Documented linear allocation algorithm. Added "Linear allocation algorithm" documentation chapter.
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@ -78,7 +78,7 @@ $(function() {
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<ol type="1">
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<ol type="1">
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<li>Fill <a class="el" href="struct_vma_pool_create_info.html" title="Describes parameter of created VmaPool. ">VmaPoolCreateInfo</a> structure.</li>
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<li>Fill <a class="el" href="struct_vma_pool_create_info.html" title="Describes parameter of created VmaPool. ">VmaPoolCreateInfo</a> structure.</li>
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<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>
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<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>
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<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 usage.</li>
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<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>
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</ol>
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</ol>
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<p>Example:</p>
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<p>Example:</p>
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<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, &poolCreateInfo, &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, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);</div></div><!-- fragment --><p>You have to free all allocations made from this pool before destroying it.</p>
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<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, &poolCreateInfo, &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, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);</div></div><!-- fragment --><p>You have to free all allocations made from this pool before destroying it.</p>
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@ -88,9 +88,55 @@ Choosing memory type index</h1>
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<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, &exampleBufCreateInfo, &allocCreateInfo, &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>
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<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, &exampleBufCreateInfo, &allocCreateInfo, &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>
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<ul>
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<ul>
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<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>
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<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>
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<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>
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<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>
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</ul>
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</ul>
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</div></div><!-- contents -->
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<h1><a class="anchor" id="linear_algorithm"></a>
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Linear allocation algorithm</h1>
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<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>
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<div class="image">
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<img src="../gfx/Linear_allocator_1_algo_default.png" alt="Default allocation algorithm"/>
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</div>
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<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>
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<div class="image">
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<img src="../gfx/Linear_allocator_2_algo_linear.png" alt="Linear allocation algorithm"/>
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</div>
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<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>
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<p>Pools with linear algorithm must have only 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.</p>
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<h2><a class="anchor" id="linear_algorithm_free_at_once"></a>
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Free-at-once</h2>
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<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(), or vmaAllocateMemoryForImage(). ">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>
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<div class="image">
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<img src="../gfx/Linear_allocator_3_free_at_once.png" alt="Free-at-once"/>
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</div>
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<h2><a class="anchor" id="linear_algorithm_stack"></a>
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Stack</h2>
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<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>
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<div class="image">
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<img src="../gfx/Linear_allocator_4_stack.png" alt="Stack"/>
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</div>
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<h2><a class="anchor" id="linear_algorithm_double_stack"></a>
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Double stack</h2>
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<p>The space reserved by a custom pool with linear algorithm may be used by two stacks:</p>
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<ul>
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<li>First, default one, growing up from offset 0.</li>
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<li>Second, "upper" one, growing down from the end towards lower offsets.</li>
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</ul>
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<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>
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<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>
