diff --git a/docs/html/allocation_annotation.html b/docs/html/allocation_annotation.html index 8e6b8c9..70ad8e2 100644 --- a/docs/html/allocation_annotation.html +++ b/docs/html/allocation_annotation.html @@ -85,17 +85,17 @@ 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 decribed 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 070866e..064613f 100644 --- a/docs/html/custom_memory_pools.html +++ b/docs/html/custom_memory_pools.html @@ -125,14 +125,14 @@ $(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:
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
. Set this flag to only try to allocate from existing VkDeviceMemory
blocks and never create new such block.
If new allocation cannot be placed in any of the existing blocks, allocation fails with VK_ERROR_OUT_OF_DEVICE_MEMORY
error.
You should not use VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT and VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT at the same time. It makes no sense.
-If VmaAllocationCreateInfo::pool is not null, this flag is implied and ignored.
+You should not use VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT and VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT at the same time. It makes no sense.
Set this flag to use a memory that will be persistently mapped and retrieve pointer to it.
Pointer to mapped memory will be returned through VmaAllocationInfo::pMappedData.
It is valid to use this flag for allocation made from memory type that is not HOST_VISIBLE
. This flag is then ignored and memory is not mapped. This is useful if you need an allocation that is efficient to use on GPU (DEVICE_LOCAL
) and still want to map it directly if possible on platforms that support it (e.g. Intel GPU).
Set this flag to treat VmaAllocationCreateInfo::pUserData 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 pName
. The string is automatically freed together with the allocation. It is also used in vmaBuildStatsString().
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.
Create both buffer/image and allocation, but don't bind them together. It is useful when you want to bind yourself to do some more advanced binding, e.g. using some extensions. The flag is meaningful only with functions that bind by default: vmaCreateBuffer(), vmaCreateImage(). Otherwise it is ignored.
+Create both buffer/image and allocation, but don't bind them together. It is useful when you want to bind yourself to do some more advanced binding, e.g. using some extensions. The flag is meaningful only with functions that bind by default: vmaCreateBuffer(), vmaCreateImage(). Otherwise it is ignored.
+If you want to make sure the new buffer/image is not tied to the new memory allocation through VkMemoryDedicatedAllocateInfoKHR
structure in case the allocation ends up in its own memory block, use also flag VMA_ALLOCATION_CREATE_CAN_ALIAS_BIT.
Create allocation only if additional device memory required for it, if any, won't exceed memory budget. Otherwise return VK_ERROR_OUT_OF_DEVICE_MEMORY
.
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.When you want to create a buffer or image:
@@ -154,8 +154,8 @@ Resource allocationDon'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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b/docs/html/usage_patterns.html index fd0cf3c..01e0981 100644 --- a/docs/html/usage_patterns.html +++ b/docs/html/usage_patterns.html @@ -99,10 +99,10 @@ GPU-only resourceAlso 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.
For resources that you frequently write on CPU via mapped pointer and freqnently read on GPU e.g. as a uniform buffer (also called "dynamic"), multiple options are possible:
@@ -223,7 +223,7 @@ Advanced data uploadingHere are some other, less obvious use cases and their recommended settings:
diff --git a/docs/html/virtual_allocator.html b/docs/html/virtual_allocator.html index f233ca2..db41e5f 100644 --- a/docs/html/virtual_allocator.html +++ b/docs/html/virtual_allocator.html @@ -84,8 +84,8 @@ Creating virtual blockIt 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:
@@ -151,7 +151,7 @@ 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: