diff --git a/docs/html/allocation_annotation.html b/docs/html/allocation_annotation.html index da3ebf5..a3d7f54 100644 --- a/docs/html/allocation_annotation.html +++ b/docs/html/allocation_annotation.html @@ -92,17 +92,17 @@ Allocation user data
The pointer may be later retrieved as VmaAllocationInfo::pUserData:
It can also be changed using function vmaSetAllocationUserData().
Values of (non-zero) allocations' pUserData
are printed in JSON report created by vmaBuildStatsString() in hexadecimal form.
If you have a preference for putting the resource in GPU (device) memory or CPU (host) memory on systems with discrete graphics card that have the memories separate, you can use VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE or VMA_MEMORY_USAGE_AUTO_PREFER_HOST.
When using VMA_MEMORY_USAGE_AUTO*
while you want to map the allocated memory, you also need to specify one of the host access flags: VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT. This will help the library decide about preferred memory type to ensure it has VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
so you can map it.
For more examples of creating different kinds of resources, see chapter Recommended usage patterns.
Usage values VMA_MEMORY_USAGE_AUTO*
are legal to use only when the library knows about the resource being created by having VkBufferCreateInfo
/ VkImageCreateInfo
passed, so they work with functions like: vmaCreateBuffer(), vmaCreateImage(), vmaFindMemoryTypeIndexForBufferInfo() etc. If you allocate raw memory using function vmaAllocateMemory(), you have to use other means of selecting memory type, as described below.
VMA_MEMORY_USAGE_GPU_ONLY
, VMA_MEMORY_USAGE_CPU_ONLY
, VMA_MEMORY_USAGE_CPU_TO_GPU
, VMA_MEMORY_USAGE_GPU_TO_CPU
, VMA_MEMORY_USAGE_CPU_COPY
) are still available and work same way as in previous versions of the library for backward compatibility, but they are not recommended.A memory type is chosen that has all the required flags and as many preferred flags set as possible.
Value passed in VmaAllocationCreateInfo::usage is internally converted to a set of required and preferred flags, plus some extra "magic" (heuristics).
If you allocate from custom memory pool, all the ways of specifying memory requirements described above are not applicable and the aforementioned members of VmaAllocationCreateInfo 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 Custom memory pools.
diff --git a/docs/html/custom_memory_pools.html b/docs/html/custom_memory_pools.html index 98b8fee..dbbbdcb 100644 --- a/docs/html/custom_memory_pools.html +++ b/docs/html/custom_memory_pools.html @@ -132,14 +132,14 @@ $(function() {You have to free all allocations made from this pool before destroying it.
Although functions like vmaCreateBuffer(), vmaCreateImage(), vmaDestroyBuffer(), vmaDestroyImage() create/destroy an allocation and a buffer/image at once, these are just a shortcut for creating the resource, allocating memory, and binding them together. Defragmentation works on memory allocations only. You must handle the rest manually. Defragmentation is an iterative process that should repreat "passes" as long as related functions return VK_INCOMPLETE
not VK_SUCCESS
. In each pass:
API elements related to the mechanism of Buffer suballocation - allocating parts of larger buffers that allocator can create implicitly.
@@ -200,7 +196,7 @@ FunctionsFlags to be passed as VmaBufferAllocatorCreateInfo::flags.
+Flags to be passed as VmaBufferAllocatorCreateInfo::flags.
Flags to be passed as VmaBufferAllocatorCreateInfo::flags. See VmaBufferAllocatorCreateFlagBits.
+Flags to be passed as VmaBufferAllocatorCreateInfo::flags. See VmaBufferAllocatorCreateFlagBits.
Parameters of created VmaBufferAllocator object to be passed to vmaCreateBufferAllocator().
+Parameters of created VmaBufferAllocator object to be passed to vmaCreateBufferAllocator().
Parameters of created VmaBufferSuballocation object to be passed to vmaBufferAllocatorAllocate().
+Parameters of created VmaBufferSuballocation object to be passed to vmaBufferAllocatorAllocate().
Parameters of an existing buffer suballocation, returned by vmaGetBufferSuballocationInfo().
+Parameters of an existing buffer suballocation, returned by vmaBufferAllocatorAllocate() or vmaGetBufferSuballocationInfo().