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<div class="image">
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<img src="../gfx/Linear_allocator_7_double_stack.png" alt="Double stack"/>
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</div>
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<h2><a class="anchor" id="linear_algorithm_ring_buffer"></a>
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Ring buffer</h2>
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<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>
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<div class="image">
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<img src="../gfx/Linear_allocator_5_ring_buffer.png" alt="Ring buffer"/>
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</div>
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<p>Pools with linear algorithm support lost allocations 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>
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<div class="image">
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<img src="../gfx/Linear_allocator_6_ring_buffer_lost.png" alt="Ring buffer with lost allocations"/>
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</div>
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</div></div><!-- contents -->
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Generated by  <a href="http://www.doxygen.org/index.html">
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@ -69,10 +69,10 @@ $(function() {
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<div class="textblock"><p>If you suspect a bug with memory usage, like usage of uninitialized memory or memory being overwritten out of bounds of an allocation, you can use debug features of this library to verify this.</p>
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<div class="textblock"><p>If you suspect a bug with memory usage, like usage of uninitialized memory or memory being overwritten out of bounds of an allocation, you can use debug features of this library to verify this.</p>
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<h1><a class="anchor" id="debugging_memory_usage_initialization"></a>
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<h1><a class="anchor" id="debugging_memory_usage_initialization"></a>
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Memory initialization</h1>
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Memory initialization</h1>
|
||||||
<p>If you experience a bug with incorrect 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>
|
<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>
|
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<div class="fragment"><div class="line"><span class="preprocessor">#define VMA_DEBUG_INITIALIZE_ALLOCATIONS 1</span></div><div class="line"><span class="preprocessor">#include "vk_mem_alloc.h"</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 "vk_mem_alloc.h"</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>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 these they cannot be mapped.</p>
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<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>
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<h1><a class="anchor" id="debugging_memory_usage_margins"></a>
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<h1><a class="anchor" id="debugging_memory_usage_margins"></a>
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Margins</h1>
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Margins</h1>
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||||||
<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>
|
<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>
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@ -89,6 +89,9 @@ $(function() {
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<li>VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT
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<li>VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT
|
||||||
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a89759603401014eb325eb22a3839f2ff">vk_mem_alloc.h</a>
|
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a89759603401014eb325eb22a3839f2ff">vk_mem_alloc.h</a>
|
||||||
</li>
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</li>
|
||||||
|
<li>VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT
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||||||
|
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a42ba3a2d2c7117953210b7c3ef8da0df">vk_mem_alloc.h</a>
|
||||||
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</li>
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||||||
<li>VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT
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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>
|
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">vk_mem_alloc.h</a>
|
||||||
</li>
|
</li>
|
||||||
@ -128,6 +131,9 @@ $(function() {
|
|||||||
<li>VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT
|
<li>VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT
|
||||||
: <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a9f1a499508a8edb4e8ba40aa0290a3d2">vk_mem_alloc.h</a>
|
: <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a9f1a499508a8edb4e8ba40aa0290a3d2">vk_mem_alloc.h</a>
|
||||||
</li>
|
</li>
|
||||||
|
<li>VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT
|
||||||
|
: <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a13c8a444197c67866be9cb05599fc726">vk_mem_alloc.h</a>
|
||||||
|
</li>
|
||||||
<li>VMA_RECORD_FLAG_BITS_MAX_ENUM
|
<li>VMA_RECORD_FLAG_BITS_MAX_ENUM
|
||||||
: <a class="el" href="vk__mem__alloc_8h.html#a4dd2c44642312a147a4e93373a6e64d2a20dd17d69966dbffa054739d6090b85e">vk_mem_alloc.h</a>
|
: <a class="el" href="vk__mem__alloc_8h.html#a4dd2c44642312a147a4e93373a6e64d2a20dd17d69966dbffa054739d6090b85e">vk_mem_alloc.h</a>
|
||||||
</li>
|
</li>
|
||||||
|
@ -77,6 +77,9 @@ $(function() {
|
|||||||
<li>VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT
|
<li>VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT
|
||||||
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a89759603401014eb325eb22a3839f2ff">vk_mem_alloc.h</a>
|
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a89759603401014eb325eb22a3839f2ff">vk_mem_alloc.h</a>
|
||||||
</li>
|
</li>
|
||||||
|
<li>VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT
|
||||||
|
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a42ba3a2d2c7117953210b7c3ef8da0df">vk_mem_alloc.h</a>
|
||||||
|
</li>
|
||||||
<li>VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT
|
<li>VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT
|
||||||
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">vk_mem_alloc.h</a>
|
: <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">vk_mem_alloc.h</a>
|
||||||
</li>
|
</li>
|
||||||
@ -113,6 +116,9 @@ $(function() {
|
|||||||
<li>VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT
|
<li>VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT
|
||||||
: <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a9f1a499508a8edb4e8ba40aa0290a3d2">vk_mem_alloc.h</a>
|
: <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a9f1a499508a8edb4e8ba40aa0290a3d2">vk_mem_alloc.h</a>
|
||||||
</li>
|
</li>
|
||||||
|
<li>VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT
|
||||||
|
: <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a13c8a444197c67866be9cb05599fc726">vk_mem_alloc.h</a>
|
||||||
|
</li>
|
||||||
<li>VMA_RECORD_FLAG_BITS_MAX_ENUM
|
<li>VMA_RECORD_FLAG_BITS_MAX_ENUM
|
||||||
: <a class="el" href="vk__mem__alloc_8h.html#a4dd2c44642312a147a4e93373a6e64d2a20dd17d69966dbffa054739d6090b85e">vk_mem_alloc.h</a>
|
: <a class="el" href="vk__mem__alloc_8h.html#a4dd2c44642312a147a4e93373a6e64d2a20dd17d69966dbffa054739d6090b85e">vk_mem_alloc.h</a>
|
||||||
</li>
|
</li>
|
||||||
|
@ -62,7 +62,7 @@ $(function() {
|
|||||||
<div class="title">Vulkan Memory Allocator </div> </div>
|
<div class="title">Vulkan Memory Allocator </div> </div>
|
||||||
</div><!--header-->
|
</div><!--header-->
|
||||||
<div class="contents">
|
<div class="contents">
|
||||||
<div class="textblock"><p><b>Version 2.1.0-alpha.3</b> (2018-06-14)</p>
|
<div class="textblock"><p><b>Version 2.1.0-alpha.4</b> (2018-08-22)</p>
|
||||||
<p>Copyright (c) 2017-2018 Advanced Micro Devices, Inc. All rights reserved. <br />
|
<p>Copyright (c) 2017-2018 Advanced Micro Devices, Inc. All rights reserved. <br />
|
||||||
License: MIT</p>
|
License: MIT</p>
|
||||||
<p>Documentation of all members: <a class="el" href="vk__mem__alloc_8h.html">vk_mem_alloc.h</a></p>
|
<p>Documentation of all members: <a class="el" href="vk__mem__alloc_8h.html">vk_mem_alloc.h</a></p>
|
||||||
@ -92,6 +92,13 @@ Table of contents</h1>
|
|||||||
</li>
|
</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</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#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>
|
||||||
|
<li><a class="el" href="custom_memory_pools.html#linear_algorithm_free_at_once">Free-at-once</a></li>
|
||||||
|
<li><a class="el" href="custom_memory_pools.html#linear_algorithm_stack">Stack</a></li>
|
||||||
|
<li><a class="el" href="custom_memory_pools.html#linear_algorithm_double_stack">Double stack</a></li>
|
||||||
|
<li><a class="el" href="custom_memory_pools.html#linear_algorithm_ring_buffer">Ring buffer</a></li>
|
||||||
|
</ul>
|
||||||
|
</li>
|
||||||
</ul>
|
</ul>
|
||||||
</li>
|
</li>
|
||||||
<li><a class="el" href="defragmentation.html">Defragmentation</a></li>
|
<li><a class="el" href="defragmentation.html">Defragmentation</a></li>
|
||||||
|
@ -25,6 +25,7 @@ var searchData=
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['vma_5fpool_5fcreate_5fignore_5fbuffer_5fimage_5fgranularity_5fbit',['VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT',['../vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a9f1a499508a8edb4e8ba40aa0290a3d2',1,'vk_mem_alloc.h']]],
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['vma_5fpool_5fcreate_5fignore_5fbuffer_5fimage_5fgranularity_5fbit',['VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT',['../vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a9f1a499508a8edb4e8ba40aa0290a3d2',1,'vk_mem_alloc.h']]],
|
||||||
|
['vma_5fpool_5fcreate_5flinear_5falgorithm_5fbit',['VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT',['../vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a13c8a444197c67866be9cb05599fc726',1,'vk_mem_alloc.h']]],
|
||||||
['vma_5frecord_5fflag_5fbits_5fmax_5fenum',['VMA_RECORD_FLAG_BITS_MAX_ENUM',['../vk__mem__alloc_8h.html#a4dd2c44642312a147a4e93373a6e64d2a20dd17d69966dbffa054739d6090b85e',1,'vk_mem_alloc.h']]],
|
['vma_5frecord_5fflag_5fbits_5fmax_5fenum',['VMA_RECORD_FLAG_BITS_MAX_ENUM',['../vk__mem__alloc_8h.html#a4dd2c44642312a147a4e93373a6e64d2a20dd17d69966dbffa054739d6090b85e',1,'vk_mem_alloc.h']]],
|
||||||
['vma_5frecord_5fflush_5fafter_5fcall_5fbit',['VMA_RECORD_FLUSH_AFTER_CALL_BIT',['../vk__mem__alloc_8h.html#a4dd2c44642312a147a4e93373a6e64d2a8e7ab322e8732654be627c4ea8f36cc7',1,'vk_mem_alloc.h']]]
|
['vma_5frecord_5fflush_5fafter_5fcall_5fbit',['VMA_RECORD_FLUSH_AFTER_CALL_BIT',['../vk__mem__alloc_8h.html#a4dd2c44642312a147a4e93373a6e64d2a8e7ab322e8732654be627c4ea8f36cc7',1,'vk_mem_alloc.h']]]
|
||||||
];
|
];
|
||||||
|
@ -160,8 +160,8 @@ Public Attributes</h2></td></tr>
|
|||||||
</div><div class="memdoc">
|
</div><div class="memdoc">
|
||||||
|
|
||||||
<p>Maximum number of blocks that can be allocated in this pool. Optional. </p>
|
<p>Maximum number of blocks that can be allocated in this pool. Optional. </p>
|
||||||
<p>Optional. Set to 0 to use <code>SIZE_MAX</code>, which means no limit.</p>
|
<p>Set to 0 to use default, which is <code>SIZE_MAX</code>, which means no limit. When <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> is used, default is 1.</p>
|
||||||
<p>Set to same value as minBlockCount to have fixed amount of memory allocated throuout whole lifetime of this pool. </p>
|
<p>Set to same value as <a class="el" href="struct_vma_pool_create_info.html#ad8006fb803185c0a699d30f3e9a865ae" title="Minimum number of blocks to be always allocated in this pool, even if they stay empty. ">VmaPoolCreateInfo::minBlockCount</a> to have fixed amount of memory allocated throughout whole lifetime of this pool. </p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
@ -194,7 +194,7 @@ Public Attributes</h2></td></tr>
|
|||||||
</div><div class="memdoc">
|
</div><div class="memdoc">
|
||||||
|
|
||||||
<p>Minimum number of blocks to be always allocated in this pool, even if they stay empty. </p>
|
<p>Minimum number of blocks to be always allocated in this pool, even if they stay empty. </p>
|
||||||
<p>Set to 0 to have no preallocated blocks and let the pool be completely empty. </p>
|
<p>Set to 0 to have no preallocated blocks and allow the pool be completely empty. </p>
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
@ -84,7 +84,7 @@ Immutable resources</h2>
|
|||||||
Dynamic resources</h2>
|
Dynamic resources</h2>
|
||||||
<p><b>When:</b> Any resources that change frequently (aka "dynamic"), e.g. every frame or every draw call, written on CPU, read on GPU.</p>
|
