="line">VkBuffer buffer;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a>(allocator, &amp;bufferInfo, &amp;allocInfo, &amp;buffer, &amp;allocation, <span class="keyword">nullptr</span>);</div>
</div><!-- fragment --><p>A memory type is chosen that has all the required flags and as many preferred flags set as possible.</p>
<p>If you use <a class="el" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910" title="Intended usage of memory.">VmaAllocationCreateInfo::usage</a>, it is just internally converted to a set of required and preferred flags.</p>
<h1><a class="anchor" id="choosing_memory_type_explicit_memory_types"></a>
Explicit memory types</h1>
<p>If you inspected memory types available on the physical device and you have a preference for memory types that you want to use, you can fill member <a class="el" href="struct_vma_allocation_create_info.html#a3bf940c0271d85d6ba32a4d820075055" title="Bitmask containing one bit set for every memory type acceptable for this allocation.">VmaAllocationCreateInfo::memoryTypeBits</a>. It is a bit mask, where each bit set means that a memory type with that index is allowed to be used for the allocation. Special value 0, just like <code>UINT32_MAX</code>, means there are no restrictions to memory type index.</p>
<p>Please note that this member is NOT just a memory type index. Still you can use it to choose just one, specific memory type. For example, if you already determined that your buffer should be created in memory type 2, use following code:</p>
<div class="fragment"><div class="line">uint32_t memoryTypeIndex = 2;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocInfo = {};</div><div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#a3bf940c0271d85d6ba32a4d820075055">memoryTypeBits</a> = 1u &lt;&lt; memoryTypeIndex;</div><div class="line"></div><div class="line">VkBuffer buffer;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer</a>(allocator, &amp;bufferInfo, &amp;allocInfo, &amp;buffer, &amp;allocation, <span class="keyword">nullptr</span>);</div></div><!-- fragment --><h1><a class="anchor" id="choosing_memory_type_custom_memory_pools"></a>
<div class="fragment"><div class="line">uint32_t memoryTypeIndex = 2;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocInfo = {};</div>
<div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#a3bf940c0271d85d6ba32a4d820075055">memoryTypeBits</a> = 1u &lt;&lt; memoryTypeIndex;</div>
<div class="line"> </div>
<div class="line">VkBuffer buffer;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a>(allocator, &amp;bufferInfo, &amp;allocInfo, &amp;buffer, &amp;allocation, <span class="keyword">nullptr</span>);</div>
</div><!-- fragment --><h1><a class="anchor" id="choosing_memory_type_custom_memory_pools"></a>
Custom memory pools</h1>
<p>If you allocate from custom memory pool, all the ways of specifying memory requirements described above are not applicable and the aforementioned members of <a class="el" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> 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 <a class="el" href="custom_memory_pools.html">Custom memory pools</a>.</p>
<h1><a class="anchor" id="choosing_memory_type_dedicated_allocations"></a>
@ -103,13 +125,23 @@ Dedicated allocations</h1>
<li>When <a class="el" href="vk_khr_dedicated_allocation.html">VK_KHR_dedicated_allocation</a> extension is enabled and it reports that dedicated allocation is required or recommended for the resource.</li>
<li>When allocation of next big memory block fails due to not enough device memory, but allocation with the exact requested size succeeds. </li>
</ul>
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<div class="ttc" id="avk__mem__alloc_8h_html_aafee10cbb01be73c643ed7e02c31003f"><div class="ttname"><a href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaCreateBuffer(VmaAllocator allocator, const VkBufferCreateInfo *pBufferCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, VkBuffer *pBuffer, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo)</div></div>
<div class="ttc" id="astruct_vma_allocation_html"><div class="ttname"><a href="struct_vma_allocation.html">VmaAllocation</a></div><div class="ttdoc">Represents single memory allocation.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7"><div class="ttname"><a href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2251</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_a9166390303ff42d783305bc31c2b6b90"><div class="ttname"><a href="struct_vma_allocation_create_info.html#a9166390303ff42d783305bc31c2b6b90">VmaAllocationCreateInfo::requiredFlags</a></div><div class="ttdeci">VkMemoryPropertyFlags requiredFlags</div><div class="ttdoc">Flags that must be set in a Memory Type chosen for an allocation.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2407</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_accb8b06b1f677d858cb9af20705fa910"><div class="ttname"><a href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">VmaAllocationCreateInfo::usage</a></div><div class="ttdeci">VmaMemoryUsage usage</div><div class="ttdoc">Intended usage of memory.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2402</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f"><div class="ttname"><a href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f">VMA_ALLOCATION_CREATE_MAPPED_BIT</a></div><div class="ttdoc">Set this flag to use a memory that will be persistently mapped and retrieve pointer to it.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2313</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_add09658ac14fe290ace25470ddd6d41b"><div class="ttname"><a href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">VmaAllocationCreateInfo::flags</a></div><div class="ttdeci">VmaAllocationCreateFlags flags</div><div class="ttdoc">Use VmaAllocationCreateFlagBits enum.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2396</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html"><div class="ttname"><a href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2393</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_a7fe8d81a1ad10b2a2faacacee5b15d6d"><div class="ttname"><a href="struct_vma_allocation_create_info.html#a7fe8d81a1ad10b2a2faacacee5b15d6d">VmaAllocationCreateInfo::preferredFlags</a></div><div class="ttdeci">VkMemoryPropertyFlags preferredFlags</div><div class="ttdoc">Flags that preferably should be set in a memory type chosen for an allocation.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2412</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_a3bf940c0271d85d6ba32a4d820075055"><div class="ttname"><a href="struct_vma_allocation_create_info.html#a3bf940c0271d85d6ba32a4d820075055">VmaAllocationCreateInfo::memoryTypeBits</a></div><div class="ttdeci">uint32_t memoryTypeBits</div><div class="ttdoc">Bitmask containing one bit set for every memory type acceptable for this allocation.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2420</div></div>
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</td><td valign="top"><a class="el" href="struct_vma_allocation_info.html">VmaAllocationInfo</a>&#160;&#160;&#160;</td><td valign="top"><a class="el" href="struct_vma_defragmentation_info.html">VmaDefragmentationInfo</a>&#160;&#160;&#160;</td><td valign="top"><a class="el" href="struct_vma_pool.html">VmaPool</a>&#160;&#160;&#160;</td><td valign="top"><a class="el" href="struct_vma_stat_info.html">VmaStatInfo</a>&#160;&#160;&#160;</td></tr>
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@ -89,13 +85,13 @@ Device heap memory limit</h1>
<p>When device memory of certain heap runs out of free space, new allocations may fail (returning error code) or they may succeed, silently pushing some existing memory blocks from GPU VRAM to system RAM (which degrades performance). This behavior is implementation-dependant - it depends on GPU vendor and graphics driver.</p>
<p>On AMD cards it can be controlled while creating Vulkan device object by using VK_AMD_memory_overallocation_behavior extension, if available.</p>
<p>Alternatively, if you want to test how your program behaves with limited amount of Vulkan device memory available without switching your graphics card to one that really has smaller VRAM, you can use a feature of this library intended for this purpose. To do it, fill optional member <a class="el" href="struct_vma_allocator_create_info.html#a31c192aa6cbffa33279f6d9f0c47c44b" title="Either null or a pointer to an array of limits on maximum number of bytes that can be allocated out o...">VmaAllocatorCreateInfo::pHeapSizeLimit</a>. </p>
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@ -80,15 +76,51 @@ $(function() {
<p>To use custom memory pools:</p>
<ol type="1">
<li>Fill <a class="el" href="struct_vma_pool_create_info.html" title="Describes parameter of created VmaPool.">VmaPoolCreateInfo</a> structure.</li>
<li>Call <a class="el" href="vk__mem__alloc_8h.html#a5c8770ded7c59c8caac6de0c2cb00b50" title="Allocates Vulkan device memory and creates VmaPool object.">vmaCreatePool()</a> to obtain <a class="el" href="struct_vma_pool.html" title="Represents custom memory pool.">VmaPool</a> handle.</li>
<li>Call <a class="el" href="vk__mem__alloc_8h.html#aee3406ab6b195cd85207ca2ef2d13a57" title="Allocates Vulkan device memory and creates VmaPool object.">vmaCreatePool()</a> to obtain <a class="el" href="struct_vma_pool.html" title="Represents custom memory pool.">VmaPool</a> handle.</li>
<li>When making an allocation, set <a class="el" href="struct_vma_allocation_create_info.html#a6272c0555cfd1fe28bff1afeb6190150" title="Pool that this allocation should be created in.">VmaAllocationCreateInfo::pool</a> to this handle. You don't need to specify any other parameters of this structure, like <code>usage</code>.</li>
</ol>
<p>Example:</p>
<div class="fragment"><div class="line"><span class="comment">// Create a pool that can have at most 2 blocks, 128 MiB each.</span></div><div class="line"><a class="code" href="struct_vma_pool_create_info.html">VmaPoolCreateInfo</a> poolCreateInfo = {};</div><div class="line">poolCreateInfo.<a class="code" href="struct_vma_pool_create_info.html#a596fa76b685d3f1f688f84a709a5b319">memoryTypeIndex</a> = ...</div><div class="line">poolCreateInfo.blockSize = 128ull * 1024 * 1024;</div><div class="line">poolCreateInfo.<a class="code" href="struct_vma_pool_create_info.html#ae41142f2834fcdc82baa4883c187b75c">maxBlockCount</a> = 2;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_pool.html">VmaPool</a> pool;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a5c8770ded7c59c8caac6de0c2cb00b50">vmaCreatePool</a>(allocator, &amp;poolCreateInfo, &amp;pool);</div><div class="line"></div><div class="line"><span class="comment">// Allocate a buffer out of it.</span></div><div class="line">VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div><div class="line">bufCreateInfo.size = 1024;</div><div class="line">bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#a6272c0555cfd1fe28bff1afeb6190150">pool</a> = pool;</div><div class="line"></div><div class="line">VkBuffer buf;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> alloc;</div><div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer</a>(allocator, &amp;bufCreateInfo, &amp;allocCreateInfo, &amp;buf, &amp;alloc, &amp;allocInfo);</div></div><!-- fragment --><p>You have to free all allocations made from this pool before destroying it.</p>
<div class="fragment"><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a0d9f4e4ba5bf9aab1f1c746387753d77">vmaDestroyBuffer</a>(allocator, buf, alloc);</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a5485779c8f1948238fc4e92232fa65e1">vmaDestroyPool</a>(allocator, pool);</div></div><!-- fragment --><h1><a class="anchor" id="custom_memory_pools_MemTypeIndex"></a>
<div class="fragment"><div class="line"><span class="comment">// Create a pool that can have at most 2 blocks, 128 MiB each.</span></div>
<div class="line"><a class="code" href="struct_vma_pool_create_info.html">VmaPoolCreateInfo</a> poolCreateInfo = {};</div>
<div class="line">poolCreateInfo.<a class="code" href="struct_vma_pool_create_info.html#a596fa76b685d3f1f688f84a709a5b319">memoryTypeIndex</a> = ...</div>
<div class="line">poolCreateInfo.blockSize = 128ull * 1024 * 1024;</div>
<div class="line">poolCreateInfo.<a class="code" href="struct_vma_pool_create_info.html#ae41142f2834fcdc82baa4883c187b75c">maxBlockCount</a> = 2;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_pool.html">VmaPool</a> pool;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#aee3406ab6b195cd85207ca2ef2d13a57">vmaCreatePool</a>(allocator, &amp;poolCreateInfo, &amp;pool);</div>
<div class="line"> </div>
<div class="line"><span class="comment">// Allocate a buffer out of it.</span></div>
<div class="line">VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div>
<div class="line">bufCreateInfo.size = 1024;</div>
<div class="line">bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#a6272c0555cfd1fe28bff1afeb6190150">pool</a> = pool;</div>
<div class="line"> </div>
<div class="line">VkBuffer buf;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> alloc;</div>
<div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a>(allocator, &amp;bufCreateInfo, &amp;allocCreateInfo, &amp;buf, &amp;alloc, &amp;allocInfo);</div>
</div><!-- fragment --><p>You have to free all allocations made from this pool before destroying it.</p>
<div class="fragment"><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a3fa3daa743fcc950253f676aa8a323ea">vmaDestroyBuffer</a>(allocator, buf, alloc);</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#a11693ab08f65761a142c466c5eceb849">vmaDestroyPool</a>(allocator, pool);</div>
</div><!-- fragment --><h1><a class="anchor" id="custom_memory_pools_MemTypeIndex"></a>
Choosing memory type index</h1>
<p>When creating a pool, you must explicitly specify memory type index. To find the one suitable for your buffers or images, you can use helper functions <a class="el" href="vk__mem__alloc_8h.html#ae790ab9ffaf7667fb8f62523e6897888" title="Helps to find memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo.">vmaFindMemoryTypeIndexForBufferInfo()</a>, <a class="el" href="vk__mem__alloc_8h.html#a088da83d8eaf3ce9056d9ea0b981d472" title="Helps to find memoryTypeIndex, given VkImageCreateInfo and VmaAllocationCreateInfo.">vmaFindMemoryTypeIndexForImageInfo()</a>. You need to provide structures with example parameters of buffers or images that you are going to create in that pool.</p>
<div class="fragment"><div class="line">VkBufferCreateInfo exampleBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div><div class="line">exampleBufCreateInfo.size = 1024; <span class="comment">// Whatever.</span></div><div class="line">exampleBufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; <span class="comment">// Change if needed.</span></div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>; <span class="comment">// Change if needed.</span></div><div class="line"></div><div class="line">uint32_t memTypeIndex;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ae790ab9ffaf7667fb8f62523e6897888">vmaFindMemoryTypeIndexForBufferInfo</a>(allocator, &amp;exampleBufCreateInfo, &amp;allocCreateInfo, &amp;memTypeIndex);</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_pool_create_info.html">VmaPoolCreateInfo</a> poolCreateInfo = {};</div><div class="line">poolCreateInfo.<a class="code" href="struct_vma_pool_create_info.html#a596fa76b685d3f1f688f84a709a5b319">memoryTypeIndex</a> = memTypeIndex;</div><div class="line"><span class="comment">// ...</span></div></div><!-- fragment --><p>When creating buffers/images allocated in that pool, provide following parameters:</p>
<p>When creating a pool, you must explicitly specify memory type index. To find the one suitable for your buffers or images, you can use helper functions <a class="el" href="vk__mem__alloc_8h.html#a425905e868e4b487b5188f9d834dacbc" title="Helps to find memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo.">vmaFindMemoryTypeIndexForBufferInfo()</a>, <a class="el" href="vk__mem__alloc_8h.html#a359c5187b7004880945f0e3debba91b9" title="Helps to find memoryTypeIndex, given VkImageCreateInfo and VmaAllocationCreateInfo.">vmaFindMemoryTypeIndexForImageInfo()</a>. You need to provide structures with example parameters of buffers or images that you are going to create in that pool.</p>
<div class="fragment"><div class="line">VkBufferCreateInfo exampleBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div>
<div class="line">exampleBufCreateInfo.size = 1024; <span class="comment">// Whatever.</span></div>
<div class="line">exampleBufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; <span class="comment">// Change if needed.</span></div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>; <span class="comment">// Change if needed.</span></div>
<div class="line"> </div>
<div class="line">uint32_t memTypeIndex;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#a425905e868e4b487b5188f9d834dacbc">vmaFindMemoryTypeIndexForBufferInfo</a>(allocator, &amp;exampleBufCreateInfo, &amp;allocCreateInfo, &amp;memTypeIndex);</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_pool_create_info.html">VmaPoolCreateInfo</a> poolCreateInfo = {};</div>
<div class="line">poolCreateInfo.<a class="code" href="struct_vma_pool_create_info.html#a596fa76b685d3f1f688f84a709a5b319">memoryTypeIndex</a> = memTypeIndex;</div>
<div class="line"><span class="comment">// ...</span></div>
</div><!-- fragment --><p>When creating buffers/images allocated in that pool, provide following parameters:</p>
<ul>
<li><code>VkBufferCreateInfo</code>: Prefer to pass same parameters as above. Otherwise you risk creating resources in a memory type that is not suitable for them, which may result in undefined behavior. Using different <code>VK_BUFFER_USAGE_</code> flags may work, but you shouldn't create images in a pool intended for buffers or the other way around.</li>
<li><a class="el" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a>: You don't need to pass same parameters. Fill only <code>pool</code> member. Other members are ignored anyway.</li>
@ -96,19 +128,19 @@ Choosing memory type index</h1>
<h1><a class="anchor" id="linear_algorithm"></a>
Linear allocation algorithm</h1>
<p>Each Vulkan memory block managed by this library has accompanying metadata that keeps track of used and unused regions. By default, the metadata structure and algorithm tries to find best place for new allocations among free regions to optimize memory usage. This way you can allocate and free objects in any order.</p>
<img src="../gfx/Linear_allocator_1_algo_default.png" alt="Default allocation algorithm" class="inline"/>
<p><img src="../gfx/Linear_allocator_1_algo_default.png" alt="Default allocation algorithm" class="inline"/></p>
<p>Sometimes there is a need to use simpler, linear allocation algorithm. You can create custom pool that uses such algorithm by adding flag <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a13c8a444197c67866be9cb05599fc726" title="Enables alternative, linear allocation algorithm in this pool.">VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT</a> to <a class="el" href="struct_vma_pool_create_info.html#a8405139f63d078340ae74513a59f5446" title="Use combination of VmaPoolCreateFlagBits.">VmaPoolCreateInfo::flags</a> while creating <a class="el" href="struct_vma_pool.html" title="Represents custom memory pool.">VmaPool</a> object. Then an alternative metadata management is used. It always creates new allocations after last one and doesn't reuse free regions after allocations freed in the middle. It results in better allocation performance and less memory consumed by metadata.</p>
<img src="../gfx/Linear_allocator_2_algo_linear.png" alt="Linear allocation algorithm" class="inline"/>
<p><img src="../gfx/Linear_allocator_2_algo_linear.png" alt="Linear allocation algorithm" class="inline"/></p>
<p>With this one flag, you can create a custom pool that can be used in many ways: free-at-once, stack, double stack, and ring buffer. See below for details.</p>
<h2><a class="anchor" id="linear_algorithm_free_at_once"></a>
Free-at-once</h2>
<p>In a pool that uses linear algorithm, you still need to free all the allocations individually, e.g. by using <a class="el" href="vk__mem__alloc_8h.html#a11f0fbc034fa81a4efedd73d61ce7568" title="Frees memory previously allocated using vmaAllocateMemory(), vmaAllocateMemoryForBuffer(),...">vmaFreeMemory()</a> or <a class="el" href="vk__mem__alloc_8h.html#a0d9f4e4ba5bf9aab1f1c746387753d77" title="Destroys Vulkan buffer and frees allocated memory.">vmaDestroyBuffer()</a>. You can free them in any order. New allocations are always made after last one - free space in the middle is not reused. However, when you release all the allocation and the pool becomes empty, allocation starts from the beginning again. This way you can use linear algorithm to speed up creation of allocations that you are going to release all at once.</p>
<img src="../gfx/Linear_allocator_3_free_at_once.png" alt="Free-at-once" class="inline"/>
<p>In a pool that uses linear algorithm, you still need to free all the allocations individually, e.g. by using <a class="el" href="vk__mem__alloc_8h.html#a0438b3d982473eb1c93c77c7ab3212e1" title="Frees memory previously allocated using vmaAllocateMemory(), vmaAllocateMemoryForBuffer(),...">vmaFreeMemory()</a> or <a class="el" href="vk__mem__alloc_8h.html#a3fa3daa743fcc950253f676aa8a323ea" title="Destroys Vulkan buffer and frees allocated memory.">vmaDestroyBuffer()</a>. You can free them in any order. New allocations are always made after last one - free space in the middle is not reused. However, when you release all the allocation and the pool becomes empty, allocation starts from the beginning again. This way you can use linear algorithm to speed up creation of allocations that you are going to release all at once.</p>
<p><img src="../gfx/Linear_allocator_3_free_at_once.png" alt="Free-at-once" class="inline"/></p>
<p>This mode is also available for pools created with <a class="el" href="struct_vma_pool_create_info.html#ae41142f2834fcdc82baa4883c187b75c" title="Maximum number of blocks that can be allocated in this pool. Optional.">VmaPoolCreateInfo::maxBlockCount</a> value that allows multiple memory blocks.</p>
<h2><a class="anchor" id="linear_algorithm_stack"></a>
Stack</h2>
<p>When you free an allocation that was created last, its space can be reused. Thanks to this, if you always release allocations in the order opposite to their creation (LIFO - Last In First Out), you can achieve behavior of a stack.</p>
<img src="../gfx/Linear_allocator_4_stack.png" alt="Stack" class="inline"/>
<p><img src="../gfx/Linear_allocator_4_stack.png" alt="Stack" class="inline"/></p>
<p>This mode is also available for pools created with <a class="el" href="struct_vma_pool_create_info.html#ae41142f2834fcdc82baa4883c187b75c" title="Maximum number of blocks that can be allocated in this pool. Optional.">VmaPoolCreateInfo::maxBlockCount</a> value that allows multiple memory blocks.</p>
<h2><a class="anchor" id="linear_algorithm_double_stack"></a>
Double stack</h2>
@ -118,20 +150,20 @@ Double stack</h2>
<li>Second, "upper" one, growing down from the end towards lower offsets.</li>
</ul>
<p>To make allocation from upper stack, add flag <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a42ba3a2d2c7117953210b7c3ef8da0df">VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT</a> to <a class="el" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b" title="Use VmaAllocationCreateFlagBits enum.">VmaAllocationCreateInfo::flags</a>.</p>
<img src="../gfx/Linear_allocator_7_double_stack.png" alt="Double stack" class="inline"/>
<p><img src="../gfx/Linear_allocator_7_double_stack.png" alt="Double stack" class="inline"/></p>
<p>Double stack is available only in pools with one memory block - <a class="el" href="struct_vma_pool_create_info.html#ae41142f2834fcdc82baa4883c187b75c" title="Maximum number of blocks that can be allocated in this pool. Optional.">VmaPoolCreateInfo::maxBlockCount</a> must be 1. Otherwise behavior is undefined.</p>
<p>When the two stacks' ends meet so there is not enough space between them for a new allocation, such allocation fails with usual <code>VK_ERROR_OUT_OF_DEVICE_MEMORY</code> error.</p>
<h2><a class="anchor" id="linear_algorithm_ring_buffer"></a>
Ring buffer</h2>
<p>When you free some allocations from the beginning and there is not enough free space for a new one at the end of a pool, allocator's "cursor" wraps around to the beginning and starts allocation there. Thanks to this, if you always release allocations in the same order as you created them (FIFO - First In First Out), you can achieve behavior of a ring buffer / queue.</p>
<img src="../gfx/Linear_allocator_5_ring_buffer.png" alt="Ring buffer" class="inline"/>
<p><img src="../gfx/Linear_allocator_5_ring_buffer.png" alt="Ring buffer" class="inline"/></p>
<p>Pools with linear algorithm support <a class="el" href="lost_allocations.html">lost allocations</a> when used as ring buffer. If there is not enough free space for a new allocation, but existing allocations from the front of the queue can become lost, they become lost and the allocation succeeds.</p>
<img src="../gfx/Linear_allocator_6_ring_buffer_lost.png" alt="Ring buffer with lost allocations" class="inline"/>
<p><img src="../gfx/Linear_allocator_6_ring_buffer_lost.png" alt="Ring buffer with lost allocations" class="inline"/></p>
<p>Ring buffer is available only in pools with one memory block - <a class="el" href="struct_vma_pool_create_info.html#ae41142f2834fcdc82baa4883c187b75c" title="Maximum number of blocks that can be allocated in this pool. Optional.">VmaPoolCreateInfo::maxBlockCount</a> must be 1. Otherwise behavior is undefined.</p>
<h1><a class="anchor" id="buddy_algorithm"></a>
Buddy allocation algorithm</h1>
<p>There is another allocation algorithm that can be used with custom pools, called "buddy". Its internal data structure is based on a tree of blocks, each having size that is a power of two and a half of its parent's size. When you want to allocate memory of certain size, a free node in the tree is located. If it's too large, it is recursively split into two halves (called "buddies"). However, if requested allocation size is not a power of two, the size of a tree node is aligned up to the nearest power of two and the remaining space is wasted. When two buddy nodes become free, they are merged back into one larger node.</p>
<img src="../gfx/Buddy_allocator.png" alt="Buddy allocator" class="inline"/>
<p><img src="../gfx/Buddy_allocator.png" alt="Buddy allocator" class="inline"/></p>
<p>The advantage of buddy allocation algorithm over default algorithm is faster allocation and deallocation, as well as smaller external fragmentation. The disadvantage is more wasted space (internal fragmentation).</p>
<p>For more information, please read <a href="https://en.wikipedia.org/wiki/Buddy_memory_allocation">"Buddy memory allocation" on Wikipedia</a> or other sources that describe this concept in general.</p>
<p>To use buddy allocation algorithm with a custom pool, add flag <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a97a0dc38e5161b780594d998d313d35e" title="Enables alternative, buddy allocation algorithm in this pool.">VMA_POOL_CREATE_BUDDY_ALGORITHM_BIT</a> to <a class="el" href="struct_vma_pool_create_info.html#a8405139f63d078340ae74513a59f5446" title="Use combination of VmaPoolCreateFlagBits.">VmaPoolCreateInfo::flags</a> while creating <a class="el" href="struct_vma_pool.html" title="Represents custom memory pool.">VmaPool</a> object.</p>
@ -142,13 +174,28 @@ Buddy allocation algorithm</h1>
<li><a class="el" href="lost_allocations.html">Lost allocations</a> don't work in such pools. You can use them, but they never become lost. Support may be added in the future.</li>
<li><a class="el" href="defragmentation.html">Defragmentation</a> doesn't work with allocations made from such pool. </li>
</ul>
</div></div><!-- PageDoc -->
</div><!-- contents -->
</div></div><!-- contents -->
</div><!-- PageDoc -->
<div class="ttc" id="avk__mem__alloc_8h_html_a425905e868e4b487b5188f9d834dacbc"><div class="ttname"><a href="vk__mem__alloc_8h.html#a425905e868e4b487b5188f9d834dacbc">vmaFindMemoryTypeIndexForBufferInfo</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaFindMemoryTypeIndexForBufferInfo(VmaAllocator allocator, const VkBufferCreateInfo *pBufferCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, uint32_t *pMemoryTypeIndex)</div><div class="ttdoc">Helps to find memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aafee10cbb01be73c643ed7e02c31003f"><div class="ttname"><a href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaCreateBuffer(VmaAllocator allocator, const VkBufferCreateInfo *pBufferCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, VkBuffer *pBuffer, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo)</div></div>
<div class="ttc" id="astruct_vma_pool_create_info_html_a596fa76b685d3f1f688f84a709a5b319"><div class="ttname"><a href="struct_vma_pool_create_info.html#a596fa76b685d3f1f688f84a709a5b319">VmaPoolCreateInfo::memoryTypeIndex</a></div><div class="ttdeci">uint32_t memoryTypeIndex</div><div class="ttdoc">Vulkan memory type index to allocate this pool from.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2558</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_a11693ab08f65761a142c466c5eceb849"><div class="ttname"><a href="vk__mem__alloc_8h.html#a11693ab08f65761a142c466c5eceb849">vmaDestroyPool</a></div><div class="ttdeci">VMA_CALL_PRE void VMA_CALL_POST vmaDestroyPool(VmaAllocator allocator, VmaPool pool)</div><div class="ttdoc">Destroys VmaPool object and frees Vulkan device memory.</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_a6272c0555cfd1fe28bff1afeb6190150"><div class="ttname"><a href="struct_vma_allocation_create_info.html#a6272c0555cfd1fe28bff1afeb6190150">VmaAllocationCreateInfo::pool</a></div><div class="ttdeci">VmaPool pool</div><div class="ttdoc">Pool that this allocation should be created in.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2426</div></div>
<div class="ttc" id="astruct_vma_allocation_html"><div class="ttname"><a href="struct_vma_allocation.html">VmaAllocation</a></div><div class="ttdoc">Represents single memory allocation.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_a3fa3daa743fcc950253f676aa8a323ea"><div class="ttname"><a href="vk__mem__alloc_8h.html#a3fa3daa743fcc950253f676aa8a323ea">vmaDestroyBuffer</a></div><div class="ttdeci">VMA_CALL_PRE void VMA_CALL_POST vmaDestroyBuffer(VmaAllocator allocator, VkBuffer buffer, VmaAllocation allocation)</div><div class="ttdoc">Destroys Vulkan buffer and frees allocated memory.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7"><div class="ttname"><a href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2251</div></div>
<div class="ttc" id="astruct_vma_pool_create_info_html_ae41142f2834fcdc82baa4883c187b75c"><div class="ttname"><a href="struct_vma_pool_create_info.html#ae41142f2834fcdc82baa4883c187b75c">VmaPoolCreateInfo::maxBlockCount</a></div><div class="ttdeci">size_t maxBlockCount</div><div class="ttdoc">Maximum number of blocks that can be allocated in this pool. Optional.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2583</div></div>
<div class="ttc" id="astruct_vma_pool_create_info_html"><div class="ttname"><a href="struct_vma_pool_create_info.html">VmaPoolCreateInfo</a></div><div class="ttdoc">Describes parameter of created VmaPool.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2555</div></div>
<div class="ttc" id="astruct_vma_pool_html"><div class="ttname"><a href="struct_vma_pool.html">VmaPool</a></div><div class="ttdoc">Represents custom memory pool.</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_accb8b06b1f677d858cb9af20705fa910"><div class="ttname"><a href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">VmaAllocationCreateInfo::usage</a></div><div class="ttdeci">VmaMemoryUsage usage</div><div class="ttdoc">Intended usage of memory.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2402</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aee3406ab6b195cd85207ca2ef2d13a57"><div class="ttname"><a href="vk__mem__alloc_8h.html#aee3406ab6b195cd85207ca2ef2d13a57">vmaCreatePool</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaCreatePool(VmaAllocator allocator, const VmaPoolCreateInfo *pCreateInfo, VmaPool *pPool)</div><div class="ttdoc">Allocates Vulkan device memory and creates VmaPool object.</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html"><div class="ttname"><a href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2393</div></div>
<div class="ttc" id="astruct_vma_allocation_info_html"><div class="ttname"><a href="struct_vma_allocation_info.html">VmaAllocationInfo</a></div><div class="ttdoc">Parameters of VmaAllocation objects, that can be retrieved using function vmaGetAllocationInfo().</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2710</div></div>
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@ -73,15 +69,19 @@ $(function() {
<h1><a class="anchor" id="debugging_memory_usage_initialization"></a>
Memory initialization</h1>
<p>If you experience a bug with incorrect and nondeterministic data in your program and you suspect uninitialized memory to be used, you can enable automatic memory initialization to verify this. To do it, define macro <code>VMA_DEBUG_INITIALIZE_ALLOCATIONS</code> to 1.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_DEBUG_INITIALIZE_ALLOCATIONS 1</span></div><div class="line"><span class="preprocessor">#include &quot;vk_mem_alloc.h&quot;</span></div></div><!-- fragment --><p>It makes memory of all new allocations initialized to bit pattern <code>0xDCDCDCDC</code>. Before an allocation is destroyed, its memory is filled with bit pattern <code>0xEFEFEFEF</code>. Memory is automatically mapped and unmapped if necessary.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_DEBUG_INITIALIZE_ALLOCATIONS 1</span></div>
<div class="line"><span class="preprocessor">#include &quot;vk_mem_alloc.h&quot;</span></div>
</div><!-- fragment --><p>It makes memory of all new allocations initialized to bit pattern <code>0xDCDCDCDC</code>. Before an allocation is destroyed, its memory is filled with bit pattern <code>0xEFEFEFEF</code>. Memory is automatically mapped and unmapped if necessary.</p>
<p>If you find these values while debugging your program, good chances are that you incorrectly read Vulkan memory that is allocated but not initialized, or already freed, respectively.</p>
<p>Memory initialization works only with memory types that are <code>HOST_VISIBLE</code>. It works also with dedicated allocations. It doesn't work with allocations created with <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a5f436af6c8fe8540573a6d22627a6fd2">VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT</a> flag, as they cannot be mapped.</p>
<h1><a class="anchor" id="debugging_memory_usage_margins"></a>
Margins</h1>
<p>By default, allocations are laid out in memory blocks next to each other if possible (considering required alignment, <code>bufferImageGranularity</code>, and <code>nonCoherentAtomSize</code>).</p>
<img src="../gfx/Margins_1.png" alt="Allocations without margin" class="inline"/>
<p><img src="../gfx/Margins_1.png" alt="Allocations without margin" class="inline"/></p>
<p>Define macro <code>VMA_DEBUG_MARGIN</code> to some non-zero value (e.g. 16) to enforce specified number of bytes as a margin before and after every allocation.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_DEBUG_MARGIN 16</span></div><div class="line"><span class="preprocessor">#include &quot;vk_mem_alloc.h&quot;</span></div></div><!-- fragment --><img src="../gfx/Margins_2.png" alt="Allocations with margin" class="inline"/>
<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_DEBUG_MARGIN 16</span></div>
<div class="line"><span class="preprocessor">#include &quot;vk_mem_alloc.h&quot;</span></div>
</div><!-- fragment --><p><img src="../gfx/Margins_2.png" alt="Allocations with margin" class="inline"/></p>
<p>If your bug goes away after enabling margins, it means it may be caused by memory being overwritten outside of allocation boundaries. It is not 100% certain though. Change in application behavior may also be caused by different order and distribution of allocations across memory blocks after margins are applied.</p>
<p>The margin is applied also before first and after last allocation in a block. It may occur only once between two adjacent allocations.</p>
<p>Margins work with all types of memory.</p>
@ -91,17 +91,20 @@ Margins</h1>
<h1><a class="anchor" id="debugging_memory_usage_corruption_detection"></a>
Corruption detection</h1>
<p>You can additionally define macro <code>VMA_DEBUG_DETECT_CORRUPTION</code> to 1 to enable validation of contents of the margins.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_DEBUG_MARGIN 16</span></div><div class="line"><span class="preprocessor">#define VMA_DEBUG_DETECT_CORRUPTION 1</span></div><div class="line"><span class="preprocessor">#include &quot;vk_mem_alloc.h&quot;</span></div></div><!-- fragment --><p>When this feature is enabled, number of bytes specified as <code>VMA_DEBUG_MARGIN</code> (it must be multiply of 4) before and after every allocation is filled with a magic number. This idea is also know as "canary". Memory is automatically mapped and unmapped if necessary.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_DEBUG_MARGIN 16</span></div>
<div class="line"><span class="preprocessor">#define VMA_DEBUG_DETECT_CORRUPTION 1</span></div>
<div class="line"><span class="preprocessor">#include &quot;vk_mem_alloc.h&quot;</span></div>
</div><!-- fragment --><p>When this feature is enabled, number of bytes specified as <code>VMA_DEBUG_MARGIN</code> (it must be multiply of 4) before and after every allocation is filled with a magic number. This idea is also know as "canary". Memory is automatically mapped and unmapped if necessary.</p>
<p>This number is validated automatically when the allocation is destroyed. If it's not equal to the expected value, <code>VMA_ASSERT()</code> is executed. It clearly means that either CPU or GPU overwritten the memory outside of boundaries of the allocation, which indicates a serious bug.</p>
<p>You can also explicitly request checking margins of all allocations in all memory blocks that belong to specified memory types by using function <a class="el" href="vk__mem__alloc_8h.html#a49329a7f030dafcf82f7b73334c22e98" title="Checks magic number in margins around all allocations in given memory types (in both default and cust...">vmaCheckCorruption()</a>, or in memory blocks that belong to specified custom pool, by using function <a class="el" href="vk__mem__alloc_8h.html#ad535935619c7a549bf837e1bb0068f89" title="Checks magic number in margins around all allocations in given memory pool in search for corruptions.">vmaCheckPoolCorruption()</a>.</p>
<p>You can also explicitly request checking margins of all allocations in all memory blocks that belong to specified memory types by using function <a class="el" href="vk__mem__alloc_8h.html#a6e53d9caa4368576cf351300b64ef8f4" title="Checks magic number in margins around all allocations in given memory types (in both default and cust...">vmaCheckCorruption()</a>, or in memory blocks that belong to specified custom pool, by using function <a class="el" href="vk__mem__alloc_8h.html#a6bdc403637fe34c4dbb7f7de39357e02" title="Checks magic number in margins around all allocations in given memory pool in search for corruptions.">vmaCheckPoolCorruption()</a>.</p>
<p>Margin validation (corruption detection) works only for memory types that are <code>HOST_VISIBLE</code> and <code>HOST_COHERENT</code>. </p>
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<dt>Member <a class="el" href="vk__mem__alloc_8h.html#a6aced90fcc7b39882b6654a740a0b9bb">vmaDefragment</a> (<a class="el" href="struct_vma_allocator.html" title="Represents main object of this library initialized.">VmaAllocator</a> allocator, <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a> *pAllocations, size_t allocationCount, VkBool32 *pAllocationsChanged, const <a class="el" href="struct_vma_defragmentation_info.html" title="Deprecated. Optional configuration parameters to be passed to function vmaDefragment().">VmaDefragmentationInfo</a> *pDefragmentationInfo, <a class="el" href="struct_vma_defragmentation_stats.html" title="Statistics returned by function vmaDefragment().">VmaDefragmentationStats</a> *pDefragmentationStats)</dt>
<dd><a class="anchor" id="_deprecated000002"></a>This is a part of the old interface. It is recommended to use structure <a class="el" href="struct_vma_defragmentation_info2.html" title="Parameters for defragmentation.">VmaDefragmentationInfo2</a> and function <a class="el" href="vk__mem__alloc_8h.html#a36ba776fd7fd5cb1e9359fdc0d8e6e8a" title="Begins defragmentation process.">vmaDefragmentationBegin()</a> instead. </dd>
<dt>Member <a class="el" href="vk__mem__alloc_8h.html#a2c33b164a2597db181db3ca8e5812e4c">vmaDefragment</a> (<a class="el" href="struct_vma_allocator.html" title="Represents main object of this library initialized.">VmaAllocator</a> allocator, <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a> *pAllocations, size_t allocationCount, VkBool32 *pAllocationsChanged, const <a class="el" href="struct_vma_defragmentation_info.html" title="Deprecated. Optional configuration parameters to be passed to function vmaDefragment().">VmaDefragmentationInfo</a> *pDefragmentationInfo, <a class="el" href="struct_vma_defragmentation_stats.html" title="Statistics returned by function vmaDefragment().">VmaDefragmentationStats</a> *pDefragmentationStats)</dt>
<dd><a class="anchor" id="_deprecated000002"></a>This is a part of the old interface. It is recommended to use structure <a class="el" href="struct_vma_defragmentation_info2.html" title="Parameters for defragmentation.">VmaDefragmentationInfo2</a> and function <a class="el" href="vk__mem__alloc_8h.html#a696fc71963b7711cc0db3cc2225d0cd7" title="Begins defragmentation process.">vmaDefragmentationBegin()</a> instead. </dd>
<dt>Member <a class="el" href="vk__mem__alloc_8h.html#ae67f8573a0cf20f16f0a1eecbca566a0">VmaDefragmentationInfo</a> </dt>
<dd><a class="anchor" id="_deprecated000001"></a>This is a part of the old interface. It is recommended to use structure <a class="el" href="struct_vma_defragmentation_info2.html" title="Parameters for defragmentation.">VmaDefragmentationInfo2</a> and function <a class="el" href="vk__mem__alloc_8h.html#a36ba776fd7fd5cb1e9359fdc0d8e6e8a" title="Begins defragmentation process.">vmaDefragmentationBegin()</a> instead. </dd>
<dd><a class="anchor" id="_deprecated000001"></a>This is a part of the old interface. It is recommended to use structure <a class="el" href="struct_vma_defragmentation_info2.html" title="Parameters for defragmentation.">VmaDefragmentationInfo2</a> and function <a class="el" href="vk__mem__alloc_8h.html#a696fc71963b7711cc0db3cc2225d0cd7" title="Begins defragmentation process.">vmaDefragmentationBegin()</a> instead. </dd>
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<h3><a id="index_a"></a>- a -</h3><ul>
<li>allocationBytes
: <a class="el" href="struct_vma_budget.html#a7e2a6583ebd63e194951c542563804d8">VmaBudget</a>
</li>
<li>allocationCount
: <a class="el" href="struct_vma_defragmentation_info2.html#a3cf86ab32c1da779b4923d301a3056ba">VmaDefragmentationInfo2</a>
, <a class="el" href="struct_vma_pool_stats.html#ad1924eb54fffa45e9e0e65670c8fe5eb">VmaPoolStats</a>
@ -85,6 +88,9 @@ $(function() {
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: <a class="el" href="struct_vma_pool_stats.html#aa0b5cb45cef6f18571cefb03b9a230e7">VmaPoolStats</a>
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@ -92,6 +98,9 @@ $(function() {
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<li>budget
: <a class="el" href="struct_vma_budget.html#ab82e1d1754c2d210d0bdf90220bc6cdd">VmaBudget</a>
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<li>bytesFreed
: <a class="el" href="struct_vma_defragmentation_stats.html#ab0cb9ac0dbc106c77e384ea676422f28">VmaDefragmentationStats</a>
</li>
@ -136,6 +145,13 @@ $(function() {
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<h3><a id="index_i"></a>- i -</h3><ul>
<li>instance
: <a class="el" href="struct_vma_allocator_create_info.html#a70dd42e29b1df1d1b9b61532ae0b370b">VmaAllocatorCreateInfo</a>
</li>
</ul>
<h3><a id="index_m"></a>- m -</h3><ul>
<li>maxAllocationsToMove
: <a class="el" href="struct_vma_defragmentation_info.html#aa7c7304e13c71f604c907196c4e28fbc">VmaDefragmentationInfo</a>
@ -288,6 +304,7 @@ $(function() {
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<li>usage
: <a class="el" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">VmaAllocationCreateInfo</a>
, <a class="el" href="struct_vma_budget.html#a84dd1ecca8b0110259eb206dbadb11f6">VmaBudget</a>
</li>
<li>usedBytes
: <a class="el" href="struct_vma_stat_info.html#ab0c6c73837e5a70c749fbd4f6064895a">VmaStatInfo</a>
@ -353,7 +370,7 @@ $(function() {
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@ -64,6 +64,9 @@ $(function() {
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<h3><a id="index_a"></a>- a -</h3><ul>
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</li>
<li>allocationCount
: <a class="el" href="struct_vma_defragmentation_info2.html#a3cf86ab32c1da779b4923d301a3056ba">VmaDefragmentationInfo2</a>
, <a class="el" href="struct_vma_pool_stats.html#ad1924eb54fffa45e9e0e65670c8fe5eb">VmaPoolStats</a>
@ -85,6 +88,9 @@ $(function() {
<h3><a id="index_b"></a>- b -</h3><ul>
<li>blockBytes
: <a class="el" href="struct_vma_budget.html#a58b492901baab685f466199124e514a0">VmaBudget</a>
</li>
<li>blockCount
: <a class="el" href="struct_vma_pool_stats.html#aa0b5cb45cef6f18571cefb03b9a230e7">VmaPoolStats</a>
, <a class="el" href="struct_vma_stat_info.html#abc4bb7cd611900778464c56e50c970a4">VmaStatInfo</a>
@ -92,6 +98,9 @@ $(function() {
<li>blockSize
: <a class="el" href="struct_vma_pool_create_info.html#aa4265160536cdb9be821b7686c16c676">VmaPoolCreateInfo</a>
</li>
<li>budget
: <a class="el" href="struct_vma_budget.html#ab82e1d1754c2d210d0bdf90220bc6cdd">VmaBudget</a>
</li>
<li>bytesFreed
: <a class="el" href="struct_vma_defragmentation_stats.html#ab0cb9ac0dbc106c77e384ea676422f28">VmaDefragmentationStats</a>
</li>
@ -136,6 +145,13 @@ $(function() {
</ul>
<h3><a id="index_i"></a>- i -</h3><ul>
<li>instance
: <a class="el" href="struct_vma_allocator_create_info.html#a70dd42e29b1df1d1b9b61532ae0b370b">VmaAllocatorCreateInfo</a>
</li>
</ul>
<h3><a id="index_m"></a>- m -</h3><ul>
<li>maxAllocationsToMove
: <a class="el" href="struct_vma_defragmentation_info.html#aa7c7304e13c71f604c907196c4e28fbc">VmaDefragmentationInfo</a>
@ -288,6 +304,7 @@ $(function() {
</li>
<li>usage
: <a class="el" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">VmaAllocationCreateInfo</a>
, <a class="el" href="struct_vma_budget.html#a84dd1ecca8b0110259eb206dbadb11f6">VmaBudget</a>
</li>
<li>usedBytes
: <a class="el" href="struct_vma_stat_info.html#ab0c6c73837e5a70c749fbd4f6064895a">VmaStatInfo</a>
@ -353,7 +370,7 @@ $(function() {
<hr class="footer"/><address class="footer"><small>
Generated by &#160;<a href="http://www.doxygen.org/index.html">
<img class="footer" src="doxygen.png" alt="doxygen"/>
</a> 1.8.15
</a> 1.8.16
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</body>
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@ -3,7 +3,7 @@
<head>
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<meta http-equiv="X-UA-Compatible" content="IE=9"/>
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<title>Vulkan Memory Allocator: General considerations</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
@ -29,7 +29,7 @@
</table>
</div>
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<!-- Generated by Doxygen 1.8.15 -->
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<script type="text/javascript">
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@ -59,10 +59,6 @@ $(function() {
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<div id="nav-path" class="navpath">
<ul>
<li class="navelem"><a class="el" href="index.html">Vulkan Memory Allocator</a></li> </ul>
</div>
</div><!-- top -->
<div class="PageDoc"><div class="header">
<div class="headertitle">
@ -75,7 +71,7 @@ Thread safety</h1>
<li>The library has no global state, so separate <a class="el" href="struct_vma_allocator.html" title="Represents main object of this library initialized.">VmaAllocator</a> objects can be used independently. There should be no need to create multiple such objects though - one per <code>VkDevice</code> is enough.</li>
<li>By default, all calls to functions that take <a class="el" href="struct_vma_allocator.html" title="Represents main object of this library initialized.">VmaAllocator</a> as first parameter are safe to call from multiple threads simultaneously because they are synchronized internally when needed.</li>
<li>When the allocator is created with <a class="el" href="vk__mem__alloc_8h.html#a4f87c9100d154a65a4ad495f7763cf7ca4816ddaed324ba110172ca608a20f29d" title="Allocator and all objects created from it will not be synchronized internally, so you must guarantee ...">VMA_ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT</a> flag, calls to functions that take such <a class="el" href="struct_vma_allocator.html" title="Represents main object of this library initialized.">VmaAllocator</a> object must be synchronized externally.</li>
<li>Access to a <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a> object must be externally synchronized. For example, you must not call <a class="el" href="vk__mem__alloc_8h.html#a86dd08aba8633bfa4ad0df2e76481d8b" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> and <a class="el" href="vk__mem__alloc_8h.html#ad5bd1243512d099706de88168992f069" title="Maps memory represented by given allocation and returns pointer to it.">vmaMapMemory()</a> from different threads at the same time if you pass the same <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a> object to these functions.</li>
<li>Access to a <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a> object must be externally synchronized. For example, you must not call <a class="el" href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> and <a class="el" href="vk__mem__alloc_8h.html#ae98119383e8e5754b6c09679386677d3" title="Maps memory represented by given allocation and returns pointer to it.">vmaMapMemory()</a> from different threads at the same time if you pass the same <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a> object to these functions.</li>
</ul>
<h1><a class="anchor" id="general_considerations_validation_layer_warnings"></a>
Validation layer warnings</h1>
@ -113,18 +109,18 @@ Features not supported</h1>
<ul>
<li>Data transfer. Uploading (straming) and downloading data of buffers and images between CPU and GPU memory and related synchronization is responsibility of the user. Defining some "texture" object that would automatically stream its data from a staging copy in CPU memory to GPU memory would rather be a feature of another, higher-level library implemented on top of VMA.</li>
<li>Allocations for imported/exported external memory. They tend to require explicit memory type index and dedicated allocation anyway, so they don't interact with main features of this library. Such special purpose allocations should be made manually, using <code>vkCreateBuffer()</code> and <code>vkAllocateMemory()</code>.</li>
<li>Recreation of buffers and images. Although the library has functions for buffer and image creation (<a class="el" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer()</a>, <a class="el" href="vk__mem__alloc_8h.html#a02a94f25679275851a53e82eacbcfc73" title="Function similar to vmaCreateBuffer().">vmaCreateImage()</a>), you need to recreate these objects yourself after defragmentation. That's because the big structures <code>VkBufferCreateInfo</code>, <code>VkImageCreateInfo</code> are not stored in <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a> object.</li>
<li>Recreation of buffers and images. Although the library has functions for buffer and image creation (<a class="el" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer()</a>, <a class="el" href="vk__mem__alloc_8h.html#a001bd7a2077a42caf256a6fb2f2ba131" title="Function similar to vmaCreateBuffer().">vmaCreateImage()</a>), you need to recreate these objects yourself after defragmentation. That's because the big structures <code>VkBufferCreateInfo</code>, <code>VkImageCreateInfo</code> are not stored in <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a> object.</li>
<li>Handling CPU memory allocation failures. When dynamically creating small C++ objects in CPU memory (not Vulkan memory), allocation failures are not checked and handled gracefully, because that would complicate code significantly and is usually not needed in desktop PC applications anyway.</li>
<li>Code free of any compiler warnings. Maintaining the library to compile and work correctly on so many different platforms is hard enough. Being free of any warnings, on any version of any compiler, is simply not feasible.</li>
<li>This is a C++ library with C interface. Bindings or ports to any other programming languages are welcomed as external projects and are not going to be included into this repository. </li>
</ul>
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Generated by &#160;<a href="http://www.doxygen.org/index.html">
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</a> 1.8.15
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@ -3,7 +3,7 @@
<head>
<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
<meta http-equiv="X-UA-Compatible" content="IE=9"/>
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<meta name="generator" content="Doxygen 1.8.16"/>
<meta name="viewport" content="width=device-width, initial-scale=1"/>
<title>Vulkan Memory Allocator: File Members</title>
<link href="tabs.css" rel="stylesheet" type="text/css"/>
@ -29,7 +29,7 @@
</table>
</div>
<!-- end header part -->
<!-- Generated by Doxygen 1.8.15 -->
<!-- Generated by Doxygen 1.8.16 -->
<script type="text/javascript">
/* @license magnet:?xt=urn:btih:cf05388f2679ee054f2beb29a391d25f4e673ac3&amp;dn=gpl-2.0.txt GPL-v2 */
var searchBox = new SearchBox("searchBox", "search",false,'Search');
@ -129,6 +129,12 @@ $(function() {
<li>VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">vk_mem_alloc.h</a>
</li>
<li>VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597ab8b1764f3e9022368e440c057783b92d">vk_mem_alloc.h</a>
</li>
<li>VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT
: <a class="el" href="vk__mem__alloc_8h.html#a4f87c9100d154a65a4ad495f7763cf7ca4d4687863f7bd4b418c6006dc04400b0">vk_mem_alloc.h</a>
</li>
<li>VMA_ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT
: <a class="el" href="vk__mem__alloc_8h.html#a4f87c9100d154a65a4ad495f7763cf7ca4816ddaed324ba110172ca608a20f29d">vk_mem_alloc.h</a>
</li>
@ -144,12 +150,21 @@ $(function() {
<li>VMA_BIND_MEMORY2
: <a class="el" href="vk__mem__alloc_8h.html#a88bef97f86d70a34a4c0746e09a2680d">vk_mem_alloc.h</a>
</li>
<li>VMA_CALL_POST
: <a class="el" href="vk__mem__alloc_8h.html#aab7d949b3d77783f0ba704ae5e3136e0">vk_mem_alloc.h</a>
</li>
<li>VMA_CALL_PRE
: <a class="el" href="vk__mem__alloc_8h.html#a3f0fa870030b4d421bf71e3928d5fe31">vk_mem_alloc.h</a>
</li>
<li>VMA_DEDICATED_ALLOCATION
: <a class="el" href="vk__mem__alloc_8h.html#af7b860e63b96d11e44ae8587ba06bbf4">vk_mem_alloc.h</a>
</li>
<li>VMA_DEFRAGMENTATION_FLAG_BITS_MAX_ENUM
: <a class="el" href="vk__mem__alloc_8h.html#a6552a65b71d16f378c6994b3ceaef50cab87ec33154803bfeb5ac2b379f1d6a97">vk_mem_alloc.h</a>
</li>
<li>VMA_MEMORY_BUDGET
: <a class="el" href="vk__mem__alloc_8h.html#a05decf1cf4ebf767beba7acca6c1ec3a">vk_mem_alloc.h</a>
</li>
<li>VMA_MEMORY_USAGE_CPU_ONLY
: <a class="el" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305cca40bdf4cddeffeb12f43d45ca1286e0a5">vk_mem_alloc.h</a>
</li>
@ -196,16 +211,16 @@ $(function() {
: <a class="el" href="vk__mem__alloc_8h.html#ae25f0d55fd91cb166f002b63244800e1">vk_mem_alloc.h</a>
</li>
<li>vmaAllocateMemory()
: <a class="el" href="vk__mem__alloc_8h.html#abf28077dbf82d0908b8acbe8ee8dd9b8">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a6e40022ab443f88bfa8b13c2fcfd05cc">vk_mem_alloc.h</a>
</li>
<li>vmaAllocateMemoryForBuffer()
: <a class="el" href="vk__mem__alloc_8h.html#a7fdf64415b6c3d83c454f28d2c53df7b">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#af34f6d2ec25537ac0179ff614bae0012">vk_mem_alloc.h</a>
</li>
<li>vmaAllocateMemoryForImage()
: <a class="el" href="vk__mem__alloc_8h.html#a0faa3f9e5fb233d29d1e00390650febb">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a25e3b30b93063b921d5078e538b1bf30">vk_mem_alloc.h</a>
</li>
<li>vmaAllocateMemoryPages()
: <a class="el" href="vk__mem__alloc_8h.html#ad37e82e492b3de38fc3f4cffd9ad0ae1">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a35b49cebb7d7c128db38d3949f54e325">vk_mem_alloc.h</a>
</li>
<li>VmaAllocationCreateFlagBits
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597">vk_mem_alloc.h</a>
@ -229,52 +244,55 @@ $(function() {
: <a class="el" href="vk__mem__alloc_8h.html#ae0f6d1d733dded220d28134da46b4283">vk_mem_alloc.h</a>
</li>
<li>vmaBindBufferMemory()
: <a class="el" href="vk__mem__alloc_8h.html#a6b0929b914b60cf2d45cac4bf3547470">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a055cbf8d000a019a6270c66b46f0cb40">vk_mem_alloc.h</a>
</li>
<li>vmaBindBufferMemory2()
: <a class="el" href="vk__mem__alloc_8h.html#a927c944f45e0f2941182abb6f608e64a">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aa06d8fe2e969c048182e019f4b857ccf">vk_mem_alloc.h</a>
</li>
<li>vmaBindImageMemory()
: <a class="el" href="vk__mem__alloc_8h.html#a3d3ca45799923aa5d138e9e5f9eb2da5">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a9681b4996d0d33ad0bc811fc7394d272">vk_mem_alloc.h</a>
</li>
<li>vmaBindImageMemory2()
: <a class="el" href="vk__mem__alloc_8h.html#aa8251ee81b0045a443e35b8e8aa021bc">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a82e760a2db3b517b965320ba71ebbfbb">vk_mem_alloc.h</a>
</li>
<li>VmaBudget
: <a class="el" href="vk__mem__alloc_8h.html#ab79b48b6d25aada0de91a913896e1c38">vk_mem_alloc.h</a>
</li>
<li>vmaBuildStatsString()
: <a class="el" href="vk__mem__alloc_8h.html#aa4fee7eb5253377599ef4fd38c93c2a0">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a4d7fc62aef0239d260e647447605aad4">vk_mem_alloc.h</a>
</li>
<li>vmaCalculateStats()
: <a class="el" href="vk__mem__alloc_8h.html#a333b61c1788cb23559177531e6a93ca3">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a27abba9dd2d1ea2026f7f4dfb548638b">vk_mem_alloc.h</a>
</li>
<li>vmaCheckCorruption()
: <a class="el" href="vk__mem__alloc_8h.html#a49329a7f030dafcf82f7b73334c22e98">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a6e53d9caa4368576cf351300b64ef8f4">vk_mem_alloc.h</a>
</li>
<li>vmaCheckPoolCorruption()
: <a class="el" href="vk__mem__alloc_8h.html#ad535935619c7a549bf837e1bb0068f89">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a6bdc403637fe34c4dbb7f7de39357e02">vk_mem_alloc.h</a>
</li>
<li>vmaCreateAllocator()
: <a class="el" href="vk__mem__alloc_8h.html#a200692051ddb34240248234f5f4c17bb">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#af2bacace15ecc6886e4e4de5d1b77e4d">vk_mem_alloc.h</a>
</li>
<li>vmaCreateBuffer()
: <a class="el" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vk_mem_alloc.h</a>
</li>
<li>vmaCreateImage()
: <a class="el" href="vk__mem__alloc_8h.html#a02a94f25679275851a53e82eacbcfc73">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a001bd7a2077a42caf256a6fb2f2ba131">vk_mem_alloc.h</a>
</li>
<li>vmaCreateLostAllocation()
: <a class="el" href="vk__mem__alloc_8h.html#ae5c9657d9e94756269145b01c05d16f1">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#af70dc16d3b2818d514face3ed916f492">vk_mem_alloc.h</a>
</li>
<li>vmaCreatePool()
: <a class="el" href="vk__mem__alloc_8h.html#a5c8770ded7c59c8caac6de0c2cb00b50">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aee3406ab6b195cd85207ca2ef2d13a57">vk_mem_alloc.h</a>
</li>
<li>vmaDefragment()
: <a class="el" href="vk__mem__alloc_8h.html#a6aced90fcc7b39882b6654a740a0b9bb">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a2c33b164a2597db181db3ca8e5812e4c">vk_mem_alloc.h</a>
</li>
<li>vmaDefragmentationBegin()
: <a class="el" href="vk__mem__alloc_8h.html#a36ba776fd7fd5cb1e9359fdc0d8e6e8a">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a696fc71963b7711cc0db3cc2225d0cd7">vk_mem_alloc.h</a>
</li>
<li>vmaDefragmentationEnd()
: <a class="el" href="vk__mem__alloc_8h.html#a8774e20e91e245aae959ba63efa15dd2">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a5e9d96ef2cbd8263cc523da91d1b40c9">vk_mem_alloc.h</a>
</li>
<li>VmaDefragmentationFlagBits
: <a class="el" href="vk__mem__alloc_8h.html#a6552a65b71d16f378c6994b3ceaef50c">vk_mem_alloc.h</a>
@ -292,70 +310,73 @@ $(function() {
: <a class="el" href="vk__mem__alloc_8h.html#ab0f9b06441c840fee560de4a2967f8c9">vk_mem_alloc.h</a>
</li>
<li>vmaDestroyAllocator()
: <a class="el" href="vk__mem__alloc_8h.html#aa8d164061c88f22fb1fd3c8f3534bc1d">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a288d938ca902469760248ebd3633dde5">vk_mem_alloc.h</a>
</li>
<li>vmaDestroyBuffer()
: <a class="el" href="vk__mem__alloc_8h.html#a0d9f4e4ba5bf9aab1f1c746387753d77">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a3fa3daa743fcc950253f676aa8a323ea">vk_mem_alloc.h</a>
</li>
<li>vmaDestroyImage()
: <a class="el" href="vk__mem__alloc_8h.html#ae50d2cb3b4a3bfd4dd40987234e50e7e">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a6d7d34a7e2ef515a2734bdfdf7a76a9f">vk_mem_alloc.h</a>
</li>
<li>vmaDestroyPool()
: <a class="el" href="vk__mem__alloc_8h.html#a5485779c8f1948238fc4e92232fa65e1">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a11693ab08f65761a142c466c5eceb849">vk_mem_alloc.h</a>
</li>
<li>VmaDeviceMemoryCallbacks
: <a class="el" href="vk__mem__alloc_8h.html#a5e2eb68d727cfd4df25702b027b7aa31">vk_mem_alloc.h</a>
</li>
<li>vmaFindMemoryTypeIndex()
: <a class="el" href="vk__mem__alloc_8h.html#aef15a94b58fbcb0fe706d5720e84a74a">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a21530f0bd74d92b40cc1873e5037662c">vk_mem_alloc.h</a>
</li>
<li>vmaFindMemoryTypeIndexForBufferInfo()
: <a class="el" href="vk__mem__alloc_8h.html#ae790ab9ffaf7667fb8f62523e6897888">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a425905e868e4b487b5188f9d834dacbc">vk_mem_alloc.h</a>
</li>
<li>vmaFindMemoryTypeIndexForImageInfo()
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: <a class="el" href="vk__mem__alloc_8h.html#a359c5187b7004880945f0e3debba91b9">vk_mem_alloc.h</a>
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<li>vmaFlushAllocation()
: <a class="el" href="vk__mem__alloc_8h.html#abc34ee6f021f459aff885f3758c435de">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aca66f515fb5c3b370eaa9d826785c2c6">vk_mem_alloc.h</a>
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<li>vmaFreeMemory()
: <a class="el" href="vk__mem__alloc_8h.html#a11f0fbc034fa81a4efedd73d61ce7568">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a0438b3d982473eb1c93c77c7ab3212e1">vk_mem_alloc.h</a>
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<li>vmaFreeMemoryPages()
: <a class="el" href="vk__mem__alloc_8h.html#ab9e709de044c5d8476bea77a4e755840">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aab00eabeaf43039298442591bcfba836">vk_mem_alloc.h</a>
</li>
<li>vmaFreeStatsString()
: <a class="el" href="vk__mem__alloc_8h.html#a3104eb30d8122c84dd8541063f145288">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aff001c5ec4ab2aeef3176804d6a865a9">vk_mem_alloc.h</a>
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<li>vmaGetAllocationInfo()
: <a class="el" href="vk__mem__alloc_8h.html#a86dd08aba8633bfa4ad0df2e76481d8b">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789">vk_mem_alloc.h</a>
</li>
<li>vmaGetBudget()
: <a class="el" href="vk__mem__alloc_8h.html#a2d9ae6d97e48d85f5b6a685742d5f6f0">vk_mem_alloc.h</a>
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<li>vmaGetMemoryProperties()
: <a class="el" href="vk__mem__alloc_8h.html#ab88db292a17974f911182543fda52d19">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#ada321efa19065e5a87f79dcbe11369a5">vk_mem_alloc.h</a>
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<li>vmaGetMemoryTypeProperties()
: <a class="el" href="vk__mem__alloc_8h.html#a8701444752eb5de4464adb5a2b514bca">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#ad0b03b51a0dff5dab25ac9c194fef3e1">vk_mem_alloc.h</a>
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<li>vmaGetPhysicalDeviceProperties()
: <a class="el" href="vk__mem__alloc_8h.html#aecabf7b6e91ea87d0316fa0a9e014fe0">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a236c3299ad132eb753dbcbf6e309849e">vk_mem_alloc.h</a>
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<li>vmaGetPoolStats()
: <a class="el" href="vk__mem__alloc_8h.html#ae8bf76997b234ef68aad922616df4153">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#abb343b27164d08d2b97e3b0c30ecdcbf">vk_mem_alloc.h</a>
</li>
<li>vmaInvalidateAllocation()
: <a class="el" href="vk__mem__alloc_8h.html#a0d0eb0c1102268fa9a476d12ecbe4006">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a7489ab3d91f0011e2ed22f266f76966c">vk_mem_alloc.h</a>
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<li>vmaMakePoolAllocationsLost()
: <a class="el" href="vk__mem__alloc_8h.html#a736bd6cbda886f36c891727e73bd4024">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aaf235cb916f4c56feafdce45227fd17a">vk_mem_alloc.h</a>
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<li>vmaMapMemory()
: <a class="el" href="vk__mem__alloc_8h.html#ad5bd1243512d099706de88168992f069">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#ae98119383e8e5754b6c09679386677d3">vk_mem_alloc.h</a>
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<li>VmaMemoryUsage
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: <a class="el" href="vk__mem__alloc_8h.html#ad63b2113c0bfdbeade1cb498f5a8580d">vk_mem_alloc.h</a>
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<li>VmaPoolCreateFlagBits
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: <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7">vk_mem_alloc.h</a>
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<li>VmaPoolCreateFlags
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<li>vmaResizeAllocation()
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: <a class="el" href="vk__mem__alloc_8h.html#a36e0067f27609620651eefdf98ce624e">vk_mem_alloc.h</a>
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<li>vmaSetAllocationUserData()
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<li>vmaSetCurrentFrameIndex()
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: <a class="el" href="vk__mem__alloc_8h.html#a763d86a0fa9613d81b19dc724d418f67">vk_mem_alloc.h</a>
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<li>VmaStatInfo
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<li>vmaTouchAllocation()
: <a class="el" href="vk__mem__alloc_8h.html#a43d8ba9673c846f049089a5029d5c73a">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a05304fd2aa5736517feee653e1d579d1">vk_mem_alloc.h</a>
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<li>vmaUnmapMemory()
: <a class="el" href="vk__mem__alloc_8h.html#a9bc268595cb33f6ec4d519cfce81ff45">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a3128786cae5f317f51307074a487c278">vk_mem_alloc.h</a>
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<li>VmaVulkanFunctions
: <a class="el" href="vk__mem__alloc_8h.html#a97064a1a271b0061ebfc3a079862d0c5">vk_mem_alloc.h</a>
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<li>VMA_BIND_MEMORY2
: <a class="el" href="vk__mem__alloc_8h.html#a88bef97f86d70a34a4c0746e09a2680d">vk_mem_alloc.h</a>
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<li>VMA_CALL_POST
: <a class="el" href="vk__mem__alloc_8h.html#aab7d949b3d77783f0ba704ae5e3136e0">vk_mem_alloc.h</a>
</li>
<li>VMA_CALL_PRE
: <a class="el" href="vk__mem__alloc_8h.html#a3f0fa870030b4d421bf71e3928d5fe31">vk_mem_alloc.h</a>
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<li>VMA_DEDICATED_ALLOCATION
: <a class="el" href="vk__mem__alloc_8h.html#af7b860e63b96d11e44ae8587ba06bbf4">vk_mem_alloc.h</a>
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<li>VMA_MEMORY_BUDGET
: <a class="el" href="vk__mem__alloc_8h.html#a05decf1cf4ebf767beba7acca6c1ec3a">vk_mem_alloc.h</a>
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<li>VMA_RECORDING_ENABLED
: <a class="el" href="vk__mem__alloc_8h.html#a1f0c126759fc96ccb6e2d23c101d770c">vk_mem_alloc.h</a>
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<li>VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">vk_mem_alloc.h</a>
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<li>VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597ab8b1764f3e9022368e440c057783b92d">vk_mem_alloc.h</a>
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<li>VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT
: <a class="el" href="vk__mem__alloc_8h.html#a4f87c9100d154a65a4ad495f7763cf7ca4d4687863f7bd4b418c6006dc04400b0">vk_mem_alloc.h</a>
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<li>VMA_ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT
: <a class="el" href="vk__mem__alloc_8h.html#a4f87c9100d154a65a4ad495f7763cf7ca4816ddaed324ba110172ca608a20f29d">vk_mem_alloc.h</a>
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@ -65,136 +65,139 @@ $(function() {
<h3><a id="index_v"></a>- v -</h3><ul>
<li>vmaAllocateMemory()
: <a class="el" href="vk__mem__alloc_8h.html#abf28077dbf82d0908b8acbe8ee8dd9b8">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a6e40022ab443f88bfa8b13c2fcfd05cc">vk_mem_alloc.h</a>
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<li>vmaAllocateMemoryForBuffer()
: <a class="el" href="vk__mem__alloc_8h.html#a7fdf64415b6c3d83c454f28d2c53df7b">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#af34f6d2ec25537ac0179ff614bae0012">vk_mem_alloc.h</a>
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<li>vmaAllocateMemoryForImage()
: <a class="el" href="vk__mem__alloc_8h.html#a0faa3f9e5fb233d29d1e00390650febb">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a25e3b30b93063b921d5078e538b1bf30">vk_mem_alloc.h</a>
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<li>vmaAllocateMemoryPages()
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: <a class="el" href="vk__mem__alloc_8h.html#a35b49cebb7d7c128db38d3949f54e325">vk_mem_alloc.h</a>
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<li>vmaBindBufferMemory()
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: <a class="el" href="vk__mem__alloc_8h.html#a055cbf8d000a019a6270c66b46f0cb40">vk_mem_alloc.h</a>
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<li>vmaBindBufferMemory2()
: <a class="el" href="vk__mem__alloc_8h.html#a927c944f45e0f2941182abb6f608e64a">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aa06d8fe2e969c048182e019f4b857ccf">vk_mem_alloc.h</a>
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<li>vmaBindImageMemory()
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: <a class="el" href="vk__mem__alloc_8h.html#a9681b4996d0d33ad0bc811fc7394d272">vk_mem_alloc.h</a>
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<li>vmaBindImageMemory2()
: <a class="el" href="vk__mem__alloc_8h.html#aa8251ee81b0045a443e35b8e8aa021bc">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a82e760a2db3b517b965320ba71ebbfbb">vk_mem_alloc.h</a>
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<li>vmaBuildStatsString()
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: <a class="el" href="vk__mem__alloc_8h.html#a4d7fc62aef0239d260e647447605aad4">vk_mem_alloc.h</a>
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<li>vmaCalculateStats()
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: <a class="el" href="vk__mem__alloc_8h.html#a27abba9dd2d1ea2026f7f4dfb548638b">vk_mem_alloc.h</a>
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<li>vmaCheckCorruption()
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: <a class="el" href="vk__mem__alloc_8h.html#a6e53d9caa4368576cf351300b64ef8f4">vk_mem_alloc.h</a>
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<li>vmaCheckPoolCorruption()
: <a class="el" href="vk__mem__alloc_8h.html#ad535935619c7a549bf837e1bb0068f89">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a6bdc403637fe34c4dbb7f7de39357e02">vk_mem_alloc.h</a>
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<li>vmaCreateAllocator()
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<li>vmaCreateBuffer()
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: <a class="el" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vk_mem_alloc.h</a>
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<li>vmaCreateImage()
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<li>vmaCreateLostAllocation()
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<li>vmaCreatePool()
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<li>vmaDefragment()
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<li>vmaDefragmentationBegin()
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<li>vmaDefragmentationEnd()
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<li>vmaDestroyAllocator()
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<li>vmaDestroyBuffer()
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</li>
<li>vmaDestroyImage()
: <a class="el" href="vk__mem__alloc_8h.html#ae50d2cb3b4a3bfd4dd40987234e50e7e">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a6d7d34a7e2ef515a2734bdfdf7a76a9f">vk_mem_alloc.h</a>
</li>
<li>vmaDestroyPool()
: <a class="el" href="vk__mem__alloc_8h.html#a5485779c8f1948238fc4e92232fa65e1">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a11693ab08f65761a142c466c5eceb849">vk_mem_alloc.h</a>
</li>
<li>vmaFindMemoryTypeIndex()
: <a class="el" href="vk__mem__alloc_8h.html#aef15a94b58fbcb0fe706d5720e84a74a">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a21530f0bd74d92b40cc1873e5037662c">vk_mem_alloc.h</a>
</li>
<li>vmaFindMemoryTypeIndexForBufferInfo()
: <a class="el" href="vk__mem__alloc_8h.html#ae790ab9ffaf7667fb8f62523e6897888">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a425905e868e4b487b5188f9d834dacbc">vk_mem_alloc.h</a>
</li>
<li>vmaFindMemoryTypeIndexForImageInfo()
: <a class="el" href="vk__mem__alloc_8h.html#a088da83d8eaf3ce9056d9ea0b981d472">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a359c5187b7004880945f0e3debba91b9">vk_mem_alloc.h</a>
</li>
<li>vmaFlushAllocation()
: <a class="el" href="vk__mem__alloc_8h.html#abc34ee6f021f459aff885f3758c435de">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aca66f515fb5c3b370eaa9d826785c2c6">vk_mem_alloc.h</a>
</li>
<li>vmaFreeMemory()
: <a class="el" href="vk__mem__alloc_8h.html#a11f0fbc034fa81a4efedd73d61ce7568">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a0438b3d982473eb1c93c77c7ab3212e1">vk_mem_alloc.h</a>
</li>
<li>vmaFreeMemoryPages()
: <a class="el" href="vk__mem__alloc_8h.html#ab9e709de044c5d8476bea77a4e755840">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aab00eabeaf43039298442591bcfba836">vk_mem_alloc.h</a>
</li>
<li>vmaFreeStatsString()
: <a class="el" href="vk__mem__alloc_8h.html#a3104eb30d8122c84dd8541063f145288">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aff001c5ec4ab2aeef3176804d6a865a9">vk_mem_alloc.h</a>
</li>
<li>vmaGetAllocationInfo()
: <a class="el" href="vk__mem__alloc_8h.html#a86dd08aba8633bfa4ad0df2e76481d8b">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789">vk_mem_alloc.h</a>
</li>
<li>vmaGetBudget()
: <a class="el" href="vk__mem__alloc_8h.html#a2d9ae6d97e48d85f5b6a685742d5f6f0">vk_mem_alloc.h</a>
</li>
<li>vmaGetMemoryProperties()
: <a class="el" href="vk__mem__alloc_8h.html#ab88db292a17974f911182543fda52d19">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#ada321efa19065e5a87f79dcbe11369a5">vk_mem_alloc.h</a>
</li>
<li>vmaGetMemoryTypeProperties()
: <a class="el" href="vk__mem__alloc_8h.html#a8701444752eb5de4464adb5a2b514bca">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#ad0b03b51a0dff5dab25ac9c194fef3e1">vk_mem_alloc.h</a>
</li>
<li>vmaGetPhysicalDeviceProperties()
: <a class="el" href="vk__mem__alloc_8h.html#aecabf7b6e91ea87d0316fa0a9e014fe0">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a236c3299ad132eb753dbcbf6e309849e">vk_mem_alloc.h</a>
</li>
<li>vmaGetPoolStats()
: <a class="el" href="vk__mem__alloc_8h.html#ae8bf76997b234ef68aad922616df4153">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#abb343b27164d08d2b97e3b0c30ecdcbf">vk_mem_alloc.h</a>
</li>
<li>vmaInvalidateAllocation()
: <a class="el" href="vk__mem__alloc_8h.html#a0d0eb0c1102268fa9a476d12ecbe4006">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a7489ab3d91f0011e2ed22f266f76966c">vk_mem_alloc.h</a>
</li>
<li>vmaMakePoolAllocationsLost()
: <a class="el" href="vk__mem__alloc_8h.html#a736bd6cbda886f36c891727e73bd4024">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#aaf235cb916f4c56feafdce45227fd17a">vk_mem_alloc.h</a>
</li>
<li>vmaMapMemory()
: <a class="el" href="vk__mem__alloc_8h.html#ad5bd1243512d099706de88168992f069">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#ae98119383e8e5754b6c09679386677d3">vk_mem_alloc.h</a>
</li>
<li>vmaResizeAllocation()
: <a class="el" href="vk__mem__alloc_8h.html#a0ff488958ca72b28e545880463cb8696">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a36e0067f27609620651eefdf98ce624e">vk_mem_alloc.h</a>
</li>
<li>vmaSetAllocationUserData()
: <a class="el" href="vk__mem__alloc_8h.html#af9147d31ffc11d62fc187bde283ed14f">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a402558851f800ecd733800962c227f6a">vk_mem_alloc.h</a>
</li>
<li>vmaSetCurrentFrameIndex()
: <a class="el" href="vk__mem__alloc_8h.html#ade56bf8dc9f5a5eaddf5f119ed525236">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a763d86a0fa9613d81b19dc724d418f67">vk_mem_alloc.h</a>
</li>
<li>vmaTouchAllocation()
: <a class="el" href="vk__mem__alloc_8h.html#a43d8ba9673c846f049089a5029d5c73a">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a05304fd2aa5736517feee653e1d579d1">vk_mem_alloc.h</a>
</li>
<li>vmaUnmapMemory()
: <a class="el" href="vk__mem__alloc_8h.html#a9bc268595cb33f6ec4d519cfce81ff45">vk_mem_alloc.h</a>
: <a class="el" href="vk__mem__alloc_8h.html#a3128786cae5f317f51307074a487c278">vk_mem_alloc.h</a>
</li>
</ul>
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<li>VmaAllocatorCreateInfo
: <a class="el" href="vk__mem__alloc_8h.html#ae0f6d1d733dded220d28134da46b4283">vk_mem_alloc.h</a>
</li>
<li>VmaBudget
: <a class="el" href="vk__mem__alloc_8h.html#ab79b48b6d25aada0de91a913896e1c38">vk_mem_alloc.h</a>
</li>
<li>VmaDefragmentationFlagBits
: <a class="el" href="vk__mem__alloc_8h.html#a96df0eddab2e1735782fe4e7cd05ea7f">vk_mem_alloc.h</a>
</li>
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@ -65,8 +65,8 @@ $(function() {
<div class="title">Vulkan Memory Allocator </div> </div>
</div><!--header-->
<div class="contents">
<div class="textblock"><p><b>Version 2.3.0-development</b> (2019-03-05)</p>
<p>Copyright (c) 2017-2018 Advanced Micro Devices, Inc. All rights reserved. <br />
<div class="textblock"><p><b>Version 2.3.0-development</b> (2019-11-02)</p>
<p>Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved. <br />
License: MIT</p>
<p>Documentation of all members: <a class="el" href="vk__mem__alloc_8h.html">vk_mem_alloc.h</a></p>
<h1><a class="anchor" id="main_table_of_contents"></a>
@ -94,6 +94,11 @@ Table of contents</h1>
<li><a class="el" href="memory_mapping.html#memory_mapping_finding_if_memory_mappable">Finding out if memory is mappable</a></li>
</ul>
</li>
<li><a class="el" href="staying_within_budget.html">Staying within budget</a><ul>
<li><a class="el" href="staying_within_budget.html#staying_within_budget_querying_for_budget">Querying for budget</a></li>
<li><a class="el" href="staying_within_budget.html#staying_within_budget_controlling_memory_usage">Controlling memory usage</a></li>
</ul>
</li>
<li><a class="el" href="custom_memory_pools.html">Custom memory pools</a><ul>
<li><a class="el" href="custom_memory_pools.html#custom_memory_pools_MemTypeIndex">Choosing memory type index</a></li>
<li><a class="el" href="custom_memory_pools.html#linear_algorithm">Linear allocation algorithm</a><ul>
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<li class="navelem"><a class="el" href="index.html">Vulkan Memory Allocator</a></li> </ul>
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@ -70,28 +66,75 @@ $(function() {
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<div class="textblock"><p>If your game oversubscribes video memory, if may work OK in previous-generation graphics APIs (DirectX 9, 10, 11, OpenGL) because resources are automatically paged to system RAM. In Vulkan you can't do it because when you run out of memory, an allocation just fails. If you have more data (e.g. textures) that can fit into VRAM and you don't need it all at once, you may want to upload them to GPU on demand and "push out" ones that are not used for a long time to make room for the new ones, effectively using VRAM (or a cartain memory pool) as a form of cache. Vulkan Memory Allocator can help you with that by supporting a concept of "lost allocations".</p>
<p>To create an allocation that can become lost, include <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a5f436af6c8fe8540573a6d22627a6fd2">VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT</a> flag in <a class="el" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b" title="Use VmaAllocationCreateFlagBits enum.">VmaAllocationCreateInfo::flags</a>. Before using a buffer or image bound to such allocation in every new frame, you need to query it if it's not lost. To check it, call <a class="el" href="vk__mem__alloc_8h.html#a43d8ba9673c846f049089a5029d5c73a" title="Returns VK_TRUE if allocation is not lost and atomically marks it as used in current frame.">vmaTouchAllocation()</a>. If the allocation is lost, you should not use it or buffer/image bound to it. You mustn't forget to destroy this allocation and this buffer/image. <a class="el" href="vk__mem__alloc_8h.html#a86dd08aba8633bfa4ad0df2e76481d8b" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> can also be used for checking status of the allocation. Allocation is lost when returned <a class="el" href="struct_vma_allocation_info.html#ae0bfb7dfdf79a76ffefc9a94677a2f67" title="Handle to Vulkan memory object.">VmaAllocationInfo::deviceMemory</a> == <code>VK_NULL_HANDLE</code>.</p>
<p>To create an allocation that can become lost, include <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a5f436af6c8fe8540573a6d22627a6fd2">VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT</a> flag in <a class="el" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b" title="Use VmaAllocationCreateFlagBits enum.">VmaAllocationCreateInfo::flags</a>. Before using a buffer or image bound to such allocation in every new frame, you need to query it if it's not lost. To check it, call <a class="el" href="vk__mem__alloc_8h.html#a05304fd2aa5736517feee653e1d579d1" title="Returns VK_TRUE if allocation is not lost and atomically marks it as used in current frame.">vmaTouchAllocation()</a>. If the allocation is lost, you should not use it or buffer/image bound to it. You mustn't forget to destroy this allocation and this buffer/image. <a class="el" href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> can also be used for checking status of the allocation. Allocation is lost when returned <a class="el" href="struct_vma_allocation_info.html#ae0bfb7dfdf79a76ffefc9a94677a2f67" title="Handle to Vulkan memory object.">VmaAllocationInfo::deviceMemory</a> == <code>VK_NULL_HANDLE</code>.</p>
<p>To create an allocation that can make some other allocations lost to make room for it, use <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a68686d0ce9beb0d4d1b9f2b8b1389a7e">VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT</a> flag. You will usually use both flags <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a68686d0ce9beb0d4d1b9f2b8b1389a7e">VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT</a> and <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a5f436af6c8fe8540573a6d22627a6fd2">VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT</a> at the same time.</p>
<p>Warning! Current implementation uses quite naive, brute force algorithm, which can make allocation calls that use <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a68686d0ce9beb0d4d1b9f2b8b1389a7e">VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT</a> flag quite slow. A new, more optimal algorithm and data structure to speed this up is planned for the future.</p>
<p><b>Q: When interleaving creation of new allocations with usage of existing ones, how do you make sure that an allocation won't become lost while it's used in the current frame?</b></p>
<p>It is ensured because <a class="el" href="vk__mem__alloc_8h.html#a43d8ba9673c846f049089a5029d5c73a" title="Returns VK_TRUE if allocation is not lost and atomically marks it as used in current frame.">vmaTouchAllocation()</a> / <a class="el" href="vk__mem__alloc_8h.html#a86dd08aba8633bfa4ad0df2e76481d8b" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> not only returns allocation status/parameters and checks whether it's not lost, but when it's not, it also atomically marks it as used in the current frame, which makes it impossible to become lost in that frame. It uses lockless algorithm, so it works fast and doesn't involve locking any internal mutex.</p>
<p>It is ensured because <a class="el" href="vk__mem__alloc_8h.html#a05304fd2aa5736517feee653e1d579d1" title="Returns VK_TRUE if allocation is not lost and atomically marks it as used in current frame.">vmaTouchAllocation()</a> / <a class="el" href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> not only returns allocation status/parameters and checks whether it's not lost, but when it's not, it also atomically marks it as used in the current frame, which makes it impossible to become lost in that frame. It uses lockless algorithm, so it works fast and doesn't involve locking any internal mutex.</p>
<p><b>Q: What if my allocation may still be in use by the GPU when it's rendering a previous frame while I already submit new frame on the CPU?</b></p>
<p>You can make sure that allocations "touched" by <a class="el" href="vk__mem__alloc_8h.html#a43d8ba9673c846f049089a5029d5c73a" title="Returns VK_TRUE if allocation is not lost and atomically marks it as used in current frame.">vmaTouchAllocation()</a> / <a class="el" href="vk__mem__alloc_8h.html#a86dd08aba8633bfa4ad0df2e76481d8b" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> will not become lost for a number of additional frames back from the current one by specifying this number as <a class="el" href="struct_vma_allocator_create_info.html#a21ea188dd212b8171cb9ecbed4a2a3a7" title="Maximum number of additional frames that are in use at the same time as current frame.">VmaAllocatorCreateInfo::frameInUseCount</a> (for default memory pool) and <a class="el" href="struct_vma_pool_create_info.html#a9437e43ffbb644dbbf7fc4e50cfad6aa" title="Maximum number of additional frames that are in use at the same time as current frame.">VmaPoolCreateInfo::frameInUseCount</a> (for custom pool).</p>
<p>You can make sure that allocations "touched" by <a class="el" href="vk__mem__alloc_8h.html#a05304fd2aa5736517feee653e1d579d1" title="Returns VK_TRUE if allocation is not lost and atomically marks it as used in current frame.">vmaTouchAllocation()</a> / <a class="el" href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> will not become lost for a number of additional frames back from the current one by specifying this number as <a class="el" href="struct_vma_allocator_create_info.html#a21ea188dd212b8171cb9ecbed4a2a3a7" title="Maximum number of additional frames that are in use at the same time as current frame.">VmaAllocatorCreateInfo::frameInUseCount</a> (for default memory pool) and <a class="el" href="struct_vma_pool_create_info.html#a9437e43ffbb644dbbf7fc4e50cfad6aa" title="Maximum number of additional frames that are in use at the same time as current frame.">VmaPoolCreateInfo::frameInUseCount</a> (for custom pool).</p>
<p><b>Q: How do you inform the library when new frame starts?</b></p>
<p>You need to call function <a class="el" href="vk__mem__alloc_8h.html#ade56bf8dc9f5a5eaddf5f119ed525236" title="Sets index of the current frame.">vmaSetCurrentFrameIndex()</a>.</p>
<p>You need to call function <a class="el" href="vk__mem__alloc_8h.html#a763d86a0fa9613d81b19dc724d418f67" title="Sets index of the current frame.">vmaSetCurrentFrameIndex()</a>.</p>
<p>Example code:</p>
<div class="fragment"><div class="line"><span class="keyword">struct </span>MyBuffer</div><div class="line">{</div><div class="line"> VkBuffer m_Buf = <span class="keyword">nullptr</span>;</div><div class="line"> <a class="code" href="struct_vma_allocation.html">VmaAllocation</a> m_Alloc = <span class="keyword">nullptr</span>;</div><div class="line"></div><div class="line"> <span class="comment">// Called when the buffer is really needed in the current frame.</span></div><div class="line"> <span class="keywordtype">void</span> EnsureBuffer();</div><div class="line">};</div><div class="line"></div><div class="line"><span class="keywordtype">void</span> MyBuffer::EnsureBuffer()</div><div class="line">{</div><div class="line"> <span class="comment">// Buffer has been created.</span></div><div class="line"> <span class="keywordflow">if</span>(m_Buf != VK_NULL_HANDLE)</div><div class="line"> {</div><div class="line"> <span class="comment">// Check if its allocation is not lost + mark it as used in current frame.</span></div><div class="line"> <span class="keywordflow">if</span>(<a class="code" href="vk__mem__alloc_8h.html#a43d8ba9673c846f049089a5029d5c73a">vmaTouchAllocation</a>(allocator, m_Alloc))</div><div class="line"> {</div><div class="line"> <span class="comment">// It&#39;s all OK - safe to use m_Buf.</span></div><div class="line"> <span class="keywordflow">return</span>;</div><div class="line"> }</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">// Buffer not yet exists or lost - destroy and recreate it.</span></div><div class="line"></div><div class="line"> <a class="code" href="vk__mem__alloc_8h.html#a0d9f4e4ba5bf9aab1f1c746387753d77">vmaDestroyBuffer</a>(allocator, m_Buf, m_Alloc);</div><div class="line"></div><div class="line"> VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div><div class="line"> bufCreateInfo.size = 1024;</div><div class="line"> bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div><div class="line"></div><div class="line"> <a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div><div class="line"> allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div><div class="line"> allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">flags</a> = <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a5f436af6c8fe8540573a6d22627a6fd2">VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT</a> |</div><div class="line"> <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a68686d0ce9beb0d4d1b9f2b8b1389a7e">VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT</a>;</div><div class="line"></div><div class="line"> <a class="code" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer</a>(allocator, &amp;bufCreateInfo, &amp;allocCreateInfo, &amp;m_Buf, &amp;m_Alloc, <span class="keyword">nullptr</span>);</div><div class="line">}</div></div><!-- fragment --><p>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.</p>
<p>You can create an allocation that is already in lost state from the beginning using function <a class="el" href="vk__mem__alloc_8h.html#ae5c9657d9e94756269145b01c05d16f1" title="Creates new allocation that is in lost state from the beginning.">vmaCreateLostAllocation()</a>. It may be useful if you need a "dummy" allocation that is not null.</p>
<p>You can call function <a class="el" href="vk__mem__alloc_8h.html#a736bd6cbda886f36c891727e73bd4024" title="Marks all allocations in given pool as lost if they are not used in current frame or VmaPoolCreateInf...">vmaMakePoolAllocationsLost()</a> to set all eligible allocations in a specified custom pool to lost state. Allocations that have been "touched" in current frame or <a class="el" href="struct_vma_pool_create_info.html#a9437e43ffbb644dbbf7fc4e50cfad6aa" title="Maximum number of additional frames that are in use at the same time as current frame.">VmaPoolCreateInfo::frameInUseCount</a> frames back cannot become lost.</p>
<div class="fragment"><div class="line"><span class="keyword">struct </span>MyBuffer</div>
<div class="line">{</div>
<div class="line"> VkBuffer m_Buf = <span class="keyword">nullptr</span>;</div>
<div class="line"> <a class="code" href="struct_vma_allocation.html">VmaAllocation</a> m_Alloc = <span class="keyword">nullptr</span>;</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Called when the buffer is really needed in the current frame.</span></div>
<div class="line"> <span class="keywordtype">void</span> EnsureBuffer();</div>
<div class="line">};</div>
<div class="line"> </div>
<div class="line"><span class="keywordtype">void</span> MyBuffer::EnsureBuffer()</div>
<div class="line">{</div>
<div class="line"> <span class="comment">// Buffer has been created.</span></div>
<div class="line"> <span class="keywordflow">if</span>(m_Buf != VK_NULL_HANDLE)</div>
<div class="line"> {</div>
<div class="line"> <span class="comment">// Check if its allocation is not lost + mark it as used in current frame.</span></div>
<div class="line"> <span class="keywordflow">if</span>(<a class="code" href="vk__mem__alloc_8h.html#a05304fd2aa5736517feee653e1d579d1">vmaTouchAllocation</a>(allocator, m_Alloc))</div>
<div class="line"> {</div>
<div class="line"> <span class="comment">// It&#39;s all OK - safe to use m_Buf.</span></div>
<div class="line"> <span class="keywordflow">return</span>;</div>
<div class="line"> }</div>
<div class="line"> }</div>
<div class="line"> </div>
<div class="line"> <span class="comment">// Buffer not yet exists or lost - destroy and recreate it.</span></div>
<div class="line"> </div>
<div class="line"> <a class="code" href="vk__mem__alloc_8h.html#a3fa3daa743fcc950253f676aa8a323ea">vmaDestroyBuffer</a>(allocator, m_Buf, m_Alloc);</div>
<div class="line"> </div>
<div class="line"> VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div>
<div class="line"> bufCreateInfo.size = 1024;</div>
<div class="line"> bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div>
<div class="line"> </div>
<div class="line"> <a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div>
<div class="line"> allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div>
<div class="line"> allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">flags</a> = <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a5f436af6c8fe8540573a6d22627a6fd2">VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT</a> |</div>
<div class="line"> <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a68686d0ce9beb0d4d1b9f2b8b1389a7e">VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT</a>;</div>
<div class="line"> </div>
<div class="line"> <a class="code" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a>(allocator, &amp;bufCreateInfo, &amp;allocCreateInfo, &amp;m_Buf, &amp;m_Alloc, <span class="keyword">nullptr</span>);</div>
<div class="line">}</div>
</div><!-- fragment --><p>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.</p>
<p>You can create an allocation that is already in lost state from the beginning using function <a class="el" href="vk__mem__alloc_8h.html#af70dc16d3b2818d514face3ed916f492" title="Creates new allocation that is in lost state from the beginning.">vmaCreateLostAllocation()</a>. It may be useful if you need a "dummy" allocation that is not null.</p>
<p>You can call function <a class="el" href="vk__mem__alloc_8h.html#aaf235cb916f4c56feafdce45227fd17a" title="Marks all allocations in given pool as lost if they are not used in current frame or VmaPoolCreateInf...">vmaMakePoolAllocationsLost()</a> to set all eligible allocations in a specified custom pool to lost state. Allocations that have been "touched" in current frame or <a class="el" href="struct_vma_pool_create_info.html#a9437e43ffbb644dbbf7fc4e50cfad6aa" title="Maximum number of additional frames that are in use at the same time as current frame.">VmaPoolCreateInfo::frameInUseCount</a> frames back cannot become lost.</p>
<p><b>Q: Can I touch allocation that cannot become lost?</b></p>
<p>Yes, although it has no visible effect. Calls to <a class="el" href="vk__mem__alloc_8h.html#a86dd08aba8633bfa4ad0df2e76481d8b" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> and <a class="el" href="vk__mem__alloc_8h.html#a43d8ba9673c846f049089a5029d5c73a" title="Returns VK_TRUE if allocation is not lost and atomically marks it as used in current frame.">vmaTouchAllocation()</a> update last use frame index also for allocations that cannot become lost, but the only way to observe it is to dump internal allocator state using <a class="el" href="vk__mem__alloc_8h.html#aa4fee7eb5253377599ef4fd38c93c2a0" title="Builds and returns statistics as string in JSON format.">vmaBuildStatsString()</a>. You can use this feature for debugging purposes to explicitly mark allocations that you use in current frame and then analyze JSON dump to see for how long each allocation stays unused. </p>
</div></div><!-- PageDoc -->
</div><!-- contents -->
<p>Yes, although it has no visible effect. Calls to <a class="el" href="vk__mem__alloc_8h.html#ae10b53588f197141c6e88a1f5ec34789" title="Returns current information about specified allocation and atomically marks it as used in current fra...">vmaGetAllocationInfo()</a> and <a class="el" href="vk__mem__alloc_8h.html#a05304fd2aa5736517feee653e1d579d1" title="Returns VK_TRUE if allocation is not lost and atomically marks it as used in current frame.">vmaTouchAllocation()</a> update last use frame index also for allocations that cannot become lost, but the only way to observe it is to dump internal allocator state using <a class="el" href="vk__mem__alloc_8h.html#a4d7fc62aef0239d260e647447605aad4" title="Builds and returns statistics as string in JSON format.">vmaBuildStatsString()</a>. You can use this feature for debugging purposes to explicitly mark allocations that you use in current frame and then analyze JSON dump to see for how long each allocation stays unused. </p>
</div></div><!-- contents -->
</div><!-- PageDoc -->
<div class="ttc" id="avk__mem__alloc_8h_html_ad9889c10c798b040d59c92f257cae597a5f436af6c8fe8540573a6d22627a6fd2"><div class="ttname"><a href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a5f436af6c8fe8540573a6d22627a6fd2">VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2326</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_a05304fd2aa5736517feee653e1d579d1"><div class="ttname"><a href="vk__mem__alloc_8h.html#a05304fd2aa5736517feee653e1d579d1">vmaTouchAllocation</a></div><div class="ttdeci">VMA_CALL_PRE VkBool32 VMA_CALL_POST vmaTouchAllocation(VmaAllocator allocator, VmaAllocation allocation)</div><div class="ttdoc">Returns VK_TRUE if allocation is not lost and atomically marks it as used in current frame.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aafee10cbb01be73c643ed7e02c31003f"><div class="ttname"><a href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaCreateBuffer(VmaAllocator allocator, const VkBufferCreateInfo *pBufferCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, VkBuffer *pBuffer, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo)</div></div>
<div class="ttc" id="astruct_vma_allocation_html"><div class="ttname"><a href="struct_vma_allocation.html">VmaAllocation</a></div><div class="ttdoc">Represents single memory allocation.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_a3fa3daa743fcc950253f676aa8a323ea"><div class="ttname"><a href="vk__mem__alloc_8h.html#a3fa3daa743fcc950253f676aa8a323ea">vmaDestroyBuffer</a></div><div class="ttdeci">VMA_CALL_PRE void VMA_CALL_POST vmaDestroyBuffer(VmaAllocator allocator, VkBuffer buffer, VmaAllocation allocation)</div><div class="ttdoc">Destroys Vulkan buffer and frees allocated memory.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7"><div class="ttname"><a href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2251</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_ad9889c10c798b040d59c92f257cae597a68686d0ce9beb0d4d1b9f2b8b1389a7e"><div class="ttname"><a href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a68686d0ce9beb0d4d1b9f2b8b1389a7e">VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2333</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_accb8b06b1f677d858cb9af20705fa910"><div class="ttname"><a href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">VmaAllocationCreateInfo::usage</a></div><div class="ttdeci">VmaMemoryUsage usage</div><div class="ttdoc">Intended usage of memory.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2402</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_add09658ac14fe290ace25470ddd6d41b"><div class="ttname"><a href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">VmaAllocationCreateInfo::flags</a></div><div class="ttdeci">VmaAllocationCreateFlags flags</div><div class="ttdoc">Use VmaAllocationCreateFlagBits enum.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2396</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html"><div class="ttname"><a href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2393</div></div>
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<div class="textblock"><p>To "map memory" in Vulkan means to obtain a CPU pointer to <code>VkDeviceMemory</code>, to be able to read from it or write to it in CPU code. Mapping is possible only of memory allocated from a memory type that has <code>VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT</code> flag. Functions <code>vkMapMemory()</code>, <code>vkUnmapMemory()</code> are designed for this purpose. You can use them directly with memory allocated by this library, but it is not recommended because of following issue: Mapping the same <code>VkDeviceMemory</code> block multiple times is illegal - only one mapping at a time is allowed. This includes mapping disjoint regions. Mapping is not reference-counted internally by Vulkan. Because of this, Vulkan Memory Allocator provides following facilities:</p>
<h1><a class="anchor" id="memory_mapping_mapping_functions"></a>
Mapping functions</h1>
<p>The library provides following functions for mapping of a specific <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a>: <a class="el" href="vk__mem__alloc_8h.html#ad5bd1243512d099706de88168992f069" title="Maps memory represented by given allocation and returns pointer to it.">vmaMapMemory()</a>, <a class="el" href="vk__mem__alloc_8h.html#a9bc268595cb33f6ec4d519cfce81ff45" title="Unmaps memory represented by given allocation, mapped previously using vmaMapMemory().">vmaUnmapMemory()</a>. They are safer and more convenient to use than standard Vulkan functions. You can map an allocation multiple times simultaneously - mapping is reference-counted internally. You can also map different allocations simultaneously regardless of whether they use the same <code>VkDeviceMemory</code> block. The way it's implemented is that the library always maps entire memory block, not just region of the allocation. For further details, see description of <a class="el" href="vk__mem__alloc_8h.html#ad5bd1243512d099706de88168992f069" title="Maps memory represented by given allocation and returns pointer to it.">vmaMapMemory()</a> function. Example:</p>
<div class="fragment"><div class="line"><span class="comment">// Having these objects initialized:</span></div><div class="line"></div><div class="line"><span class="keyword">struct </span>ConstantBuffer</div><div class="line">{</div><div class="line"> ...</div><div class="line">};</div><div class="line">ConstantBuffer constantBufferData;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocator.html">VmaAllocator</a> allocator;</div><div class="line">VkBuffer constantBuffer;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> constantBufferAllocation;</div><div class="line"></div><div class="line"><span class="comment">// You can map and fill your buffer using following code:</span></div><div class="line"></div><div class="line"><span class="keywordtype">void</span>* mappedData;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ad5bd1243512d099706de88168992f069">vmaMapMemory</a>(allocator, constantBufferAllocation, &amp;mappedData);</div><div class="line">memcpy(mappedData, &amp;constantBufferData, <span class="keyword">sizeof</span>(constantBufferData));</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a9bc268595cb33f6ec4d519cfce81ff45">vmaUnmapMemory</a>(allocator, constantBufferAllocation);</div></div><!-- fragment --><p>When mapping, you may see a warning from Vulkan validation layer similar to this one:</p>
<p>The library provides following functions for mapping of a specific <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation.">VmaAllocation</a>: <a class="el" href="vk__mem__alloc_8h.html#ae98119383e8e5754b6c09679386677d3" title="Maps memory represented by given allocation and returns pointer to it.">vmaMapMemory()</a>, <a class="el" href="vk__mem__alloc_8h.html#a3128786cae5f317f51307074a487c278" title="Unmaps memory represented by given allocation, mapped previously using vmaMapMemory().">vmaUnmapMemory()</a>. They are safer and more convenient to use than standard Vulkan functions. You can map an allocation multiple times simultaneously - mapping is reference-counted internally. You can also map different allocations simultaneously regardless of whether they use the same <code>VkDeviceMemory</code> block. The way it's implemented is that the library always maps entire memory block, not just region of the allocation. For further details, see description of <a class="el" href="vk__mem__alloc_8h.html#ae98119383e8e5754b6c09679386677d3" title="Maps memory represented by given allocation and returns pointer to it.">vmaMapMemory()</a> function. Example:</p>
<div class="fragment"><div class="line"><span class="comment">// Having these objects initialized:</span></div>
<div class="line"> </div>
<div class="line"><span class="keyword">struct </span>ConstantBuffer</div>
<div class="line">{</div>
<div class="line"> ...</div>
<div class="line">};</div>
<div class="line">ConstantBuffer constantBufferData;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocator.html">VmaAllocator</a> allocator;</div>
<div class="line">VkBuffer constantBuffer;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> constantBufferAllocation;</div>
<div class="line"> </div>
<div class="line"><span class="comment">// You can map and fill your buffer using following code:</span></div>
<div class="line"> </div>
<div class="line"><span class="keywordtype">void</span>* mappedData;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#ae98119383e8e5754b6c09679386677d3">vmaMapMemory</a>(allocator, constantBufferAllocation, &amp;mappedData);</div>
<div class="line">memcpy(mappedData, &amp;constantBufferData, <span class="keyword">sizeof</span>(constantBufferData));</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#a3128786cae5f317f51307074a487c278">vmaUnmapMemory</a>(allocator, constantBufferAllocation);</div>
</div><!-- fragment --><p>When mapping, you may see a warning from Vulkan validation layer similar to this one:</p>
<p><em>Mapping an image with layout VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL can result in undefined behavior if this memory is used by the device. Only GENERAL or PREINITIALIZED should be used.</em></p>
<p>It happens because the library maps entire <code>VkDeviceMemory</code> block, where different types of images and buffers may end up together, especially on GPUs with unified memory like Intel. You can safely ignore it if you are sure you access only memory of the intended object that you wanted to map.</p>
<h1><a class="anchor" id="memory_mapping_persistently_mapped_memory"></a>
Persistently mapped memory</h1>
<p>Kepping your memory persistently mapped is generally OK in Vulkan. You don't need to unmap it before using its data on the GPU. The library provides a special feature designed for that: Allocations made with <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f" title="Set this flag to use a memory that will be persistently mapped and retrieve pointer to it.">VMA_ALLOCATION_CREATE_MAPPED_BIT</a> flag set in <a class="el" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b" title="Use VmaAllocationCreateFlagBits enum.">VmaAllocationCreateInfo::flags</a> stay mapped all the time, so you can just access CPU pointer to it any time without a need to call any "map" or "unmap" function. Example:</p>
<div class="fragment"><div class="line">VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div><div class="line">bufCreateInfo.size = <span class="keyword">sizeof</span>(ConstantBuffer);</div><div class="line">bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305cca40bdf4cddeffeb12f43d45ca1286e0a5">VMA_MEMORY_USAGE_CPU_ONLY</a>;</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">flags</a> = <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f">VMA_ALLOCATION_CREATE_MAPPED_BIT</a>;</div><div class="line"></div><div class="line">VkBuffer buf;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> alloc;</div><div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer</a>(allocator, &amp;bufCreateInfo, &amp;allocCreateInfo, &amp;buf, &amp;alloc, &amp;allocInfo);</div><div class="line"></div><div class="line"><span class="comment">// Buffer is already mapped. You can access its memory.</span></div><div class="line">memcpy(allocInfo.<a class="code" href="struct_vma_allocation_info.html#a5eeffbe2d2f30f53370ff14aefbadbe2">pMappedData</a>, &amp;constantBufferData, <span class="keyword">sizeof</span>(constantBufferData));</div></div><!-- fragment --><p>There are some exceptions though, when you should consider mapping memory only for a short period of time:</p>
<div class="fragment"><div class="line">VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div>
<div class="line">bufCreateInfo.size = <span class="keyword">sizeof</span>(ConstantBuffer);</div>
<div class="line">bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305cca40bdf4cddeffeb12f43d45ca1286e0a5">VMA_MEMORY_USAGE_CPU_ONLY</a>;</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">flags</a> = <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f">VMA_ALLOCATION_CREATE_MAPPED_BIT</a>;</div>
<div class="line"> </div>
<div class="line">VkBuffer buf;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> alloc;</div>
<div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a>(allocator, &amp;bufCreateInfo, &amp;allocCreateInfo, &amp;buf, &amp;alloc, &amp;allocInfo);</div>
<div class="line"> </div>
<div class="line"><span class="comment">// Buffer is already mapped. You can access its memory.</span></div>
<div class="line">memcpy(allocInfo.<a class="code" href="struct_vma_allocation_info.html#a5eeffbe2d2f30f53370ff14aefbadbe2">pMappedData</a>, &amp;constantBufferData, <span class="keyword">sizeof</span>(constantBufferData));</div>
</div><!-- fragment --><p>There are some exceptions though, when you should consider mapping memory only for a short period of time:</p>
<ul>
<li>When operating system is Windows 7 or 8.x (Windows 10 is not affected because it uses WDDM2), device is discrete AMD GPU, and memory type is the special 256 MiB pool of <code>DEVICE_LOCAL + HOST_VISIBLE</code> memory (selected when you use <a class="el" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305cca9066b52c5a7079bb74a69aaf8b92ff67">VMA_MEMORY_USAGE_CPU_TO_GPU</a>), then whenever a memory block allocated from this memory type stays mapped for the time of any call to <code>vkQueueSubmit()</code> or <code>vkQueuePresentKHR()</code>, 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.</li>
<li>On Mac/MoltenVK there is a known bug - <a href="https://github.com/KhronosGroup/MoltenVK/issues/175">Issue #175</a> which requires unmapping before GPU can see updated texture.</li>
@ -87,22 +116,91 @@ Persistently mapped memory</h1>
</ul>
<h1><a class="anchor" id="memory_mapping_cache_control"></a>
Cache control</h1>
<p>Memory in Vulkan doesn't need to be unmapped before using it on GPU, but unless a memory types has <code>VK_MEMORY_PROPERTY_HOST_COHERENT_BIT</code> flag set, you need to manually invalidate cache before reading of mapped pointer and flush cache after writing to mapped pointer. Vulkan provides following functions for this purpose <code>vkFlushMappedMemoryRanges()</code>, <code>vkInvalidateMappedMemoryRanges()</code>, but this library provides more convenient functions that refer to given allocation object: <a class="el" href="vk__mem__alloc_8h.html#abc34ee6f021f459aff885f3758c435de" title="Flushes memory of given allocation.">vmaFlushAllocation()</a>, <a class="el" href="vk__mem__alloc_8h.html#a0d0eb0c1102268fa9a476d12ecbe4006" title="Invalidates memory of given allocation.">vmaInvalidateAllocation()</a>.</p>
<p>Memory in Vulkan doesn't need to be unmapped before using it on GPU, but unless a memory types has <code>VK_MEMORY_PROPERTY_HOST_COHERENT_BIT</code> flag set, you need to manually invalidate cache before reading of mapped pointer and flush cache after writing to mapped pointer. Vulkan provides following functions for this purpose <code>vkFlushMappedMemoryRanges()</code>, <code>vkInvalidateMappedMemoryRanges()</code>, but this library provides more convenient functions that refer to given allocation object: <a class="el" href="vk__mem__alloc_8h.html#aca66f515fb5c3b370eaa9d826785c2c6" title="Flushes memory of given allocation.">vmaFlushAllocation()</a>, <a class="el" href="vk__mem__alloc_8h.html#a7489ab3d91f0011e2ed22f266f76966c" title="Invalidates memory of given allocation.">vmaInvalidateAllocation()</a>.</p>
<p>Regions of memory specified for flush/invalidate must be aligned to <code>VkPhysicalDeviceLimits::nonCoherentAtomSize</code>. This is automatically ensured by the library. In any memory type that is <code>HOST_VISIBLE</code> but not <code>HOST_COHERENT</code>, all allocations within blocks are aligned to this value, so their offsets are always multiply of <code>nonCoherentAtomSize</code> and two different allocations never share same "line" of this size.</p>
<p>Please note that memory allocated with <a class="el" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305cca40bdf4cddeffeb12f43d45ca1286e0a5">VMA_MEMORY_USAGE_CPU_ONLY</a> is guaranteed to be <code>HOST_COHERENT</code>.</p>
<p>Also, Windows drivers from all 3 PC GPU vendors (AMD, Intel, NVIDIA) currently provide <code>HOST_COHERENT</code> flag on all memory types that are <code>HOST_VISIBLE</code>, so on this platform you may not need to bother.</p>
<h1><a class="anchor" id="memory_mapping_finding_if_memory_mappable"></a>
Finding out if memory is mappable</h1>
<p>It may happen that your allocation ends up in memory that is <code>HOST_VISIBLE</code> (available for mapping) despite it wasn't explicitly requested. For example, application may work on integrated graphics with unified memory (like Intel) or allocation from video memory might have failed, so the library chose system memory as fallback.</p>
<p>You can detect this case and map such allocation to access its memory on CPU directly, instead of launching a transfer operation. In order to do that: inspect <code>allocInfo.memoryType</code>, call <a class="el" href="vk__mem__alloc_8h.html#a8701444752eb5de4464adb5a2b514bca" title="Given Memory Type Index, returns Property Flags of this memory type.">vmaGetMemoryTypeProperties()</a>, and look for <code>VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT</code> flag in properties of that memory type.</p>
<div class="fragment"><div class="line">VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div><div class="line">bufCreateInfo.size = <span class="keyword">sizeof</span>(ConstantBuffer);</div><div class="line">bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#a7fe8d81a1ad10b2a2faacacee5b15d6d">preferredFlags</a> = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;</div><div class="line"></div><div class="line">VkBuffer buf;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> alloc;</div><div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer</a>(allocator, &amp;bufCreateInfo, &amp;allocCreateInfo, &amp;buf, &amp;alloc, &amp;allocInfo);</div><div class="line"></div><div class="line">VkMemoryPropertyFlags memFlags;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a8701444752eb5de4464adb5a2b514bca">vmaGetMemoryTypeProperties</a>(allocator, allocInfo.<a class="code" href="struct_vma_allocation_info.html#a7f6b0aa58c135e488e6b40a388dad9d5">memoryType</a>, &amp;memFlags);</div><div class="line"><span class="keywordflow">if</span>((memFlags &amp; VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) == 0)</div><div class="line">{</div><div class="line"> <span class="comment">// Allocation ended up in mappable memory. You can map it and access it directly.</span></div><div class="line"> <span class="keywordtype">void</span>* mappedData;</div><div class="line"> <a class="code" href="vk__mem__alloc_8h.html#ad5bd1243512d099706de88168992f069">vmaMapMemory</a>(allocator, alloc, &amp;mappedData);</div><div class="line"> memcpy(mappedData, &amp;constantBufferData, <span class="keyword">sizeof</span>(constantBufferData));</div><div class="line"> <a class="code" href="vk__mem__alloc_8h.html#a9bc268595cb33f6ec4d519cfce81ff45">vmaUnmapMemory</a>(allocator, alloc);</div><div class="line">}</div><div class="line"><span class="keywordflow">else</span></div><div class="line">{</div><div class="line"> <span class="comment">// Allocation ended up in non-mappable memory.</span></div><div class="line"> <span class="comment">// You need to create CPU-side buffer in VMA_MEMORY_USAGE_CPU_ONLY and make a transfer.</span></div><div class="line">}</div></div><!-- fragment --><p>You can even use <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f" title="Set this flag to use a memory that will be persistently mapped and retrieve pointer to it.">VMA_ALLOCATION_CREATE_MAPPED_BIT</a> flag while creating allocations that are not necessarily <code>HOST_VISIBLE</code> (e.g. using <a class="el" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>). If the allocation ends up in memory type that is <code>HOST_VISIBLE</code>, it will be persistently mapped and you can use it directly. If not, the flag is just ignored. Example:</p>
<div class="fragment"><div class="line">VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div><div class="line">bufCreateInfo.size = <span class="keyword">sizeof</span>(ConstantBuffer);</div><div class="line">bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div><div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">flags</a> = <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f">VMA_ALLOCATION_CREATE_MAPPED_BIT</a>;</div><div class="line"></div><div class="line">VkBuffer buf;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> alloc;</div><div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer</a>(allocator, &amp;bufCreateInfo, &amp;allocCreateInfo, &amp;buf, &amp;alloc, &amp;allocInfo);</div><div class="line"></div><div class="line"><span class="keywordflow">if</span>(allocInfo.<a class="code" href="struct_vma_allocation_info.html#adc507656149c04de7ed95d0042ba2a13">pUserData</a> != <span class="keyword">nullptr</span>)</div><div class="line">{</div><div class="line"> <span class="comment">// Allocation ended up in mappable memory.</span></div><div class="line"> <span class="comment">// It&#39;s persistently mapped. You can access it directly.</span></div><div class="line"> memcpy(allocInfo.<a class="code" href="struct_vma_allocation_info.html#a5eeffbe2d2f30f53370ff14aefbadbe2">pMappedData</a>, &amp;constantBufferData, <span class="keyword">sizeof</span>(constantBufferData));</div><div class="line">}</div><div class="line"><span class="keywordflow">else</span></div><div class="line">{</div><div class="line"> <span class="comment">// Allocation ended up in non-mappable memory.</span></div><div class="line"> <span class="comment">// You need to create CPU-side buffer in VMA_MEMORY_USAGE_CPU_ONLY and make a transfer.</span></div><div class="line">}</div></div><!-- fragment --> </div></div><!-- PageDoc -->
</div><!-- contents -->
<p>You can detect this case and map such allocation to access its memory on CPU directly, instead of launching a transfer operation. In order to do that: inspect <code>allocInfo.memoryType</code>, call <a class="el" href="vk__mem__alloc_8h.html#ad0b03b51a0dff5dab25ac9c194fef3e1" title="Given Memory Type Index, returns Property Flags of this memory type.">vmaGetMemoryTypeProperties()</a>, and look for <code>VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT</code> flag in properties of that memory type.</p>
<div class="fragment"><div class="line">VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div>
<div class="line">bufCreateInfo.size = <span class="keyword">sizeof</span>(ConstantBuffer);</div>
<div class="line">bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#a7fe8d81a1ad10b2a2faacacee5b15d6d">preferredFlags</a> = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;</div>
<div class="line"> </div>
<div class="line">VkBuffer buf;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> alloc;</div>
<div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a>(allocator, &amp;bufCreateInfo, &amp;allocCreateInfo, &amp;buf, &amp;alloc, &amp;allocInfo);</div>
<div class="line"> </div>
<div class="line">VkMemoryPropertyFlags memFlags;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#ad0b03b51a0dff5dab25ac9c194fef3e1">vmaGetMemoryTypeProperties</a>(allocator, allocInfo.<a class="code" href="struct_vma_allocation_info.html#a7f6b0aa58c135e488e6b40a388dad9d5">memoryType</a>, &amp;memFlags);</div>
<div class="line"><span class="keywordflow">if</span>((memFlags &amp; VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) == 0)</div>
<div class="line">{</div>
<div class="line"> <span class="comment">// Allocation ended up in mappable memory. You can map it and access it directly.</span></div>
<div class="line"> <span class="keywordtype">void</span>* mappedData;</div>
<div class="line"> <a class="code" href="vk__mem__alloc_8h.html#ae98119383e8e5754b6c09679386677d3">vmaMapMemory</a>(allocator, alloc, &amp;mappedData);</div>
<div class="line"> memcpy(mappedData, &amp;constantBufferData, <span class="keyword">sizeof</span>(constantBufferData));</div>
<div class="line"> <a class="code" href="vk__mem__alloc_8h.html#a3128786cae5f317f51307074a487c278">vmaUnmapMemory</a>(allocator, alloc);</div>
<div class="line">}</div>
<div class="line"><span class="keywordflow">else</span></div>
<div class="line">{</div>
<div class="line"> <span class="comment">// Allocation ended up in non-mappable memory.</span></div>
<div class="line"> <span class="comment">// You need to create CPU-side buffer in VMA_MEMORY_USAGE_CPU_ONLY and make a transfer.</span></div>
<div class="line">}</div>
</div><!-- fragment --><p>You can even use <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f" title="Set this flag to use a memory that will be persistently mapped and retrieve pointer to it.">VMA_ALLOCATION_CREATE_MAPPED_BIT</a> flag while creating allocations that are not necessarily <code>HOST_VISIBLE</code> (e.g. using <a class="el" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>). If the allocation ends up in memory type that is <code>HOST_VISIBLE</code>, it will be persistently mapped and you can use it directly. If not, the flag is just ignored. Example:</p>
<div class="fragment"><div class="line">VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div>
<div class="line">bufCreateInfo.size = <span class="keyword">sizeof</span>(ConstantBuffer);</div>
<div class="line">bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocCreateInfo = {};</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div>
<div class="line">allocCreateInfo.<a class="code" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">flags</a> = <a class="code" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f">VMA_ALLOCATION_CREATE_MAPPED_BIT</a>;</div>
<div class="line"> </div>
<div class="line">VkBuffer buf;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> alloc;</div>
<div class="line"><a class="code" href="struct_vma_allocation_info.html">VmaAllocationInfo</a> allocInfo;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a>(allocator, &amp;bufCreateInfo, &amp;allocCreateInfo, &amp;buf, &amp;alloc, &amp;allocInfo);</div>
<div class="line"> </div>
<div class="line"><span class="keywordflow">if</span>(allocInfo.<a class="code" href="struct_vma_allocation_info.html#adc507656149c04de7ed95d0042ba2a13">pUserData</a> != <span class="keyword">nullptr</span>)</div>
<div class="line">{</div>
<div class="line"> <span class="comment">// Allocation ended up in mappable memory.</span></div>
<div class="line"> <span class="comment">// It&#39;s persistently mapped. You can access it directly.</span></div>
<div class="line"> memcpy(allocInfo.<a class="code" href="struct_vma_allocation_info.html#a5eeffbe2d2f30f53370ff14aefbadbe2">pMappedData</a>, &amp;constantBufferData, <span class="keyword">sizeof</span>(constantBufferData));</div>
<div class="line">}</div>
<div class="line"><span class="keywordflow">else</span></div>
<div class="line">{</div>
<div class="line"> <span class="comment">// Allocation ended up in non-mappable memory.</span></div>
<div class="line"> <span class="comment">// You need to create CPU-side buffer in VMA_MEMORY_USAGE_CPU_ONLY and make a transfer.</span></div>
<div class="line">}</div>
</div><!-- fragment --> </div></div><!-- contents -->
</div><!-- PageDoc -->
<div class="ttc" id="astruct_vma_allocator_html"><div class="ttname"><a href="struct_vma_allocator.html">VmaAllocator</a></div><div class="ttdoc">Represents main object of this library initialized.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_ae98119383e8e5754b6c09679386677d3"><div class="ttname"><a href="vk__mem__alloc_8h.html#ae98119383e8e5754b6c09679386677d3">vmaMapMemory</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaMapMemory(VmaAllocator allocator, VmaAllocation allocation, void **ppData)</div><div class="ttdoc">Maps memory represented by given allocation and returns pointer to it.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aafee10cbb01be73c643ed7e02c31003f"><div class="ttname"><a href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaCreateBuffer(VmaAllocator allocator, const VkBufferCreateInfo *pBufferCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, VkBuffer *pBuffer, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo)</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_a3128786cae5f317f51307074a487c278"><div class="ttname"><a href="vk__mem__alloc_8h.html#a3128786cae5f317f51307074a487c278">vmaUnmapMemory</a></div><div class="ttdeci">VMA_CALL_PRE void VMA_CALL_POST vmaUnmapMemory(VmaAllocator allocator, VmaAllocation allocation)</div><div class="ttdoc">Unmaps memory represented by given allocation, mapped previously using vmaMapMemory().</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aa5846affa1e9da3800e3e78fae2305cca40bdf4cddeffeb12f43d45ca1286e0a5"><div class="ttname"><a href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305cca40bdf4cddeffeb12f43d45ca1286e0a5">VMA_MEMORY_USAGE_CPU_ONLY</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2261</div></div>
<div class="ttc" id="astruct_vma_allocation_html"><div class="ttname"><a href="struct_vma_allocation.html">VmaAllocation</a></div><div class="ttdoc">Represents single memory allocation.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7"><div class="ttname"><a href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2251</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_ad0b03b51a0dff5dab25ac9c194fef3e1"><div class="ttname"><a href="vk__mem__alloc_8h.html#ad0b03b51a0dff5dab25ac9c194fef3e1">vmaGetMemoryTypeProperties</a></div><div class="ttdeci">VMA_CALL_PRE void VMA_CALL_POST vmaGetMemoryTypeProperties(VmaAllocator allocator, uint32_t memoryTypeIndex, VkMemoryPropertyFlags *pFlags)</div><div class="ttdoc">Given Memory Type Index, returns Property Flags of this memory type.</div></div>
<div class="ttc" id="astruct_vma_allocation_info_html_a5eeffbe2d2f30f53370ff14aefbadbe2"><div class="ttname"><a href="struct_vma_allocation_info.html#a5eeffbe2d2f30f53370ff14aefbadbe2">VmaAllocationInfo::pMappedData</a></div><div class="ttdeci">void * pMappedData</div><div class="ttdoc">Pointer to the beginning of this allocation as mapped data.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2743</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_accb8b06b1f677d858cb9af20705fa910"><div class="ttname"><a href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">VmaAllocationCreateInfo::usage</a></div><div class="ttdeci">VmaMemoryUsage usage</div><div class="ttdoc">Intended usage of memory.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2402</div></div>
<div class="ttc" id="astruct_vma_allocation_info_html_adc507656149c04de7ed95d0042ba2a13"><div class="ttname"><a href="struct_vma_allocation_info.html#adc507656149c04de7ed95d0042ba2a13">VmaAllocationInfo::pUserData</a></div><div class="ttdeci">void * pUserData</div><div class="ttdoc">Custom general-purpose pointer that was passed as VmaAllocationCreateInfo::pUserData or set using vma...</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2748</div></div>
<div class="ttc" id="astruct_vma_allocation_info_html_a7f6b0aa58c135e488e6b40a388dad9d5"><div class="ttname"><a href="struct_vma_allocation_info.html#a7f6b0aa58c135e488e6b40a388dad9d5">VmaAllocationInfo::memoryType</a></div><div class="ttdeci">uint32_t memoryType</div><div class="ttdoc">Memory type index that this allocation was allocated from.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2715</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f"><div class="ttname"><a href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a11da372cc3a82931c5e5d6146cd9dd1f">VMA_ALLOCATION_CREATE_MAPPED_BIT</a></div><div class="ttdoc">Set this flag to use a memory that will be persistently mapped and retrieve pointer to it.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2313</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_add09658ac14fe290ace25470ddd6d41b"><div class="ttname"><a href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b">VmaAllocationCreateInfo::flags</a></div><div class="ttdeci">VmaAllocationCreateFlags flags</div><div class="ttdoc">Use VmaAllocationCreateFlagBits enum.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2396</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html"><div class="ttname"><a href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2393</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_a7fe8d81a1ad10b2a2faacacee5b15d6d"><div class="ttname"><a href="struct_vma_allocation_create_info.html#a7fe8d81a1ad10b2a2faacacee5b15d6d">VmaAllocationCreateInfo::preferredFlags</a></div><div class="ttdeci">VkMemoryPropertyFlags preferredFlags</div><div class="ttdoc">Flags that preferably should be set in a memory type chosen for an allocation.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2412</div></div>
<div class="ttc" id="astruct_vma_allocation_info_html"><div class="ttname"><a href="struct_vma_allocation_info.html">VmaAllocationInfo</a></div><div class="ttdoc">Parameters of VmaAllocation objects, that can be retrieved using function vmaGetAllocationInfo().</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2710</div></div>
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@ -78,7 +74,9 @@ Project setup</h1>
<li>Include "vk_mem_alloc.h" file in each CPP file where you want to use the library. This includes declarations of all members of the library.</li>
<li>In exacly one CPP file define following macro before this include. It enables also internal definitions.</li>
</ol>
<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_IMPLEMENTATION</span></div><div class="line"><span class="preprocessor">#include &quot;vk_mem_alloc.h&quot;</span></div></div><!-- fragment --><p>It may be a good idea to create dedicated CPP file just for this purpose.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_IMPLEMENTATION</span></div>
<div class="line"><span class="preprocessor">#include &quot;vk_mem_alloc.h&quot;</span></div>
</div><!-- fragment --><p>It may be a good idea to create dedicated CPP file just for this purpose.</p>
<p>Note on language: This library is written in C++, but has C-compatible interface. Thus you can include and use <a class="el" href="vk__mem__alloc_8h.html">vk_mem_alloc.h</a> in C or C++ code, but full implementation with <code>VMA_IMPLEMENTATION</code> macro must be compiled as C++, NOT as C.</p>
<p>Please note that this library includes header <code>&lt;vulkan/vulkan.h&gt;</code>, which in turn includes <code>&lt;windows.h&gt;</code> on Windows. If you need some specific macros defined before including these headers (like <code>WIN32_LEAN_AND_MEAN</code> or <code>WINVER</code> for Windows, <code>VK_USE_PLATFORM_WIN32_KHR</code> for Vulkan), you must define them before every <code>#include</code> of this library.</p>
<h1><a class="anchor" id="quick_start_initialization"></a>
@ -86,24 +84,54 @@ Initialization</h1>
<p>At program startup:</p>
<ol type="1">
<li>Initialize Vulkan to have <code>VkPhysicalDevice</code> and <code>VkDevice</code> object.</li>
<li>Fill <a class="el" href="struct_vma_allocator_create_info.html" title="Description of a Allocator to be created.">VmaAllocatorCreateInfo</a> structure and create <a class="el" href="struct_vma_allocator.html" title="Represents main object of this library initialized.">VmaAllocator</a> object by calling <a class="el" href="vk__mem__alloc_8h.html#a200692051ddb34240248234f5f4c17bb" title="Creates Allocator object.">vmaCreateAllocator()</a>.</li>
<li>Fill <a class="el" href="struct_vma_allocator_create_info.html" title="Description of a Allocator to be created.">VmaAllocatorCreateInfo</a> structure and create <a class="el" href="struct_vma_allocator.html" title="Represents main object of this library initialized.">VmaAllocator</a> object by calling <a class="el" href="vk__mem__alloc_8h.html#af2bacace15ecc6886e4e4de5d1b77e4d" title="Creates Allocator object.">vmaCreateAllocator()</a>.</li>
</ol>
<div class="fragment"><div class="line"><a class="code" href="struct_vma_allocator_create_info.html">VmaAllocatorCreateInfo</a> allocatorInfo = {};</div><div class="line">allocatorInfo.<a class="code" href="struct_vma_allocator_create_info.html#a08230f04ae6ccf8a78150a9e829a7156">physicalDevice</a> = physicalDevice;</div><div class="line">allocatorInfo.<a class="code" href="struct_vma_allocator_create_info.html#ad924ddd77b04039c88d0c09b0ffcd500">device</a> = device;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocator.html">VmaAllocator</a> allocator;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a200692051ddb34240248234f5f4c17bb">vmaCreateAllocator</a>(&amp;allocatorInfo, &amp;allocator);</div></div><!-- fragment --><h1><a class="anchor" id="quick_start_resource_allocation"></a>
<div class="fragment"><div class="line"><a class="code" href="struct_vma_allocator_create_info.html">VmaAllocatorCreateInfo</a> allocatorInfo = {};</div>
<div class="line">allocatorInfo.<a class="code" href="struct_vma_allocator_create_info.html#a08230f04ae6ccf8a78150a9e829a7156">physicalDevice</a> = physicalDevice;</div>
<div class="line">allocatorInfo.<a class="code" href="struct_vma_allocator_create_info.html#ad924ddd77b04039c88d0c09b0ffcd500">device</a> = device;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocator.html">VmaAllocator</a> allocator;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#af2bacace15ecc6886e4e4de5d1b77e4d">vmaCreateAllocator</a>(&amp;allocatorInfo, &amp;allocator);</div>
</div><!-- fragment --><h1><a class="anchor" id="quick_start_resource_allocation"></a>
Resource allocation</h1>
<p>When you want to create a buffer or image:</p>
<ol type="1">
<li>Fill <code>VkBufferCreateInfo</code> / <code>VkImageCreateInfo</code> structure.</li>
<li>Fill <a class="el" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> structure.</li>
<li>Call <a class="el" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer()</a> / <a class="el" href="vk__mem__alloc_8h.html#a02a94f25679275851a53e82eacbcfc73" title="Function similar to vmaCreateBuffer().">vmaCreateImage()</a> to get <code>VkBuffer</code>/<code>VkImage</code> with memory already allocated and bound to it.</li>
<li>Call <a class="el" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer()</a> / <a class="el" href="vk__mem__alloc_8h.html#a001bd7a2077a42caf256a6fb2f2ba131" title="Function similar to vmaCreateBuffer().">vmaCreateImage()</a> to get <code>VkBuffer</code>/<code>VkImage</code> with memory already allocated and bound to it.</li>
</ol>
<div class="fragment"><div class="line">VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div><div class="line">bufferInfo.size = 65536;</div><div class="line">bufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div><div class="line"></div><div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocInfo = {};</div><div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div><div class="line"></div><div class="line">VkBuffer buffer;</div><div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51">vmaCreateBuffer</a>(allocator, &amp;bufferInfo, &amp;allocInfo, &amp;buffer, &amp;allocation, <span class="keyword">nullptr</span>);</div></div><!-- fragment --><p>Don't forget to destroy your objects when no longer needed:</p>
<div class="fragment"><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a0d9f4e4ba5bf9aab1f1c746387753d77">vmaDestroyBuffer</a>(allocator, buffer, allocation);</div><div class="line"><a class="code" href="vk__mem__alloc_8h.html#aa8d164061c88f22fb1fd3c8f3534bc1d">vmaDestroyAllocator</a>(allocator);</div></div><!-- fragment --> </div></div><!-- PageDoc -->
</div><!-- contents -->
<div class="fragment"><div class="line">VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };</div>
<div class="line">bufferInfo.size = 65536;</div>
<div class="line">bufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;</div>
<div class="line"> </div>
<div class="line"><a class="code" href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a> allocInfo = {};</div>
<div class="line">allocInfo.<a class="code" href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">usage</a> = <a class="code" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a>;</div>
<div class="line"> </div>
<div class="line">VkBuffer buffer;</div>
<div class="line"><a class="code" href="struct_vma_allocation.html">VmaAllocation</a> allocation;</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a>(allocator, &amp;bufferInfo, &amp;allocInfo, &amp;buffer, &amp;allocation, <span class="keyword">nullptr</span>);</div>
</div><!-- fragment --><p>Don't forget to destroy your objects when no longer needed:</p>
<div class="fragment"><div class="line"><a class="code" href="vk__mem__alloc_8h.html#a3fa3daa743fcc950253f676aa8a323ea">vmaDestroyBuffer</a>(allocator, buffer, allocation);</div>
<div class="line"><a class="code" href="vk__mem__alloc_8h.html#a288d938ca902469760248ebd3633dde5">vmaDestroyAllocator</a>(allocator);</div>
</div><!-- fragment --> </div></div><!-- contents -->
</div><!-- PageDoc -->
<div class="ttc" id="astruct_vma_allocator_create_info_html_a08230f04ae6ccf8a78150a9e829a7156"><div class="ttname"><a href="struct_vma_allocator_create_info.html#a08230f04ae6ccf8a78150a9e829a7156">VmaAllocatorCreateInfo::physicalDevice</a></div><div class="ttdeci">VkPhysicalDevice physicalDevice</div><div class="ttdoc">Vulkan physical device.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:1982</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_a288d938ca902469760248ebd3633dde5"><div class="ttname"><a href="vk__mem__alloc_8h.html#a288d938ca902469760248ebd3633dde5">vmaDestroyAllocator</a></div><div class="ttdeci">VMA_CALL_PRE void VMA_CALL_POST vmaDestroyAllocator(VmaAllocator allocator)</div><div class="ttdoc">Destroys allocator object.</div></div>
<div class="ttc" id="astruct_vma_allocator_html"><div class="ttname"><a href="struct_vma_allocator.html">VmaAllocator</a></div><div class="ttdoc">Represents main object of this library initialized.</div></div>
<div class="ttc" id="astruct_vma_allocator_create_info_html"><div class="ttname"><a href="struct_vma_allocator_create_info.html">VmaAllocatorCreateInfo</a></div><div class="ttdoc">Description of a Allocator to be created.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:1976</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aafee10cbb01be73c643ed7e02c31003f"><div class="ttname"><a href="vk__mem__alloc_8h.html#aafee10cbb01be73c643ed7e02c31003f">vmaCreateBuffer</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaCreateBuffer(VmaAllocator allocator, const VkBufferCreateInfo *pBufferCreateInfo, const VmaAllocationCreateInfo *pAllocationCreateInfo, VkBuffer *pBuffer, VmaAllocation *pAllocation, VmaAllocationInfo *pAllocationInfo)</div></div>
<div class="ttc" id="astruct_vma_allocation_html"><div class="ttname"><a href="struct_vma_allocation.html">VmaAllocation</a></div><div class="ttdoc">Represents single memory allocation.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_a3fa3daa743fcc950253f676aa8a323ea"><div class="ttname"><a href="vk__mem__alloc_8h.html#a3fa3daa743fcc950253f676aa8a323ea">vmaDestroyBuffer</a></div><div class="ttdeci">VMA_CALL_PRE void VMA_CALL_POST vmaDestroyBuffer(VmaAllocator allocator, VkBuffer buffer, VmaAllocation allocation)</div><div class="ttdoc">Destroys Vulkan buffer and frees allocated memory.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_af2bacace15ecc6886e4e4de5d1b77e4d"><div class="ttname"><a href="vk__mem__alloc_8h.html#af2bacace15ecc6886e4e4de5d1b77e4d">vmaCreateAllocator</a></div><div class="ttdeci">VMA_CALL_PRE VkResult VMA_CALL_POST vmaCreateAllocator(const VmaAllocatorCreateInfo *pCreateInfo, VmaAllocator *pAllocator)</div><div class="ttdoc">Creates Allocator object.</div></div>
<div class="ttc" id="avk__mem__alloc_8h_html_aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7"><div class="ttname"><a href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7">VMA_MEMORY_USAGE_GPU_ONLY</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2251</div></div>
<div class="ttc" id="astruct_vma_allocator_create_info_html_ad924ddd77b04039c88d0c09b0ffcd500"><div class="ttname"><a href="struct_vma_allocator_create_info.html#ad924ddd77b04039c88d0c09b0ffcd500">VmaAllocatorCreateInfo::device</a></div><div class="ttdeci">VkDevice device</div><div class="ttdoc">Vulkan device.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:1985</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html_accb8b06b1f677d858cb9af20705fa910"><div class="ttname"><a href="struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910">VmaAllocationCreateInfo::usage</a></div><div class="ttdeci">VmaMemoryUsage usage</div><div class="ttdoc">Intended usage of memory.</div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2402</div></div>
<div class="ttc" id="astruct_vma_allocation_create_info_html"><div class="ttname"><a href="struct_vma_allocation_create_info.html">VmaAllocationCreateInfo</a></div><div class="ttdef"><b>Definition:</b> vk_mem_alloc.h:2393</div></div>
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<title>Vulkan Memory Allocator: Record and replay</title>
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<li class="navelem"><a class="el" href="index.html">Vulkan Memory Allocator</a></li> </ul>
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@ -80,7 +76,8 @@ Introduction</h1>
<h1><a class="anchor" id="record_and_replay_usage"></a>
Usage</h1>
<p>Recording functionality is disabled by default. To enable it, define following macro before every include of this library:</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_RECORDING_ENABLED 1</span></div></div><!-- fragment --><p><b>To record sequence of calls to a file:</b> Fill in <a class="el" href="struct_vma_allocator_create_info.html#ace2aa4877b16a42b0b7673d4e26000ee" title="Parameters for recording of VMA calls. Can be null.">VmaAllocatorCreateInfo::pRecordSettings</a> member while creating <a class="el" href="struct_vma_allocator.html" title="Represents main object of this library initialized.">VmaAllocator</a> object. File is opened and written during whole lifetime of the allocator.</p>
<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_RECORDING_ENABLED 1</span></div>
</div><!-- fragment --><p><b>To record sequence of calls to a file:</b> Fill in <a class="el" href="struct_vma_allocator_create_info.html#ace2aa4877b16a42b0b7673d4e26000ee" title="Parameters for recording of VMA calls. Can be null.">VmaAllocatorCreateInfo::pRecordSettings</a> member while creating <a class="el" href="struct_vma_allocator.html" title="Represents main object of this library initialized.">VmaAllocator</a> object. File is opened and written during whole lifetime of the allocator.</p>
<p><b>To replay file:</b> Use VmaReplay - standalone command-line program. Precompiled binary can be found in "bin" directory. Its source can be found in "src/VmaReplay" directory. Its project is generated by Premake. Command line syntax is printed when the program is launched without parameters. Basic usage: </p><pre class="fragment">VmaReplay.exe MyRecording.csv
</pre><p><b>Documentation of file format</b> can be found in file: "docs/Recording file format.md". It's a human-readable, text file in CSV format (Comma Separated Values).</p>
<h1><a class="anchor" id="record_and_replay_additional_considerations"></a>
@ -89,13 +86,13 @@ Additional considerations</h1>
<li>Replaying file that was recorded on a different GPU (with different parameters like <code>bufferImageGranularity</code>, <code>nonCoherentAtomSize</code>, and especially different set of memory heaps and types) may give different performance and memory usage results, as well as issue some warnings and errors.</li>
<li>Current implementation of recording in VMA, as well as VmaReplay application, is coded and tested only on Windows. Inclusion of recording code is driven by <code>VMA_RECORDING_ENABLED</code> macro. Support for other platforms should be easy to add. Contributions are welcomed. </li>
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