Flags to be passed as VmaBufferAllocatorCreateInfo::flags.
+Flags to be passed as VmaBufferAllocatorCreateInfo::flags.
Enumerator | |||
---|---|---|---|
VMA_BUFFER_ALLOCATOR_CREATE_LINEAR_ALGORITHM_BIT | Enables alternative, linear allocation algorithm in this virtual block. + | ||
Enumerator | |||
VMA_BUFFER_ALLOCATOR_CREATE_LINEAR_ALGORITHM_BIT | Enables alternative, linear allocation algorithm in this virtual block. Specify this flag to enable linear allocation algorithm, which always creates new allocations after last one and doesn't reuse space from allocations freed in between. It trades memory consumption for simplified algorithm and data structure, which has better performance and uses less memory for metadata. By using this flag, you can achieve behavior of free-at-once, stack, ring buffer, and double stack. For details, see documentation chapter Linear allocation algorithm. -Under the hood, it uses a Virtual allocator with flag VMA_VIRTUAL_BLOCK_CREATE_LINEAR_ALGORITHM_BIT. -TODO implement! +Internally it uses a Virtual allocator with flag VMA_VIRTUAL_BLOCK_CREATE_LINEAR_ALGORITHM_BIT. | ||
VMA_BUFFER_ALLOCATOR_CREATE_ALGORITHM_MASK | Bit mask to extract only |
Enumerator | |||
---|---|---|---|
VMA_BUFFER_SUBALLOCATION_CREATE_DEDICATED_BUFFER_BIT | TODO document! TODO implement! + | ||
Enumerator | |||
VMA_BUFFER_SUBALLOCATION_CREATE_DEDICATED_BUFFER_BIT | Always creates a separate | ||
VMA_BUFFER_SUBALLOCATION_CREATE_NEVER_ALLOCATE_BIT | TODO document! TODO implement! + | ||
VMA_BUFFER_SUBALLOCATION_CREATE_NEVER_CREATE_BUFFER_BIT | Never creates a new | ||
VMA_BUFFER_SUBALLOCATION_CREATE_WITHIN_BUDGET_BIT | TODO document! TODO implement! + | ||
VMA_BUFFER_SUBALLOCATION_CREATE_NEVER_ALLOCATE_BIT | Never allocates new Vulkan memory. Tries to create the suballocation in a free space of an existing buffer. If not possible, tries to create a new buffer but in existing memory blocks, internally using VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT. If not possible, returns | ||
VMA_BUFFER_SUBALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT | TODO document! TODO implement! + | ||
VMA_BUFFER_SUBALLOCATION_CREATE_WITHIN_BUDGET_BIT | Creates suballocation only if additional Vulkan memory required for it, if any, won't exceed memory budget. Otherwise return | ||
VMA_BUFFER_SUBALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT | TODO document! TODO implement! + | ||
VMA_BUFFER_SUBALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT | Allocation strategy that chooses smallest possible empty space for the suballocation to minimize memory usage and fragmentation, possibly at the expense of allocation time. | ||
VMA_BUFFER_SUBALLOCATION_CREATE_STRATEGY_MIN_OFFSET_BIT | TODO document! TODO implement! + | ||
VMA_BUFFER_SUBALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT | Allocation strategy that chooses first suitable empty space for the suballocation - not necessarily in terms of the smallest offset but the one that is easiest and fastest to find to minimize allocation time, possibly at the expense of allocation quality. + | ||
VMA_BUFFER_SUBALLOCATION_CREATE_STRATEGY_MIN_OFFSET_BIT | Allocation strategy that chooses always the lowest offset in available space. This is not the most efficient strategy but achieves highly packed data. Not recommended or useful, provided just for completeness. | ||
VMA_BUFFER_SUBALLOCATION_CREATE_STRATEGY_MASK | A bit mask to extract only | VkDeviceSize | -offset, | +suballocationLocalOffset, |
@@ -558,60 +555,6 @@ Functions |
VkResult vmaFlushBufferSuballocations | -( | -VmaAllocator | -allocator, | -
- | - | VmaBufferAllocator | -bufferAllocator, | -
- | - | uint32_t | -bufferSuballocationCount, | -
- | - | const VmaBufferSuballocation * | -pBufferSuballocations, | -
- | - | const VkDeviceSize * | -pOffset, | -
- | - | const VkDeviceSize * | -pSizes | -
- | ) | -- |
TODO implement! TODO document!
