Updates in documentation.

This commit is contained in:
Adam Sawicki 2018-04-06 17:04:28 +02:00
parent 6530fe3a38
commit 9bb910e63c
14 changed files with 146 additions and 169 deletions

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@ -279,15 +279,9 @@ $(function() {
<li>vkGetBufferMemoryRequirements
: <a class="el" href="struct_vma_vulkan_functions.html#a5b92901df89a4194b0d12f6071d4d143">VmaVulkanFunctions</a>
</li>
<li>vkGetBufferMemoryRequirements2KHR
: <a class="el" href="struct_vma_vulkan_functions.html#a9d8d1b05d2b1e7e1d9b27f6f585acf9c">VmaVulkanFunctions</a>
</li>
<li>vkGetImageMemoryRequirements
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</li>
<li>vkGetImageMemoryRequirements2KHR
: <a class="el" href="struct_vma_vulkan_functions.html#a9cdcdc1e2b2ea7c571f7d27e30ba6875">VmaVulkanFunctions</a>
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<li>vkGetPhysicalDeviceMemoryProperties
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@ -279,15 +279,9 @@ $(function() {
<li>vkGetBufferMemoryRequirements
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<li>vkGetBufferMemoryRequirements2KHR
: <a class="el" href="struct_vma_vulkan_functions.html#a9d8d1b05d2b1e7e1d9b27f6f585acf9c">VmaVulkanFunctions</a>
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<li>vkGetImageMemoryRequirements
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<li>vkGetImageMemoryRequirements2KHR
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<li>vkGetPhysicalDeviceMemoryProperties
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@ -91,6 +91,7 @@ Features not supported</h1>
<p>Features deliberately excluded from the scope of this library:</p>
<ul>
<li>Data transfer - issuing commands that transfer data between buffers or images, any usage of <code>VkCommandList</code> or <code>VkCommandQueue</code> and related synchronization is responsibility of the user.</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>Support for any programming languages other than C/C++. Bindings to other languages are welcomed as external projects. </li>
</ul>
</div></div><!-- contents -->

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@ -101,6 +101,9 @@ $(function() {
<li>VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT
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<li>VMA_DEDICATED_ALLOCATION
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<li>VMA_MEMORY_USAGE_CPU_ONLY
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@ -59,6 +59,9 @@ $(function() {
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<li>VMA_STATS_STRING_ENABLED
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@ -101,10 +101,6 @@ Public Attributes</h2></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Pointers to some Vulkan functions - a subset used by the library. </p>
@ -234,20 +230,6 @@ Public Attributes</h2></td></tr>
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<h2 class="memtitle"><span class="permalink"><a href="#a9d8d1b05d2b1e7e1d9b27f6f585acf9c">&#9670;&nbsp;</a></span>vkGetBufferMemoryRequirements2KHR</h2>
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<td class="memname">PFN_vkGetBufferMemoryRequirements2KHR VmaVulkanFunctions::vkGetBufferMemoryRequirements2KHR</td>
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<a id="a475f6f49f8debe4d10800592606d53f4"></a>
@ -262,20 +244,6 @@ Public Attributes</h2></td></tr>
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</div>
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<a id="a9cdcdc1e2b2ea7c571f7d27e30ba6875"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a9cdcdc1e2b2ea7c571f7d27e30ba6875">&#9670;&nbsp;</a></span>vkGetImageMemoryRequirements2KHR</h2>
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<td class="memname">PFN_vkGetImageMemoryRequirements2KHR VmaVulkanFunctions::vkGetImageMemoryRequirements2KHR</td>
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<a id="a60d25c33bba06bb8592e6875cbaa9830"></a>

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@ -115,7 +115,7 @@ Direct access versus transfer</h2>
<li>Create just single copy using <a class="el" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305cca7b586d2fdaf82a463b58f581ed72be27">VMA_MEMORY_USAGE_GPU_TO_CPU</a>, write to it directly on GPU, map it and read it on CPU.</li>
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<p>You should take some measurements to decide which option is faster in case of your specific resource.</p>
<p>If you don't want to specialize your code for specific types of GPUs, yon can still make an simple optimization for cases when your resource ends up in mappable memory to use it directly in this case instead of creating CPU-side staging copy. For details see <a class="el" href="memory_mapping.html#memory_mapping_finding_if_memory_mappable">Finding out if memory is mappable</a>. </p>
<p>If you don't want to specialize your code for specific types of GPUs, you can still make an simple optimization for cases when your resource ends up in mappable memory to use it directly in this case instead of creating CPU-side staging copy. For details see <a class="el" href="memory_mapping.html#memory_mapping_finding_if_memory_mappable">Finding out if memory is mappable</a>. </p>
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@ -109,6 +109,8 @@ Classes</h2></td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="define-members"></a>
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<h2 class="groupheader">Macro Definition Documentation</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#af7b860e63b96d11e44ae8587ba06bbf4">&#9670;&nbsp;</a></span>VMA_DEDICATED_ALLOCATION</h2>
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<h2 class="memtitle"><span class="permalink"><a href="#ae25f0d55fd91cb166f002b63244800e1">&#9670;&nbsp;</a></span>VMA_STATS_STRING_ENABLED</h2>
@ -731,14 +747,14 @@ Functions</h2></td></tr>
<p>Usage:</p>
<ul>
<li>Resources written and read by device, e.g. images used as attachments.</li>
<li>Resources transferred from host once (immutable) or infrequently and read by device multiple times, e.g. textures to be sampled, vertex buffers, uniform (constant) buffers, and majority of other types of resources used by device.</li>
<li>Resources transferred from host once (immutable) or infrequently and read by device multiple times, e.g. textures to be sampled, vertex buffers, uniform (constant) buffers, and majority of other types of resources used on GPU.</li>
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<p>Allocation may still end up in <code>HOST_VISIBLE</code> memory on some implementations. In such case, you are free to map it. You can 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> with this usage type. </p>
</td></tr>
<tr><td class="fieldname"><a id="aa5846affa1e9da3800e3e78fae2305cca40bdf4cddeffeb12f43d45ca1286e0a5"></a>VMA_MEMORY_USAGE_CPU_ONLY&#160;</td><td class="fielddoc"><p>Memory will be mappable on host. It usually means CPU (system) memory. Resources created in this pool may still be accessible to the device, but access to them can be slower. Guarantees to be <code>HOST_VISIBLE</code> and <code>HOST_COHERENT</code>. CPU read may be uncached. It is roughly equivalent of <code>D3D12_HEAP_TYPE_UPLOAD</code>.</p>
<tr><td class="fieldname"><a id="aa5846affa1e9da3800e3e78fae2305cca40bdf4cddeffeb12f43d45ca1286e0a5"></a>VMA_MEMORY_USAGE_CPU_ONLY&#160;</td><td class="fielddoc"><p>Memory will be mappable on host. It usually means CPU (system) memory. Guarantees to be <code>HOST_VISIBLE</code> and <code>HOST_COHERENT</code>. CPU access is typically uncached. Writes may be write-combined. Resources created in this pool may still be accessible to the device, but access to them can be slow. It is roughly equivalent of <code>D3D12_HEAP_TYPE_UPLOAD</code>.</p>
<p>Usage: Staging copy of resources used as transfer source. </p>
</td></tr>
<tr><td class="fieldname"><a id="aa5846affa1e9da3800e3e78fae2305cca9066b52c5a7079bb74a69aaf8b92ff67"></a>VMA_MEMORY_USAGE_CPU_TO_GPU&#160;</td><td class="fielddoc"><p>Memory that is both mappable on host (guarantees to be <code>HOST_VISIBLE</code>) and preferably fast to access by GPU. CPU reads may be uncached and very slow.</p>
<tr><td class="fieldname"><a id="aa5846affa1e9da3800e3e78fae2305cca9066b52c5a7079bb74a69aaf8b92ff67"></a>VMA_MEMORY_USAGE_CPU_TO_GPU&#160;</td><td class="fielddoc"><p>Memory that is both mappable on host (guarantees to be <code>HOST_VISIBLE</code>) and preferably fast to access by GPU. CPU access is typically uncached. Writes may be write-combined.</p>
<p>Usage: Resources written frequently by host (dynamic), read by device. E.g. textures, vertex buffers, uniform buffers updated every frame or every draw call. </p>
</td></tr>
<tr><td class="fieldname"><a id="aa5846affa1e9da3800e3e78fae2305cca7b586d2fdaf82a463b58f581ed72be27"></a>VMA_MEMORY_USAGE_GPU_TO_CPU&#160;</td><td class="fielddoc"><p>Memory mappable on host (guarantees to be <code>HOST_VISIBLE</code>) and cached. It is roughly equivalent of <code>D3D12_HEAP_TYPE_READBACK</code>.</p>

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@ -932,7 +932,7 @@ solutions are possible:
You should take some measurements to decide which option is faster in case of your specific
resource.
If you don't want to specialize your code for specific types of GPUs, yon can still make
If you don't want to specialize your code for specific types of GPUs, you can still make
an simple optimization for cases when your resource ends up in mappable memory to use it
directly in this case instead of creating CPU-side staging copy.
For details see [Finding out if memory is mappable](@ref memory_mapping_finding_if_memory_mappable).
@ -1070,6 +1070,10 @@ Features deliberately excluded from the scope of this library:
- Data transfer - issuing commands that transfer data between buffers or images, any usage of
`VkCommandList` or `VkCommandQueue` and related synchronization is responsibility of the user.
- 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 `vkCreateBuffer()` and `vkAllocateMemory()`.
- Support for any programming languages other than C/C++.
Bindings to other languages are welcomed as external projects.
@ -1377,7 +1381,7 @@ typedef enum VmaMemoryUsage
- Resources written and read by device, e.g. images used as attachments.
- Resources transferred from host once (immutable) or infrequently and read by
device multiple times, e.g. textures to be sampled, vertex buffers, uniform
(constant) buffers, and majority of other types of resources used by device.
(constant) buffers, and majority of other types of resources used on GPU.
Allocation may still end up in `HOST_VISIBLE` memory on some implementations.
In such case, you are free to map it.
@ -1386,9 +1390,9 @@ typedef enum VmaMemoryUsage
VMA_MEMORY_USAGE_GPU_ONLY = 1,
/** Memory will be mappable on host.
It usually means CPU (system) memory.
Resources created in this pool may still be accessible to the device, but access to them can be slower.
Guarantees to be `HOST_VISIBLE` and `HOST_COHERENT`.
CPU read may be uncached.
CPU access is typically uncached. Writes may be write-combined.
Resources created in this pool may still be accessible to the device, but access to them can be slow.
It is roughly equivalent of `D3D12_HEAP_TYPE_UPLOAD`.
Usage: Staging copy of resources used as transfer source.
@ -1396,7 +1400,7 @@ typedef enum VmaMemoryUsage
VMA_MEMORY_USAGE_CPU_ONLY = 2,
/**
Memory that is both mappable on host (guarantees to be `HOST_VISIBLE`) and preferably fast to access by GPU.
CPU reads may be uncached and very slow.
CPU access is typically uncached. Writes may be write-combined.
Usage: Resources written frequently by host (dynamic), read by device. E.g. textures, vertex buffers, uniform buffers updated every frame or every draw call.
*/