<p><b>When:</b> Any resources that change frequently (aka "dynamic"), e.g. every frame or every draw call, written on CPU, read on GPU.</p>
|
||||||
<p><b>What to do:</b> Create them using <a class="el" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305cca9066b52c5a7079bb74a69aaf8b92ff67">VMA_MEMORY_USAGE_CPU_TO_GPU</a>. You can map it and write to it directly on CPU, as well as read from it on GPU.</p>
|
<p><b>What to do:</b> Create them using <a class="el" href="vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305cca9066b52c5a7079bb74a69aaf8b92ff67">VMA_MEMORY_USAGE_CPU_TO_GPU</a>. You can map it and write to it directly on CPU, as well as read from it on GPU.</p>
|
||||||
<p>This is a more complex situation. Different solutions are possible, and the best one depends on specific GPU type, but you can use this simple approach for the start. Prefer to write to such resource sequentially (e.g. using <code>memcpy</code>). Don't perform random access or any reads from it, as it may be very slow.</p>
|
<p>This is a more complex situation. Different solutions are possible, and the best one depends on specific GPU type, but you can use this simple approach for the start. Prefer to write to such resource sequentially (e.g. using <code>memcpy</code>). Don't perform random access or any reads from it on CPU, as it may be very slow.</p>
|
||||||
<h2><a class="anchor" id="usage_patterns_readback"></a>
|
<h2><a class="anchor" id="usage_patterns_readback"></a>
|
||||||
Readback</h2>
|
Readback</h2>
|
||||||
<p><b>When:</b> Resources that contain data written by GPU that you want to read back on CPU, e.g. results of some computations.</p>
|
<p><b>When:</b> Resources that contain data written by GPU that you want to read back on CPU, e.g. results of some computations.</p>
|
||||||
@ -93,7 +93,7 @@ Readback</h2>
|
|||||||
Advanced patterns</h1>
|
Advanced patterns</h1>
|
||||||
<h2><a class="anchor" id="usage_patterns_integrated_graphics"></a>
|
<h2><a class="anchor" id="usage_patterns_integrated_graphics"></a>
|
||||||
Detecting integrated graphics</h2>
|
Detecting integrated graphics</h2>
|
||||||
<p>You can support integrated graphics (like Intel HD Graphics, AMD APU) better by detecting it in Vulkan. To do it, call <code>vkGetPhysicalDeviceProperties()</code>, inspect <code>VkPhysicalDeviceProperties::deviceType</code> and look for <code>VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU</code>. When you find it, you can assume that memory is unified and all memory types are equally fast to access from GPU, regardless of <code>VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT</code>.</p>
|
<p>You can support integrated graphics (like Intel HD Graphics, AMD APU) better by detecting it in Vulkan. To do it, call <code>vkGetPhysicalDeviceProperties()</code>, inspect <code>VkPhysicalDeviceProperties::deviceType</code> and look for <code>VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU</code>. When you find it, you can assume that memory is unified and all memory types are comparably fast to access from GPU, regardless of <code>VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT</code>.</p>
|
||||||
<p>You can then sum up sizes of all available memory heaps and treat them as useful for your GPU resources, instead of only <code>DEVICE_LOCAL</code> ones. You can also prefer to create your resources in memory types that are <code>HOST_VISIBLE</code> to map them directly instead of submitting explicit transfer (see below).</p>
|
<p>You can then sum up sizes of all available memory heaps and treat them as useful for your GPU resources, instead of only <code>DEVICE_LOCAL</code> ones. You can also prefer to create your resources in memory types that are <code>HOST_VISIBLE</code> to map them directly instead of submitting explicit transfer (see below).</p>
|
||||||
<h2><a class="anchor" id="usage_patterns_direct_vs_transfer"></a>
|
<h2><a class="anchor" id="usage_patterns_direct_vs_transfer"></a>
|
||||||
Direct access versus transfer</h2>
|
Direct access versus transfer</h2>
|
||||||
@ -105,7 +105,7 @@ Direct access versus transfer</h2>
|
|||||||
</ol>
|
</ol>
|
||||||
<p>Which solution is the most efficient depends on your resource and especially on the GPU. It is best to measure it and then make the decision. Some general recommendations:</p>
|
<p>Which solution is the most efficient depends on your resource and especially on the GPU. It is best to measure it and then make the decision. Some general recommendations:</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li>On integrated graphics use (2) or (3) to avoid unnecesary time and memory overhead related to using a second copy.</li>
|
<li>On integrated graphics use (2) or (3) to avoid unnecesary time and memory overhead related to using a second copy and making transfer.</li>
|
||||||
<li>For small resources (e.g. constant buffers) use (2). Discrete AMD cards have special 256 MiB pool of video memory that is directly mappable. Even if the resource ends up in system memory, its data may be cached on GPU after first fetch over PCIe bus.</li>
|
<li>For small resources (e.g. constant buffers) use (2). Discrete AMD cards have special 256 MiB pool of video memory that is directly mappable. Even if the resource ends up in system memory, its data may be cached on GPU after first fetch over PCIe bus.</li>
|
||||||
<li>For larger resources (e.g. textures), decide between (1) and (2). You may want to differentiate NVIDIA and AMD, e.g. by looking for memory type that is both <code>DEVICE_LOCAL</code> and <code>HOST_VISIBLE</code>. When you find it, use (2), otherwise use (1).</li>
|
<li>For larger resources (e.g. textures), decide between (1) and (2). You may want to differentiate NVIDIA and AMD, e.g. by looking for memory type that is both <code>DEVICE_LOCAL</code> and <code>HOST_VISIBLE</code>. When you find it, use (2), otherwise use (1).</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
@ -217,12 +217,14 @@ Enumerations</h2></td></tr>
|
|||||||
<br />
|
<br />
|
||||||
  <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a68686d0ce9beb0d4d1b9f2b8b1389a7e">VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT</a> = 0x00000010,
|
  <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a68686d0ce9beb0d4d1b9f2b8b1389a7e">VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT</a> = 0x00000010,
|
||||||
<a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT</a> = 0x00000020,
|
<a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520">VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT</a> = 0x00000020,
|
||||||
|
<a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a42ba3a2d2c7117953210b7c3ef8da0df">VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT</a> = 0x00000040,
|
||||||
<a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597ae5633ec569f4899cf8f29e7385b2f882">VMA_ALLOCATION_CREATE_FLAG_BITS_MAX_ENUM</a> = 0x7FFFFFFF
|
<a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597ae5633ec569f4899cf8f29e7385b2f882">VMA_ALLOCATION_CREATE_FLAG_BITS_MAX_ENUM</a> = 0x7FFFFFFF
|
||||||
<br />
|
<br />
|
||||||
}<tr class="memdesc:ad9889c10c798b040d59c92f257cae597"><td class="mdescLeft"> </td><td class="mdescRight">Flags to be passed as <a class="el" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b" title="Use VmaAllocationCreateFlagBits enum. ">VmaAllocationCreateInfo::flags</a>. <a href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597">More...</a><br /></td></tr>
|
}<tr class="memdesc:ad9889c10c798b040d59c92f257cae597"><td class="mdescLeft"> </td><td class="mdescRight">Flags to be passed as <a class="el" href="struct_vma_allocation_create_info.html#add09658ac14fe290ace25470ddd6d41b" title="Use VmaAllocationCreateFlagBits enum. ">VmaAllocationCreateInfo::flags</a>. <a href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597">More...</a><br /></td></tr>
|
||||||
</td></tr>
|
</td></tr>
|
||||||
<tr class="separator:ad9889c10c798b040d59c92f257cae597"><td class="memSeparator" colspan="2"> </td></tr>
|
<tr class="separator:ad9889c10c798b040d59c92f257cae597"><td class="memSeparator" colspan="2"> </td></tr>
|
||||||
<tr class="memitem:a9a7c45f9c863695d98c83fa5ac940fe7"><td class="memItemLeft" align="right" valign="top">enum  </td><td class="memItemRight" valign="bottom"><a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7">VmaPoolCreateFlagBits</a> { <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a9f1a499508a8edb4e8ba40aa0290a3d2">VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT</a> = 0x00000002,
|
<tr class="memitem:a9a7c45f9c863695d98c83fa5ac940fe7"><td class="memItemLeft" align="right" valign="top">enum  </td><td class="memItemRight" valign="bottom"><a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7">VmaPoolCreateFlagBits</a> { <a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a9f1a499508a8edb4e8ba40aa0290a3d2">VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT</a> = 0x00000002,
|
||||||
|
<a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a13c8a444197c67866be9cb05599fc726">VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT</a> = 0x00000004,
|
||||||
<a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a1c7312bea9ea246846b9054fd6bd6aec">VMA_POOL_CREATE_FLAG_BITS_MAX_ENUM</a> = 0x7FFFFFFF
|
<a class="el" href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7a1c7312bea9ea246846b9054fd6bd6aec">VMA_POOL_CREATE_FLAG_BITS_MAX_ENUM</a> = 0x7FFFFFFF
|
||||||
}<tr class="memdesc:a9a7c45f9c863695d98c83fa5ac940fe7"><td class="mdescLeft"> </td><td class="mdescRight">Flags to be passed as <a class="el" href="struct_vma_pool_create_info.html#a8405139f63d078340ae74513a59f5446" title="Use combination of VmaPoolCreateFlagBits. ">VmaPoolCreateInfo::flags</a>. <a href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7">More...</a><br /></td></tr>
|
}<tr class="memdesc:a9a7c45f9c863695d98c83fa5ac940fe7"><td class="mdescLeft"> </td><td class="mdescRight">Flags to be passed as <a class="el" href="struct_vma_pool_create_info.html#a8405139f63d078340ae74513a59f5446" title="Use combination of VmaPoolCreateFlagBits. ">VmaPoolCreateInfo::flags</a>. <a href="vk__mem__alloc_8h.html#a9a7c45f9c863695d98c83fa5ac940fe7">More...</a><br /></td></tr>
|
||||||
</td></tr>
|
</td></tr>
|
||||||
@ -780,6 +782,9 @@ Functions</h2></td></tr>
|
|||||||
</td></tr>
|
</td></tr>
|
||||||
<tr><td class="fieldname"><a id="ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520"></a>VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT </td><td class="fielddoc"><p>Set this flag to treat <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> as pointer to a null-terminated string. Instead of copying pointer value, a local copy of the string is made and stored in allocation's <code>pUserData</code>. The string is automatically freed together with the allocation. It is also used in <a class="el" href="vk__mem__alloc_8h.html#aa4fee7eb5253377599ef4fd38c93c2a0" title="Builds and returns statistics as string in JSON format. ">vmaBuildStatsString()</a>. </p>
|
<tr><td class="fieldname"><a id="ad9889c10c798b040d59c92f257cae597aa6f24f821cd6a7c5e4a443f7bf59c520"></a>VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT </td><td class="fielddoc"><p>Set this flag to treat <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> as pointer to a null-terminated string. Instead of copying pointer value, a local copy of the string is made and stored in allocation's <code>pUserData</code>. The string is automatically freed together with the allocation. It is also used in <a class="el" href="vk__mem__alloc_8h.html#aa4fee7eb5253377599ef4fd38c93c2a0" title="Builds and returns statistics as string in JSON format. ">vmaBuildStatsString()</a>. </p>
|
||||||
</td></tr>
|
</td></tr>
|
||||||
|
<tr><td class="fieldname"><a id="ad9889c10c798b040d59c92f257cae597a42ba3a2d2c7117953210b7c3ef8da0df"></a>VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT </td><td class="fielddoc"><p>Allocation will be created from upper stack in a double stack pool.</p>
|
||||||
|
<p>This flag is only allowed for custom pools created with <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> flag. </p>
|
||||||
|
</td></tr>
|
||||||
<tr><td class="fieldname"><a id="ad9889c10c798b040d59c92f257cae597ae5633ec569f4899cf8f29e7385b2f882"></a>VMA_ALLOCATION_CREATE_FLAG_BITS_MAX_ENUM </td><td class="fielddoc"></td></tr>
|
<tr><td class="fieldname"><a id="ad9889c10c798b040d59c92f257cae597ae5633ec569f4899cf8f29e7385b2f882"></a>VMA_ALLOCATION_CREATE_FLAG_BITS_MAX_ENUM </td><td class="fielddoc"></td></tr>
|
||||||
</table>
|
</table>
|
||||||
|
|
||||||
@ -874,10 +879,15 @@ Functions</h2></td></tr>
|
|||||||
<p>Flags to be passed as <a class="el" href="struct_vma_pool_create_info.html#a8405139f63d078340ae74513a59f5446" title="Use combination of VmaPoolCreateFlagBits. ">VmaPoolCreateInfo::flags</a>. </p>
|
<p>Flags to be passed as <a class="el" href="struct_vma_pool_create_info.html#a8405139f63d078340ae74513a59f5446" title="Use combination of VmaPoolCreateFlagBits. ">VmaPoolCreateInfo::flags</a>. </p>
|
||||||
<table class="fieldtable">
|
<table class="fieldtable">
|
||||||
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a9a7c45f9c863695d98c83fa5ac940fe7a9f1a499508a8edb4e8ba40aa0290a3d2"></a>VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT </td><td class="fielddoc"><p>Use this flag if you always allocate only buffers and linear images or only optimal images out of this pool and so Buffer-Image Granularity can be ignored. </p>
|
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a9a7c45f9c863695d98c83fa5ac940fe7a9f1a499508a8edb4e8ba40aa0290a3d2"></a>VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT </td><td class="fielddoc"><p>Use this flag if you always allocate only buffers and linear images or only optimal images out of this pool and so Buffer-Image Granularity can be ignored. </p>
|
||||||
<p>This is na optional optimization flag.</p>
|
<p>This is an optional optimization flag.</p>
|
||||||
<p>If you always allocate using <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>, <a class="el" href="vk__mem__alloc_8h.html#a7fdf64415b6c3d83c454f28d2c53df7b">vmaAllocateMemoryForBuffer()</a>, then you don't need to use it because allocator knows exact type of your allocations so it can handle Buffer-Image Granularity in the optimal way.</p>
|
<p>If you always allocate using <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>, <a class="el" href="vk__mem__alloc_8h.html#a7fdf64415b6c3d83c454f28d2c53df7b">vmaAllocateMemoryForBuffer()</a>, then you don't need to use it because allocator knows exact type of your allocations so it can handle Buffer-Image Granularity in the optimal way.</p>
|
||||||
<p>If you also allocate using <a class="el" href="vk__mem__alloc_8h.html#a0faa3f9e5fb233d29d1e00390650febb" title="Function similar to vmaAllocateMemoryForBuffer(). ">vmaAllocateMemoryForImage()</a> or <a class="el" href="vk__mem__alloc_8h.html#abf28077dbf82d0908b8acbe8ee8dd9b8" title="General purpose memory allocation. ">vmaAllocateMemory()</a>, exact type of such allocations is not known, so allocator must be conservative in handling Buffer-Image Granularity, which can lead to suboptimal allocation (wasted memory). In that case, if you can make sure you always allocate only buffers and linear images or only optimal images out of this pool, use this flag to make allocator disregard Buffer-Image Granularity and so make allocations more optimal. </p>
|
<p>If you also allocate using <a class="el" href="vk__mem__alloc_8h.html#a0faa3f9e5fb233d29d1e00390650febb" title="Function similar to vmaAllocateMemoryForBuffer(). ">vmaAllocateMemoryForImage()</a> or <a class="el" href="vk__mem__alloc_8h.html#abf28077dbf82d0908b8acbe8ee8dd9b8" title="General purpose memory allocation. ">vmaAllocateMemory()</a>, exact type of such allocations is not known, so allocator must be conservative in handling Buffer-Image Granularity, which can lead to suboptimal allocation (wasted memory). In that case, if you can make sure you always allocate only buffers and linear images or only optimal images out of this pool, use this flag to make allocator disregard Buffer-Image Granularity and so make allocations more optimal. </p>
|
||||||
</td></tr>
|
</td></tr>
|
||||||
|
<tr><td class="fieldname"><a id="a9a7c45f9c863695d98c83fa5ac940fe7a13c8a444197c67866be9cb05599fc726"></a>VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT </td><td class="fielddoc"><p>Enables alternative, linear allocation algorithm in this pool. </p>
|
||||||
|
<p>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.</p>
|
||||||
|
<p>By using this flag, you can achieve behavior of free-at-once, stack, ring buffer, and double stack. For details, see documentation chapter <a class="el" href="custom_memory_pools.html#linear_algorithm">Linear allocation algorithm</a>.</p>
|
||||||
|
<p>When using this flag, you must specify <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> == 1 (or 0 for default). </p>
|
||||||
|
</td></tr>
|
||||||
<tr><td class="fieldname"><a id="a9a7c45f9c863695d98c83fa5ac940fe7a1c7312bea9ea246846b9054fd6bd6aec"></a>VMA_POOL_CREATE_FLAG_BITS_MAX_ENUM </td><td class="fielddoc"></td></tr>
|
<tr><td class="fieldname"><a id="a9a7c45f9c863695d98c83fa5ac940fe7a1c7312bea9ea246846b9054fd6bd6aec"></a>VMA_POOL_CREATE_FLAG_BITS_MAX_ENUM </td><td class="fielddoc"></td></tr>
|
||||||
</table>
|
</table>
|
||||||
|
|
||||||
@ -1246,7 +1256,7 @@ Functions</h2></td></tr>
|
|||||||
</table>
|
</table>
|
||||||
</dd>
|
</dd>
|
||||||
</dl>
|
</dl>
|
||||||
<p>Corruption detection is enabled only when <code>VMA_DEBUG_DETECT_CORRUPTION</code> macro is defined to nonzero, <code>VMA_DEBUG_MARGIN</code> is defined to nonzero and only for memory types that are <code>HOST_VISIBLE</code> and <code>HOST_COHERENT</code>. For more information, see Corruption detection.</p>
|
<p>Corruption detection is enabled only when <code>VMA_DEBUG_DETECT_CORRUPTION</code> macro is defined to nonzero, <code>VMA_DEBUG_MARGIN</code> is defined to nonzero and only for memory types that are <code>HOST_VISIBLE</code> and <code>HOST_COHERENT</code>. For more information, see <a class="el" href="debugging_memory_usage.html#debugging_memory_usage_corruption_detection">Corruption detection</a>.</p>
|
||||||
<p>Possible return values:</p>
|
<p>Possible return values:</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><code>VK_ERROR_FEATURE_NOT_PRESENT</code> - corruption detection is not enabled for any of specified memory types.</li>
|
<li><code>VK_ERROR_FEATURE_NOT_PRESENT</code> - corruption detection is not enabled for any of specified memory types.</li>
|
||||||
@ -1284,7 +1294,7 @@ Functions</h2></td></tr>
|
|||||||
</div><div class="memdoc">
|
</div><div class="memdoc">
|
||||||
|
|
||||||
<p>Checks magic number in margins around all allocations in given memory pool in search for corruptions. </p>
|
<p>Checks magic number in margins around all allocations in given memory pool in search for corruptions. </p>
|
||||||
<p>Corruption detection is enabled only when <code>VMA_DEBUG_DETECT_CORRUPTION</code> macro is defined to nonzero, <code>VMA_DEBUG_MARGIN</code> is defined to nonzero and the pool is created in memory type that is <code>HOST_VISIBLE</code> and <code>HOST_COHERENT</code>. For more information, see Corruption detection.</p>
|
<p>Corruption detection is enabled only when <code>VMA_DEBUG_DETECT_CORRUPTION</code> macro is defined to nonzero, <code>VMA_DEBUG_MARGIN</code> is defined to nonzero and the pool is created in memory type that is <code>HOST_VISIBLE</code> and <code>HOST_COHERENT</code>. For more information, see <a class="el" href="debugging_memory_usage.html#debugging_memory_usage_corruption_detection">Corruption detection</a>.</p>
|
||||||
<p>Possible return values:</p>
|
<p>Possible return values:</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li><code>VK_ERROR_FEATURE_NOT_PRESENT</code> - corruption detection is not enabled for specified pool.</li>
|
<li><code>VK_ERROR_FEATURE_NOT_PRESENT</code> - corruption detection is not enabled for specified pool.</li>
|
||||||
@ -1589,8 +1599,9 @@ Functions</h2></td></tr>
|
|||||||
<dl class="section return"><dt>Returns</dt><dd>VK_SUCCESS if completed, VK_INCOMPLETE if succeeded but didn't make all possible optimizations because limits specified in pDefragmentationInfo have been reached, negative error code in case of error.</dd></dl>
|
<dl class="section return"><dt>Returns</dt><dd>VK_SUCCESS if completed, VK_INCOMPLETE if succeeded but didn't make all possible optimizations because limits specified in pDefragmentationInfo have been reached, negative error code in case of error.</dd></dl>
|
||||||
<p>This function works by moving allocations to different places (different <code>VkDeviceMemory</code> objects and/or different offsets) in order to optimize memory usage. Only allocations that are in pAllocations array can be moved. All other allocations are considered nonmovable in this call. Basic rules:</p>
|
<p>This function works by moving allocations to different places (different <code>VkDeviceMemory</code> objects and/or different offsets) in order to optimize memory usage. Only allocations that are in pAllocations array can be moved. All other allocations are considered nonmovable in this call. Basic rules:</p>
|
||||||
<ul>
|
<ul>
|
||||||
<li>Only allocations made in memory types that have <code>VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT</code> flag can be compacted. You may pass other allocations but it makes no sense - these will never be moved.</li>
|
<li>Only allocations made in memory types that have <code>VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT</code> and <code>VK_MEMORY_PROPERTY_HOST_COHERENT_BIT</code> flags can be compacted. You may pass other allocations but it makes no sense - these will never be moved.</li>
|
||||||
<li>You may pass allocations made with <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a3fc311d855c2ff53f1090ef5c722b38f" title="Set this flag if the allocation should have its own memory block. ">VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT</a> but it makes no sense - they will never be moved.</li>
|
<li>Custom pools created with <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> flag are not defragmented. Allocations passed to this function that come from such pools are ignored.</li>
|
||||||
|
<li>Allocations created with <a class="el" href="vk__mem__alloc_8h.html#ad9889c10c798b040d59c92f257cae597a3fc311d855c2ff53f1090ef5c722b38f" title="Set this flag if the allocation should have its own memory block. ">VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT</a> or created as dedicated allocations for any other reason are also ignored.</li>
|
||||||
<li>Both allocations made with or without <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 can be compacted. If not persistently mapped, memory will be mapped temporarily inside this function if needed.</li>
|
<li>Both allocations made with or without <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 can be compacted. If not persistently mapped, memory will be mapped temporarily inside this function if needed.</li>
|
||||||
<li>You must not pass same <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation. ">VmaAllocation</a> object multiple times in pAllocations array.</li>
|
<li>You must not pass same <a class="el" href="struct_vma_allocation.html" title="Represents single memory allocation. ">VmaAllocation</a> object multiple times in pAllocations array.</li>
|
||||||
</ul>
|
</ul>
|
||||||
|
@ -55,6 +55,11 @@ Documentation of all members: vk_mem_alloc.h
|
|||||||
- [Finding out if memory is mappable](@ref memory_mapping_finding_if_memory_mappable)
|
- [Finding out if memory is mappable](@ref memory_mapping_finding_if_memory_mappable)
|
||||||
- \subpage custom_memory_pools
|
- \subpage custom_memory_pools
|
||||||
- [Choosing memory type index](@ref custom_memory_pools_MemTypeIndex)
|
- [Choosing memory type index](@ref custom_memory_pools_MemTypeIndex)
|
||||||
|
- [Linear allocation algorithm](@ref linear_algorithm)
|
||||||
|
- [Free-at-once](@ref linear_algorithm_free_at_once)
|
||||||
|
- [Stack](@ref linear_algorithm_stack)
|
||||||
|
- [Double stack](@ref linear_algorithm_double_stack)
|
||||||
|
- [Ring buffer](@ref linear_algorithm_ring_buffer)
|
||||||
- \subpage defragmentation
|
- \subpage defragmentation
|
||||||
- \subpage lost_allocations
|
- \subpage lost_allocations
|
||||||
- \subpage statistics
|
- \subpage statistics
|
||||||
@ -564,6 +569,85 @@ When creating buffers/images allocated in that pool, provide following parameter
|
|||||||
- VmaAllocationCreateInfo: You don't need to pass same parameters. Fill only `pool` member.
|
- VmaAllocationCreateInfo: You don't need to pass same parameters. Fill only `pool` member.
|
||||||
Other members are ignored anyway.
|
Other members are ignored anyway.
|
||||||
|
|
||||||
|
\section linear_algorithm Linear allocation algorithm
|
||||||
|
|
||||||
|
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.
|
||||||
|
|
||||||
|
![Default allocation algorithm](../gfx/Linear_allocator_1_algo_default.png)
|
||||||
|
|
||||||
|
Sometimes there is a need to use simpler, linear allocation algorithm. You can
|
||||||
|
create custom pool that uses such algorithm by adding flag
|
||||||
|
#VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT to VmaPoolCreateInfo::flags while creating
|
||||||
|
#VmaPool 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.
|
||||||
|
|
||||||
|
![Linear allocation algorithm](../gfx/Linear_allocator_2_algo_linear.png)
|
||||||
|
|
||||||
|
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.
|
||||||
|
|
||||||
|
Pools with linear algorithm must have only one memory block -
|
||||||
|
VmaPoolCreateInfo::maxBlockCount must be 1.
|
||||||
|
|
||||||
|
\subsection linear_algorithm_free_at_once Free-at-once
|
||||||
|
|
||||||
|
In a pool that uses linear algorithm, you still need to free all the allocations
|
||||||
|
individually, e.g. by using vmaFreeMemory() or vmaDestroyBuffer(). 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.
|
||||||
|
|
||||||
|
![Free-at-once](../gfx/Linear_allocator_3_free_at_once.png)
|
||||||
|
|
||||||
|
\subsection linear_algorithm_stack Stack
|
||||||
|
|
||||||
|
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.
|
||||||
|
|
||||||
|
![Stack](../gfx/Linear_allocator_4_stack.png)
|
||||||
|
|
||||||
|
\subsection linear_algorithm_double_stack Double stack
|
||||||
|
|
||||||
|
The space reserved by a custom pool with linear algorithm may be used by two
|
||||||
|
stacks:
|
||||||
|
|
||||||
|
- First, default one, growing up from offset 0.
|
||||||
|
- Second, "upper" one, growing down from the end towards lower offsets.
|
||||||
|
|
||||||
|
To make allocation from upper stack, add flag #VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT
|
||||||
|
to VmaAllocationCreateInfo::flags.
|
||||||
|
|
||||||
|
When the two stacks' ends meet so there is not enough space between them for a
|
||||||
|
new allocation, such allocation fails with usual
|
||||||
|
`VK_ERROR_OUT_OF_DEVICE_MEMORY` error.
|
||||||
|
|
||||||
|
![Double stack](../gfx/Linear_allocator_7_double_stack.png)
|
||||||
|
|
||||||
|
\subsection linear_algorithm_ring_buffer Ring buffer
|
||||||
|
|
||||||
|
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.
|
||||||
|
|
||||||
|
![Ring buffer](../gfx/Linear_allocator_5_ring_buffer.png)
|
||||||
|
|
||||||
|
Pools with linear algorithm support lost allocations 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.
|
||||||
|
|
||||||
|
![Ring buffer with lost allocations](../gfx/Linear_allocator_6_ring_buffer_lost.png)
|
||||||
|
|
||||||
|
|
||||||
\page defragmentation Defragmentation
|
\page defragmentation Defragmentation
|
||||||
|
|
||||||
@ -1706,7 +1790,9 @@ typedef enum VmaAllocationCreateFlagBits {
|
|||||||
freed together with the allocation. It is also used in vmaBuildStatsString().
|
freed together with the allocation. It is also used in vmaBuildStatsString().
|
||||||
*/
|
*/
|
||||||
VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT = 0x00000020,
|
VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT = 0x00000020,
|
||||||
/** TODO
|
/** Allocation will be created from upper stack in a double stack pool.
|
||||||
|
|
||||||
|
This flag is only allowed for custom pools created with #VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT flag.
|
||||||
*/
|
*/
|
||||||
VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT = 0x00000040,
|
VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT = 0x00000040,
|
||||||
|
|
||||||
@ -1836,10 +1922,19 @@ typedef enum VmaPoolCreateFlagBits {
|
|||||||
*/
|
*/
|
||||||
VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT = 0x00000002,
|
VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT = 0x00000002,
|
||||||
|
|
||||||
/** \brief TODO
|
/** \brief Enables alternative, linear allocation algorithm in this pool.
|
||||||
|
|
||||||
TODO
|
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
|
||||||
|
\ref linear_algorithm.
|
||||||
|
|
||||||
|
When using this flag, you must specify VmaPoolCreateInfo::maxBlockCount == 1 (or 0 for default).
|
||||||
|
*/
|
||||||
VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT = 0x00000004,
|
VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT = 0x00000004,
|
||||||
|
|
||||||
VMA_POOL_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF
|
VMA_POOL_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF
|
||||||
@ -1867,10 +1962,10 @@ typedef struct VmaPoolCreateInfo {
|
|||||||
size_t minBlockCount;
|
size_t minBlockCount;
|
||||||
/** \brief Maximum number of blocks that can be allocated in this pool. Optional.
|
/** \brief Maximum number of blocks that can be allocated in this pool. Optional.
|
||||||
|
|
||||||
Optional. Set to 0 to use default, which is `SIZE_MAX`, which means no limit.
|
Set to 0 to use default, which is `SIZE_MAX`, which means no limit.
|
||||||
When #VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT is used, default is 1.
|
When #VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT is used, default is 1.
|
||||||
|
|
||||||
Set to same value as minBlockCount to have fixed amount of memory allocated
|
Set to same value as VmaPoolCreateInfo::minBlockCount to have fixed amount of memory allocated
|
||||||
throughout whole lifetime of this pool.
|
throughout whole lifetime of this pool.
|
||||||
*/
|
*/
|
||||||
size_t maxBlockCount;
|
size_t maxBlockCount;
|
||||||
@ -1957,7 +2052,7 @@ void vmaMakePoolAllocationsLost(
|
|||||||
|
|
||||||
Corruption detection is enabled only when `VMA_DEBUG_DETECT_CORRUPTION` macro is defined to nonzero,
|
Corruption detection is enabled only when `VMA_DEBUG_DETECT_CORRUPTION` macro is defined to nonzero,
|
||||||
`VMA_DEBUG_MARGIN` is defined to nonzero and the pool is created in memory type that is
|
`VMA_DEBUG_MARGIN` is defined to nonzero and the pool is created in memory type that is
|
||||||
`HOST_VISIBLE` and `HOST_COHERENT`. For more information, see [Corruption detection](@ref corruption_detection).
|
`HOST_VISIBLE` and `HOST_COHERENT`. For more information, see [Corruption detection](@ref debugging_memory_usage_corruption_detection).
|
||||||
|
|
||||||
Possible return values:
|
Possible return values:
|
||||||
|
|
||||||
@ -2233,7 +2328,7 @@ void vmaInvalidateAllocation(VmaAllocator allocator, VmaAllocation allocation, V
|
|||||||
|
|
||||||
Corruption detection is enabled only when `VMA_DEBUG_DETECT_CORRUPTION` macro is defined to nonzero,
|
Corruption detection is enabled only when `VMA_DEBUG_DETECT_CORRUPTION` macro is defined to nonzero,
|
||||||
`VMA_DEBUG_MARGIN` is defined to nonzero and only for memory types that are
|
`VMA_DEBUG_MARGIN` is defined to nonzero and only for memory types that are
|
||||||
`HOST_VISIBLE` and `HOST_COHERENT`. For more information, see [Corruption detection](@ref corruption_detection).
|
`HOST_VISIBLE` and `HOST_COHERENT`. For more information, see [Corruption detection](@ref debugging_memory_usage_corruption_detection).
|
||||||
|
|
||||||
Possible return values:
|
Possible return values:
|
||||||
|
|
||||||
|