-TODO implement! TODO document!
-VkResult vmaInvalidateBufferSuballocations | -( | -VmaAllocator | -allocator, | -
- | - | VmaBufferAllocator | -bufferAllocator, | -
- | - | const VmaBufferSuballocation * | -pBufferSuballocations, | -
- | - | const VkDeviceSize * | -pOffset, | -
- | - | const VkDeviceSize * | -pSizes | -
- | ) | -- |
TODO implement! TODO document!
-HOST_VISIBLE
, the allocation will be mapped on creation. For an example of how to make use of this fact, see section Advanced data uploading.Don't forget to destroy your objects when no longer needed:
Remember that using resources that alias in memory requires proper synchronization. You need to issue a memory barrier to make sure commands that use img1
and img2
don't overlap on GPU timeline. You also need to treat a resource after aliasing as uninitialized - containing garbage data. For example, if you use img1
and then want to use img2
, you need to issue an image memory barrier for img2
with oldLayout
= VK_IMAGE_LAYOUT_UNDEFINED
.
Additional considerations:
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Represent main object that can allocate parts of larger Vulkan buffers. More...
TODO document!
+Represent main object that can allocate parts of larger Vulkan buffers.
+To create one, fill in structure VmaBufferAllocatorCreateInfo and call vmaCreateBufferAllocator(). To destroy it, call vmaDestroyBufferAllocator(). For more information, see: Buffer suballocation.
Parameters of created VmaBufferAllocator object to be passed to vmaCreateBufferAllocator(). +
Parameters of created VmaBufferAllocator object to be passed to vmaCreateBufferAllocator(). More...
Public Attributes | |
VmaBufferAllocatorCreateFlags | flags |
TODO document! TODO implement! More... | |
Flags - use VmaBufferAllocatorCreateFlagBits. More... | |
VkBufferCreateInfo | bufferCreateInfo |
TODO document! TODO implement! More... | |
Parameters of Vulkan buffers to be created internally by the created VmaBufferAllocator. More... | |
VmaAllocationCreateInfo | allocationCreateInfo |
TODO document! TODO implement! More... | |
Parameters of allocations to be created internally for buffers. More... | |
size_t | minBufferCount |
TODO document! TODO implement! More... | |
Minimum number of buffers to be created and always exist during lifetime of the created allocator. Default: 0. More... | |
size_t | maxBufferCount |
TODO document! TODO implement! More... | |
Maximum number of buffers that can be created by the allocator. 0 means no limit. More... | |
VkDeviceSize | preferredBufferSize |
Preferred size of a single VkBuffer to be created by the allocator. 0 means default, which is currently 64 MB. More... | |
VkDeviceSize | minSuballocationAlignment |
TODO document! TODO implement! More... | |
Minimum alignment to be used for all suballocations created from this allocator. 0 or 1 means no minimum alignment is specified. More... | |
Parameters of created VmaBufferAllocator object to be passed to vmaCreateBufferAllocator().
+Parameters of created VmaBufferAllocator object to be passed to vmaCreateBufferAllocator().
TODO document! TODO implement!
+Parameters of allocations to be created internally for buffers.
+The structure is copied, so you can free the memory of if together with the entire VmaBufferAllocatorCreateInfo after the creation call, but it has non-null VmaAllocationCreateInfo::pool, this pool must remain alive for the whole lifetime of the created allocator.
TODO document! TODO implement!
+Parameters of Vulkan buffers to be created internally by the created VmaBufferAllocator.
+size
parameter has special meaning. Set it to 0 to allow the allocator to managed buffer sizes automatically. This also allows buffer sizes to vary and allows to use VMA_BUFFER_SUBALLOCATION_CREATE_DEDICATED_BUFFER_BIT. Set it to some other value to enforce that all buffers created by the allocator must have this specific size. This will also disallow to use VMA_BUFFER_SUBALLOCATION_CREATE_DEDICATED_BUFFER_BIT. Note this is different than VmaBufferAllocatorCreateInfo::preferredBufferSize.
