diff --git a/docs/html/allocation_annotation.html b/docs/html/allocation_annotation.html index 6ba3888..2584177 100644 --- a/docs/html/allocation_annotation.html +++ b/docs/html/allocation_annotation.html @@ -86,17 +86,17 @@ 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.
The value of pUserData
pointer of the allocation will be different than the one you passed when setting allocation's name - pointing to a buffer managed internally that holds copy of the string.
A memory type is chosen that has all the required flags and as many preferred flags set as possible.
If you use VmaAllocationCreateInfo::usage, it is just internally converted to a set of required and preferred flags.
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 54c3ce1..0460d8a 100644 --- a/docs/html/custom_memory_pools.html +++ b/docs/html/custom_memory_pools.html @@ -108,13 +108,13 @@ $(function() {You have to free all allocations made from this pool before destroying it.
When creating buffers/images allocated in that pool, provide following parameters:
VkBufferCreateInfo
: 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 VK_BUFFER_USAGE_
flags may work, but you shouldn't create images in a pool intended for buffers or the other way around.Setting VmaDefragmentationInfo2::pAllocationsChanged is optional. This output array tells whether particular allocation in VmaDefragmentationInfo2::pAllocations at the same index has been modified during defragmentation. You can pass null, but you then need to query every allocation passed to defragmentation for new parameters using vmaGetAllocationInfo() if you might need to recreate and rebind a buffer or image associated with it.
If you use Custom memory pools, you can fill VmaDefragmentationInfo2::poolCount and VmaDefragmentationInfo2::pPools instead of VmaDefragmentationInfo2::allocationCount and VmaDefragmentationInfo2::pAllocations to defragment all allocations in given pools. You cannot use VmaDefragmentationInfo2::pAllocationsChanged in that case. You can also combine both methods.
You can combine these two methods by specifying non-zero maxGpu*
as well as maxCpu*
parameters. The library automatically chooses best method to defragment each memory pool.
You may try not to block your entire program to wait until defragmentation finishes, but do it in the background, as long as you carefully fullfill requirements described in function vmaDefragmentationBegin().
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
.
Set this flag if the allocated memory will have aliasing resources.
-Usage of this flag prevents supplying VkMemoryDedicatedAllocateInfoKHR
when VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT is specified. Otherwise created dedicated memory will not be suitable for aliasing resources, resulting in Vulkan Validation Layer errors.
Usage of this flag prevents supplying VkMemoryDedicatedAllocateInfoKHR
when VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT is specified. Otherwise created dedicated memory will not be suitable for aliasing resources, resulting in Vulkan Validation Layer errors.
Allocation strategy that chooses smallest possible free range for the allocation.
+Allocation strategy that chooses smallest possible free range for the allocation to minimize memory usage and fragmentation, possibly at the expense of allocation time.
Allocation strategy that chooses biggest possible free range for the allocation.
+Allocation strategy that chooses first suitable free range for the allocation - 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.
Allocation strategy that chooses first suitable free range for the allocation.
-"First" doesn't necessarily means the one with smallest offset in memory, but rather the one that is easiest and fastest to find.
+Allocation strategy that tries to minimize memory usage.
-Allocation strategy that tries to minimize allocation time.
-Allocation strategy that tries to minimize memory fragmentation.
+A bit mask to extract only STRATEGY
bits from entire set of flags.
Allocation strategy that tries to minimize allocation time.
Allocation strategy that tries to minimize memory fragmentation.
-A bit mask to extract only STRATEGY
bits from entire set of flags.
These strategy flags are binary compatible with equivalent flags in VmaAllocationCreateFlagBits.
Version 3.0.0-development
-Copyright (c) 2017-2021 Advanced Micro Devices, Inc. All rights reserved.
+
Copyright (c) 2017-2022 Advanced Micro Devices, Inc. All rights reserved.
License: MIT
API documentation divided into groups: Modules
There are some exceptions though, when you should consider mapping memory only for a short period of time:
DEVICE_LOCAL + HOST_VISIBLE
memory (selected when you use VMA_MEMORY_USAGE_CPU_TO_GPU), then whenever a memory block allocated from this memory type stays mapped for the time of any call to vkQueueSubmit()
or vkQueuePresentKHR()
, this block is migrated by WDDM to system RAM, which degrades performance. It doesn't matter if that particular memory block is actually used by the command buffer being submitted.You can even use VMA_ALLOCATION_CREATE_MAPPED_BIT flag while creating allocations that are not necessarily HOST_VISIBLE
(e.g. using VMA_MEMORY_USAGE_GPU_ONLY). If the allocation ends up in memory type that is HOST_VISIBLE
, it will be persistently mapped and you can use it directly. If not, the flag is just ignored. Example:
Only members physicalDevice
, device
, instance
are required. However, you should inform the library which Vulkan version do you use by setting VmaAllocatorCreateInfo::vulkanApiVersion and which extensions did you enable by setting VmaAllocatorCreateInfo::flags (like VMA_ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT for VK_KHR_buffer_device_address). Otherwise, VMA would use only features of Vulkan 1.0 core with no extensions.
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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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)
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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.