The structure is copied, so you can free the memory of if together with the entire VmaBufferAllocatorCreateInfo after the creation call, but if points to additional memory, e.g. using pNext
chain or pQueueFamilyIndices
, this memory must remain alive and unchanged for the whole lifetime of the created allocator.
TODO document! TODO implement!
+Flags - use VmaBufferAllocatorCreateFlagBits.
TODO document! TODO implement!
+Maximum number of buffers that can be created by the allocator. 0 means no limit.
TODO document! TODO implement!
+Minimum number of buffers to be created and always exist during lifetime of the created allocator. Default: 0.
+Set it to 0 if you don't want to reserve a minimum number of buffers, so that no buffers are created before first suballocation is made.
TODO document! TODO implement!
+Minimum alignment to be used for all suballocations created from this allocator. 0 or 1 means no minimum alignment is specified.
+As aligment for a new suballocation, maximum of this parameter and VmaBufferSuballocationCreateInfo::alignment will be taken.
+ +VkDeviceSize VmaBufferAllocatorCreateInfo::preferredBufferSize | +
Preferred size of a single VkBuffer
to be created by the allocator. 0 means default, which is currently 64 MB.
Note this is different than VmaBufferAllocatorCreateInfo::bufferCreateInfo size parameter. By setting non-zero preferredBufferSize
, you still allow the allocator to create buffers of different sizes, smaller and larger than this number. This also doesn't disallow to use VMA_BUFFER_SUBALLOCATION_CREATE_DEDICATED_BUFFER_BIT.
TODO document! +
Represents a single sub-allocation - allocated part of a larger Vulkan buffer. More...
TODO document!
+Represents a single sub-allocation - allocated part of a larger Vulkan buffer.
+To use this object, create VmaBufferAllocator object first. For more information, see: Buffer suballocation.
Parameters of created VmaBufferSuballocation object to be passed to vmaBufferAllocatorAllocate(). +
Parameters of created VmaBufferSuballocation object to be passed to vmaBufferAllocatorAllocate(). More...
@@ -95,7 +95,7 @@ Public Attributes | |
Parameters of created VmaBufferSuballocation object to be passed to vmaBufferAllocatorAllocate().
+Parameters of created VmaBufferSuballocation object to be passed to vmaBufferAllocatorAllocate().
Parameters of an existing buffer suballocation, returned by vmaGetBufferSuballocationInfo(). +
Parameters of an existing buffer suballocation, returned by vmaBufferAllocatorAllocate() or vmaGetBufferSuballocationInfo(). More...
@@ -101,7 +101,7 @@ Public Attributes | |
Parameters of an existing buffer suballocation, returned by vmaGetBufferSuballocationInfo().
+Parameters of an existing buffer suballocation, returned by vmaBufferAllocatorAllocate() or vmaGetBufferSuballocationInfo().
Also consider: Consider creating them as dedicated allocations using VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT, especially if they are large or if you plan to destroy and recreate them with different sizes e.g. when display resolution changes. Prefer to create such resources first and all other GPU resources (like textures and vertex buffers) later. When VK_EXT_memory_priority extension is enabled, it is also worth setting high priority to such allocation to decrease chances to be evicted to system memory by the operating system.
Also consider: You can map the allocation using vmaMapMemory() or you can create it as persistenly mapped using VMA_ALLOCATION_CREATE_MAPPED_BIT, as in the example above.
It feels natural to express sizes and offsets in bytes. If an offset of an allocation needs to be aligned to a multiply of some number (e.g. 4 bytes), you can fill optional member VmaVirtualAllocationCreateInfo::alignment to request it. Example:
@@ -158,7 +158,7 @@ Alignment and unitsAlignments of different allocations made from one block may vary. However, if all alignments and sizes are always multiply of some size e.g. 4 B or sizeof(MyDataStruct)
, you can express all sizes, alignments, and offsets in multiples of that size instead of individual bytes. It might be more convenient, but you need to make sure to use this new unit consistently in all the places:
You can also request a full list of allocations and free regions as a string in JSON format by calling vmaBuildVirtualBlockStatsString(). Returned string must be later freed using vmaFreeVirtualBlockStatsString(). The format of this string differs from the one returned by the main Vulkan allocator, but it is similar.
priority
member is ignored in the following situations: