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2633 lines
111 KiB
C++
2633 lines
111 KiB
C++
//
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// Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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//
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#pragma once
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/** \mainpage D3D12 Memory Allocator
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<b>Version 2.1.0-development</b> (2022-12-15)
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Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved. \n
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License: MIT
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Documentation of all members: D3D12MemAlloc.h
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\section main_table_of_contents Table of contents
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- \subpage quick_start
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- [Project setup](@ref quick_start_project_setup)
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- [Creating resources](@ref quick_start_creating_resources)
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- [Resource reference counting](@ref quick_start_resource_reference_counting)
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- [Mapping memory](@ref quick_start_mapping_memory)
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- \subpage custom_pools
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- \subpage defragmentation
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- \subpage statistics
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- \subpage resource_aliasing
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- \subpage linear_algorithm
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- \subpage virtual_allocator
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- \subpage configuration
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- [Custom CPU memory allocator](@ref custom_memory_allocator)
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- [Debug margins](@ref debug_margins)
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- \subpage general_considerations
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- [Thread safety](@ref general_considerations_thread_safety)
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- [Versioning and compatibility](@ref general_considerations_versioning_and_compatibility)
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- [Features not supported](@ref general_considerations_features_not_supported)
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\section main_see_also See also
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- [Product page on GPUOpen](https://gpuopen.com/gaming-product/d3d12-memory-allocator/)
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- [Source repository on GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator)
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*/
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// If using this library on a platform different than Windows PC or want to use different version of DXGI,
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// you should include D3D12-compatible headers before this library on your own and define this macro.
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#ifndef D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED
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#include <d3d12.h>
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#include <dxgi1_4.h>
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#endif
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// Define this macro to 0 to disable usage of DXGI 1.4 (needed for IDXGIAdapter3 and query for memory budget).
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#ifndef D3D12MA_DXGI_1_4
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#ifdef __IDXGIAdapter3_INTERFACE_DEFINED__
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#define D3D12MA_DXGI_1_4 1
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#else
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#define D3D12MA_DXGI_1_4 0
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#endif
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#endif
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/*
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When defined to value other than 0, the library will try to use
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D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT or D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT
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for created textures when possible, which can save memory because some small textures
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may get their alignment 4K and their size a multiply of 4K instead of 64K.
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#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 0
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Disables small texture alignment.
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#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1
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Enables conservative algorithm that will use small alignment only for some textures
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that are surely known to support it.
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#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 2
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Enables query for small alignment to D3D12 (based on Microsoft sample) which will
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enable small alignment for more textures, but will also generate D3D Debug Layer
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error #721 on call to ID3D12Device::GetResourceAllocationInfo, which you should just
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ignore.
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*/
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#ifndef D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT
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#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1
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#endif
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/// \cond INTERNAL
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#define D3D12MA_CLASS_NO_COPY(className) \
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private: \
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className(const className&) = delete; \
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className(className&&) = delete; \
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className& operator=(const className&) = delete; \
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className& operator=(className&&) = delete;
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// To be used with MAKE_HRESULT to define custom error codes.
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#define FACILITY_D3D12MA 3542
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/*
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If providing your own implementation, you need to implement a subset of std::atomic.
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*/
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#if !defined(D3D12MA_ATOMIC_UINT32) || !defined(D3D12MA_ATOMIC_UINT64)
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#include <atomic>
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#endif
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#ifndef D3D12MA_ATOMIC_UINT32
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#define D3D12MA_ATOMIC_UINT32 std::atomic<UINT>
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#endif
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#ifndef D3D12MA_ATOMIC_UINT64
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#define D3D12MA_ATOMIC_UINT64 std::atomic<UINT64>
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#endif
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#ifdef D3D12MA_EXPORTS
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#define D3D12MA_API __declspec(dllexport)
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#elif defined(D3D12MA_IMPORTS)
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#define D3D12MA_API __declspec(dllimport)
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#else
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#define D3D12MA_API
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#endif
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// Forward declaration if ID3D12ProtectedResourceSession is not defined inside the headers (older SDK, pre ID3D12Device4)
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struct ID3D12ProtectedResourceSession;
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// Define this enum even if SDK doesn't provide it, to simplify the API.
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#ifndef __ID3D12Device1_INTERFACE_DEFINED__
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typedef enum D3D12_RESIDENCY_PRIORITY
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{
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D3D12_RESIDENCY_PRIORITY_MINIMUM = 0x28000000,
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D3D12_RESIDENCY_PRIORITY_LOW = 0x50000000,
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D3D12_RESIDENCY_PRIORITY_NORMAL = 0x78000000,
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D3D12_RESIDENCY_PRIORITY_HIGH = 0xa0010000,
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D3D12_RESIDENCY_PRIORITY_MAXIMUM = 0xc8000000
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} D3D12_RESIDENCY_PRIORITY;
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#endif
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namespace D3D12MA
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{
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class D3D12MA_API IUnknownImpl : public IUnknown
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{
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public:
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virtual ~IUnknownImpl() = default;
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virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject);
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virtual ULONG STDMETHODCALLTYPE AddRef();
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virtual ULONG STDMETHODCALLTYPE Release();
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protected:
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virtual void ReleaseThis() { delete this; }
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private:
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D3D12MA_ATOMIC_UINT32 m_RefCount = {1};
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};
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} // namespace D3D12MA
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/// \endcond
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namespace D3D12MA
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{
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/// \cond INTERNAL
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class DefragmentationContextPimpl;
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class AllocatorPimpl;
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class PoolPimpl;
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class NormalBlock;
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class BlockVector;
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class CommittedAllocationList;
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class JsonWriter;
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class VirtualBlockPimpl;
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/// \endcond
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class Pool;
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class Allocator;
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struct Statistics;
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struct DetailedStatistics;
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struct TotalStatistics;
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/// \brief Unique identifier of single allocation done inside the memory heap.
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typedef UINT64 AllocHandle;
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/// Pointer to custom callback function that allocates CPU memory.
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using ALLOCATE_FUNC_PTR = void* (*)(size_t Size, size_t Alignment, void* pPrivateData);
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/**
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\brief Pointer to custom callback function that deallocates CPU memory.
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`pMemory = null` should be accepted and ignored.
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*/
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using FREE_FUNC_PTR = void (*)(void* pMemory, void* pPrivateData);
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/// Custom callbacks to CPU memory allocation functions.
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struct ALLOCATION_CALLBACKS
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{
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/// %Allocation function.
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ALLOCATE_FUNC_PTR pAllocate;
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/// Dellocation function.
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FREE_FUNC_PTR pFree;
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/// Custom data that will be passed to allocation and deallocation functions as `pUserData` parameter.
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void* pPrivateData;
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};
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/// \brief Bit flags to be used with ALLOCATION_DESC::Flags.
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enum ALLOCATION_FLAGS
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{
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/// Zero
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ALLOCATION_FLAG_NONE = 0,
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/**
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Set this flag if the allocation should have its own dedicated memory allocation (committed resource with implicit heap).
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Use it for special, big resources, like fullscreen textures used as render targets.
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- When used with functions like D3D12MA::Allocator::CreateResource, it will use `ID3D12Device::CreateCommittedResource`,
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so the created allocation will contain a resource (D3D12MA::Allocation::GetResource() `!= NULL`) but will not have
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a heap (D3D12MA::Allocation::GetHeap() `== NULL`), as the heap is implicit.
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- When used with raw memory allocation like D3D12MA::Allocator::AllocateMemory, it will use `ID3D12Device::CreateHeap`,
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so the created allocation will contain a heap (D3D12MA::Allocation::GetHeap() `!= NULL`) and its offset will always be 0.
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*/
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ALLOCATION_FLAG_COMMITTED = 0x1,
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/**
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Set this flag to only try to allocate from existing memory heaps and never create new such heap.
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If new allocation cannot be placed in any of the existing heaps, allocation
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fails with `E_OUTOFMEMORY` error.
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You should not use D3D12MA::ALLOCATION_FLAG_COMMITTED and
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D3D12MA::ALLOCATION_FLAG_NEVER_ALLOCATE at the same time. It makes no sense.
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*/
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ALLOCATION_FLAG_NEVER_ALLOCATE = 0x2,
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/** Create allocation only if additional memory required for it, if any, won't exceed
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memory budget. Otherwise return `E_OUTOFMEMORY`.
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*/
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ALLOCATION_FLAG_WITHIN_BUDGET = 0x4,
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/** Allocation will be created from upper stack in a double stack pool.
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This flag is only allowed for custom pools created with #POOL_FLAG_ALGORITHM_LINEAR flag.
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*/
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ALLOCATION_FLAG_UPPER_ADDRESS = 0x8,
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/** Set this flag if the allocated memory will have aliasing resources.
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Use this when calling D3D12MA::Allocator::CreateResource() and similar to
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guarantee creation of explicit heap for desired allocation and prevent it from using `CreateCommittedResource`,
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so that new allocation object will always have `allocation->GetHeap() != NULL`.
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*/
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ALLOCATION_FLAG_CAN_ALIAS = 0x10,
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/** Allocation strategy that chooses smallest possible free range for the allocation
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to minimize memory usage and fragmentation, possibly at the expense of allocation time.
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*/
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ALLOCATION_FLAG_STRATEGY_MIN_MEMORY = 0x00010000,
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/** Allocation strategy that chooses first suitable free range for the allocation -
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not necessarily in terms of the smallest offset but the one that is easiest and fastest to find
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to minimize allocation time, possibly at the expense of allocation quality.
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*/
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ALLOCATION_FLAG_STRATEGY_MIN_TIME = 0x00020000,
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/** Allocation strategy that chooses always the lowest offset in available space.
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This is not the most efficient strategy but achieves highly packed data.
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Used internally by defragmentation, not recomended in typical usage.
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*/
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ALLOCATION_FLAG_STRATEGY_MIN_OFFSET = 0x0004000,
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/// Alias to #ALLOCATION_FLAG_STRATEGY_MIN_MEMORY.
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ALLOCATION_FLAG_STRATEGY_BEST_FIT = ALLOCATION_FLAG_STRATEGY_MIN_MEMORY,
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/// Alias to #ALLOCATION_FLAG_STRATEGY_MIN_TIME.
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ALLOCATION_FLAG_STRATEGY_FIRST_FIT = ALLOCATION_FLAG_STRATEGY_MIN_TIME,
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/// A bit mask to extract only `STRATEGY` bits from entire set of flags.
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ALLOCATION_FLAG_STRATEGY_MASK =
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ALLOCATION_FLAG_STRATEGY_MIN_MEMORY |
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ALLOCATION_FLAG_STRATEGY_MIN_TIME |
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ALLOCATION_FLAG_STRATEGY_MIN_OFFSET,
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};
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/// \brief Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.
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struct ALLOCATION_DESC
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{
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/// Flags.
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ALLOCATION_FLAGS Flags;
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/** \brief The type of memory heap where the new allocation should be placed.
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It must be one of: `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`.
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When D3D12MA::ALLOCATION_DESC::CustomPool != NULL this member is ignored.
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*/
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D3D12_HEAP_TYPE HeapType;
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/** \brief Additional heap flags to be used when allocating memory.
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In most cases it can be 0.
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- If you use D3D12MA::Allocator::CreateResource(), you don't need to care.
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Necessary flag `D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS`, `D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES`,
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or `D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES` is added automatically.
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- If you use D3D12MA::Allocator::AllocateMemory(), you should specify one of those `ALLOW_ONLY` flags.
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Except when you validate that D3D12MA::Allocator::GetD3D12Options()`.ResourceHeapTier == D3D12_RESOURCE_HEAP_TIER_1` -
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then you can leave it 0.
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- You can specify additional flags if needed. Then the memory will always be allocated as
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separate block using `D3D12Device::CreateCommittedResource` or `CreateHeap`, not as part of an existing larget block.
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When D3D12MA::ALLOCATION_DESC::CustomPool != NULL this member is ignored.
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*/
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D3D12_HEAP_FLAGS ExtraHeapFlags;
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/** \brief Custom pool to place the new resource in. Optional.
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When not NULL, the resource will be created inside specified custom pool.
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*/
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Pool* CustomPool;
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/// Custom general-purpose pointer that will be stored in D3D12MA::Allocation.
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void* pPrivateData;
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};
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/** \brief Calculated statistics of memory usage e.g. in a specific memory heap type,
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memory segment group, custom pool, or total.
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These are fast to calculate.
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See functions: D3D12MA::Allocator::GetBudget(), D3D12MA::Pool::GetStatistics().
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*/
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struct Statistics
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{
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/** \brief Number of D3D12 memory blocks allocated - `ID3D12Heap` objects and committed resources.
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*/
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UINT BlockCount;
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/** \brief Number of D3D12MA::Allocation objects allocated.
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Committed allocations have their own blocks, so each one adds 1 to `AllocationCount` as well as `BlockCount`.
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*/
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UINT AllocationCount;
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/** \brief Number of bytes allocated in memory blocks.
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*/
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UINT64 BlockBytes;
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/** \brief Total number of bytes occupied by all D3D12MA::Allocation objects.
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Always less or equal than `BlockBytes`.
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Difference `(BlockBytes - AllocationBytes)` is the amount of memory allocated from D3D12
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but unused by any D3D12MA::Allocation.
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*/
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UINT64 AllocationBytes;
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};
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/** \brief More detailed statistics than D3D12MA::Statistics.
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These are slower to calculate. Use for debugging purposes.
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See functions: D3D12MA::Allocator::CalculateStatistics(), D3D12MA::Pool::CalculateStatistics().
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Averages are not provided because they can be easily calculated as:
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\code
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UINT64 AllocationSizeAvg = DetailedStats.Statistics.AllocationBytes / detailedStats.Statistics.AllocationCount;
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UINT64 UnusedBytes = DetailedStats.Statistics.BlockBytes - DetailedStats.Statistics.AllocationBytes;
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UINT64 UnusedRangeSizeAvg = UnusedBytes / DetailedStats.UnusedRangeCount;
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\endcode
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*/
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struct DetailedStatistics
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{
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/// Basic statistics.
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Statistics Stats;
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/// Number of free ranges of memory between allocations.
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UINT UnusedRangeCount;
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/// Smallest allocation size. `UINT64_MAX` if there are 0 allocations.
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UINT64 AllocationSizeMin;
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/// Largest allocation size. 0 if there are 0 allocations.
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UINT64 AllocationSizeMax;
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/// Smallest empty range size. `UINT64_MAX` if there are 0 empty ranges.
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UINT64 UnusedRangeSizeMin;
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/// Largest empty range size. 0 if there are 0 empty ranges.
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UINT64 UnusedRangeSizeMax;
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};
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/** \brief General statistics from current state of the allocator -
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total memory usage across all memory heaps and segments.
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These are slower to calculate. Use for debugging purposes.
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See function D3D12MA::Allocator::CalculateStatistics().
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*/
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struct TotalStatistics
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{
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/** \brief One element for each type of heap located at the following indices:
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- 0 = `D3D12_HEAP_TYPE_DEFAULT`
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- 1 = `D3D12_HEAP_TYPE_UPLOAD`
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- 2 = `D3D12_HEAP_TYPE_READBACK`
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- 3 = `D3D12_HEAP_TYPE_CUSTOM`
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*/
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DetailedStatistics HeapType[4];
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/** \brief One element for each memory segment group located at the following indices:
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- 0 = `DXGI_MEMORY_SEGMENT_GROUP_LOCAL`
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- 1 = `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL`
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Meaning of these segment groups is:
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- When `IsUMA() == FALSE` (discrete graphics card):
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- `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` (index 0) represents GPU memory
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(resources allocated in `D3D12_HEAP_TYPE_DEFAULT` or `D3D12_MEMORY_POOL_L1`).
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- `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` (index 1) represents system memory
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(resources allocated in `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`, or `D3D12_MEMORY_POOL_L0`).
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- When `IsUMA() == TRUE` (integrated graphics chip):
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- `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` = (index 0) represents memory shared for all the resources.
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- `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` = (index 1) is unused and always 0.
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*/
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DetailedStatistics MemorySegmentGroup[2];
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/// Total statistics from all memory allocated from D3D12.
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DetailedStatistics Total;
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};
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/** \brief %Statistics of current memory usage and available budget for a specific memory segment group.
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These are fast to calculate. See function D3D12MA::Allocator::GetBudget().
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*/
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struct Budget
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{
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/** \brief %Statistics fetched from the library.
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*/
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Statistics Stats;
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/** \brief Estimated current memory usage of the program.
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Fetched from system using `IDXGIAdapter3::QueryVideoMemoryInfo` if possible.
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It might be different than `BlockBytes` (usually higher) due to additional implicit objects
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also occupying the memory, like swapchain, pipeline state objects, descriptor heaps, command lists, or
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heaps and resources allocated outside of this library, if any.
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*/
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UINT64 UsageBytes;
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/** \brief Estimated amount of memory available to the program.
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Fetched from system using `IDXGIAdapter3::QueryVideoMemoryInfo` if possible.
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It might be different (most probably smaller) than memory capacity returned
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by D3D12MA::Allocator::GetMemoryCapacity() due to factors
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external to the program, decided by the operating system.
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Difference `BudgetBytes - UsageBytes` is the amount of additional memory that can probably
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be allocated without problems. Exceeding the budget may result in various problems.
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*/
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UINT64 BudgetBytes;
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};
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/// \brief Represents single memory allocation done inside VirtualBlock.
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struct D3D12MA_API VirtualAllocation
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{
|
|
/// \brief Unique idenitfier of current allocation. 0 means null/invalid.
|
|
AllocHandle AllocHandle;
|
|
};
|
|
|
|
/** \brief Represents single memory allocation.
|
|
|
|
It may be either implicit memory heap dedicated to a single resource or a
|
|
specific region of a bigger heap plus unique offset.
|
|
|
|
To create such object, fill structure D3D12MA::ALLOCATION_DESC and call function
|
|
Allocator::CreateResource.
|
|
|
|
The object remembers size and some other information.
|
|
To retrieve this information, use methods of this class.
|
|
|
|
The object also remembers `ID3D12Resource` and "owns" a reference to it,
|
|
so it calls `%Release()` on the resource when destroyed.
|
|
*/
|
|
class D3D12MA_API Allocation : public IUnknownImpl
|
|
{
|
|
public:
|
|
/** \brief Returns offset in bytes from the start of memory heap.
|
|
|
|
You usually don't need to use this offset. If you create a buffer or a texture together with the allocation using function
|
|
D3D12MA::Allocator::CreateResource, functions that operate on that resource refer to the beginning of the resource,
|
|
not entire memory heap.
|
|
|
|
If the Allocation represents committed resource with implicit heap, returns 0.
|
|
*/
|
|
UINT64 GetOffset() const;
|
|
|
|
/// Returns alignment that resource was created with.
|
|
UINT64 GetAlignment() const { return m_Alignment; }
|
|
|
|
/** \brief Returns size in bytes of the allocation.
|
|
|
|
- If you created a buffer or a texture together with the allocation using function D3D12MA::Allocator::CreateResource,
|
|
this is the size of the resource returned by `ID3D12Device::GetResourceAllocationInfo`.
|
|
- For allocations made out of bigger memory blocks, this also is the size of the memory region assigned exclusively to this allocation.
|
|
- For resources created as committed, this value may not be accurate. DirectX implementation may optimize memory usage internally
|
|
so that you may even observe regions of `ID3D12Resource::GetGPUVirtualAddress()` + Allocation::GetSize() to overlap in memory and still work correctly.
|
|
*/
|
|
UINT64 GetSize() const { return m_Size; }
|
|
|
|
/** \brief Returns D3D12 resource associated with this object.
|
|
|
|
Calling this method doesn't increment resource's reference counter.
|
|
*/
|
|
ID3D12Resource* GetResource() const { return m_Resource; }
|
|
|
|
/// Releases the resource currently pointed by the allocation (if any), sets it to new one, incrementing its reference counter (if not null).
|
|
void SetResource(ID3D12Resource* pResource);
|
|
|
|
/** \brief Returns memory heap that the resource is created in.
|
|
|
|
If the Allocation represents committed resource with implicit heap, returns NULL.
|
|
*/
|
|
ID3D12Heap* GetHeap() const;
|
|
|
|
/// Changes custom pointer for an allocation to a new value.
|
|
void SetPrivateData(void* pPrivateData) { m_pPrivateData = pPrivateData; }
|
|
|
|
/// Get custom pointer associated with the allocation.
|
|
void* GetPrivateData() const { return m_pPrivateData; }
|
|
|
|
/** \brief Associates a name with the allocation object. This name is for use in debug diagnostics and tools.
|
|
|
|
Internal copy of the string is made, so the memory pointed by the argument can be
|
|
changed of freed immediately after this call.
|
|
|
|
`Name` can be null.
|
|
*/
|
|
void SetName(LPCWSTR Name);
|
|
|
|
/** \brief Returns the name associated with the allocation object.
|
|
|
|
Returned string points to an internal copy.
|
|
|
|
If no name was associated with the allocation, returns null.
|
|
*/
|
|
LPCWSTR GetName() const { return m_Name; }
|
|
|
|
/** \brief Returns `TRUE` if the memory of the allocation was filled with zeros when the allocation was created.
|
|
|
|
Returns `TRUE` only if the allocator is sure that the entire memory where the
|
|
allocation was created was filled with zeros at the moment the allocation was made.
|
|
|
|
Returns `FALSE` if the memory could potentially contain garbage data.
|
|
If it's a render-target or depth-stencil texture, it then needs proper
|
|
initialization with `ClearRenderTargetView`, `ClearDepthStencilView`, `DiscardResource`,
|
|
or a copy operation, as described on page
|
|
"ID3D12Device::CreatePlacedResource method - Notes on the required resource initialization" in Microsoft documentation.
|
|
Please note that rendering a fullscreen triangle or quad to the texture as
|
|
a render target is not a proper way of initialization!
|
|
|
|
See also articles:
|
|
|
|
- "Coming to DirectX 12: More control over memory allocation" on DirectX Developer Blog
|
|
- ["Initializing DX12 Textures After Allocation and Aliasing"](https://asawicki.info/news_1724_initializing_dx12_textures_after_allocation_and_aliasing).
|
|
*/
|
|
BOOL WasZeroInitialized() const { return m_PackedData.WasZeroInitialized(); }
|
|
|
|
protected:
|
|
void ReleaseThis() override;
|
|
|
|
private:
|
|
friend class AllocatorPimpl;
|
|
friend class BlockVector;
|
|
friend class CommittedAllocationList;
|
|
friend class JsonWriter;
|
|
friend class BlockMetadata_Linear;
|
|
friend class DefragmentationContextPimpl;
|
|
friend struct CommittedAllocationListItemTraits;
|
|
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*);
|
|
template<typename T> friend class PoolAllocator;
|
|
|
|
enum Type
|
|
{
|
|
TYPE_COMMITTED,
|
|
TYPE_PLACED,
|
|
TYPE_HEAP,
|
|
TYPE_COUNT
|
|
};
|
|
|
|
AllocatorPimpl* m_Allocator;
|
|
UINT64 m_Size;
|
|
UINT64 m_Alignment;
|
|
ID3D12Resource* m_Resource;
|
|
void* m_pPrivateData;
|
|
wchar_t* m_Name;
|
|
|
|
union
|
|
{
|
|
struct
|
|
{
|
|
CommittedAllocationList* list;
|
|
Allocation* prev;
|
|
Allocation* next;
|
|
} m_Committed;
|
|
|
|
struct
|
|
{
|
|
AllocHandle allocHandle;
|
|
NormalBlock* block;
|
|
} m_Placed;
|
|
|
|
struct
|
|
{
|
|
// Beginning must be compatible with m_Committed.
|
|
CommittedAllocationList* list;
|
|
Allocation* prev;
|
|
Allocation* next;
|
|
ID3D12Heap* heap;
|
|
} m_Heap;
|
|
};
|
|
|
|
struct PackedData
|
|
{
|
|
public:
|
|
PackedData() :
|
|
m_Type(0), m_ResourceDimension(0), m_ResourceFlags(0), m_TextureLayout(0), m_WasZeroInitialized(0) { }
|
|
|
|
Type GetType() const { return (Type)m_Type; }
|
|
D3D12_RESOURCE_DIMENSION GetResourceDimension() const { return (D3D12_RESOURCE_DIMENSION)m_ResourceDimension; }
|
|
D3D12_RESOURCE_FLAGS GetResourceFlags() const { return (D3D12_RESOURCE_FLAGS)m_ResourceFlags; }
|
|
D3D12_TEXTURE_LAYOUT GetTextureLayout() const { return (D3D12_TEXTURE_LAYOUT)m_TextureLayout; }
|
|
BOOL WasZeroInitialized() const { return (BOOL)m_WasZeroInitialized; }
|
|
|
|
void SetType(Type type);
|
|
void SetResourceDimension(D3D12_RESOURCE_DIMENSION resourceDimension);
|
|
void SetResourceFlags(D3D12_RESOURCE_FLAGS resourceFlags);
|
|
void SetTextureLayout(D3D12_TEXTURE_LAYOUT textureLayout);
|
|
void SetWasZeroInitialized(BOOL wasZeroInitialized) { m_WasZeroInitialized = wasZeroInitialized ? 1 : 0; }
|
|
|
|
private:
|
|
UINT m_Type : 2; // enum Type
|
|
UINT m_ResourceDimension : 3; // enum D3D12_RESOURCE_DIMENSION
|
|
UINT m_ResourceFlags : 24; // flags D3D12_RESOURCE_FLAGS
|
|
UINT m_TextureLayout : 9; // enum D3D12_TEXTURE_LAYOUT
|
|
UINT m_WasZeroInitialized : 1; // BOOL
|
|
} m_PackedData;
|
|
|
|
Allocation(AllocatorPimpl* allocator, UINT64 size, UINT64 alignment, BOOL wasZeroInitialized);
|
|
// Nothing here, everything already done in Release.
|
|
virtual ~Allocation() = default;
|
|
|
|
void InitCommitted(CommittedAllocationList* list);
|
|
void InitPlaced(AllocHandle allocHandle, NormalBlock* block);
|
|
void InitHeap(CommittedAllocationList* list, ID3D12Heap* heap);
|
|
void SwapBlockAllocation(Allocation* allocation);
|
|
// If the Allocation represents committed resource with implicit heap, returns UINT64_MAX.
|
|
AllocHandle GetAllocHandle() const;
|
|
NormalBlock* GetBlock();
|
|
template<typename D3D12_RESOURCE_DESC_T>
|
|
void SetResourcePointer(ID3D12Resource* resource, const D3D12_RESOURCE_DESC_T* pResourceDesc);
|
|
void FreeName();
|
|
|
|
D3D12MA_CLASS_NO_COPY(Allocation)
|
|
};
|
|
|
|
|
|
/// Flags to be passed as DEFRAGMENTATION_DESC::Flags.
|
|
enum DEFRAGMENTATION_FLAGS
|
|
{
|
|
/** Use simple but fast algorithm for defragmentation.
|
|
May not achieve best results but will require least time to compute and least allocations to copy.
|
|
*/
|
|
DEFRAGMENTATION_FLAG_ALGORITHM_FAST = 0x1,
|
|
/** Default defragmentation algorithm, applied also when no `ALGORITHM` flag is specified.
|
|
Offers a balance between defragmentation quality and the amount of allocations and bytes that need to be moved.
|
|
*/
|
|
DEFRAGMENTATION_FLAG_ALGORITHM_BALANCED = 0x2,
|
|
/** Perform full defragmentation of memory.
|
|
Can result in notably more time to compute and allocations to copy, but will achieve best memory packing.
|
|
*/
|
|
DEFRAGMENTATION_FLAG_ALGORITHM_FULL = 0x4,
|
|
|
|
/// A bit mask to extract only `ALGORITHM` bits from entire set of flags.
|
|
DEFRAGMENTATION_FLAG_ALGORITHM_MASK =
|
|
DEFRAGMENTATION_FLAG_ALGORITHM_FAST |
|
|
DEFRAGMENTATION_FLAG_ALGORITHM_BALANCED |
|
|
DEFRAGMENTATION_FLAG_ALGORITHM_FULL
|
|
};
|
|
|
|
/** \brief Parameters for defragmentation.
|
|
|
|
To be used with functions Allocator::BeginDefragmentation() and Pool::BeginDefragmentation().
|
|
*/
|
|
struct DEFRAGMENTATION_DESC
|
|
{
|
|
/// Flags.
|
|
DEFRAGMENTATION_FLAGS Flags;
|
|
/** \brief Maximum numbers of bytes that can be copied during single pass, while moving allocations to different places.
|
|
|
|
0 means no limit.
|
|
*/
|
|
UINT64 MaxBytesPerPass;
|
|
/** \brief Maximum number of allocations that can be moved during single pass to a different place.
|
|
|
|
0 means no limit.
|
|
*/
|
|
UINT32 MaxAllocationsPerPass;
|
|
};
|
|
|
|
/// Operation performed on single defragmentation move.
|
|
enum DEFRAGMENTATION_MOVE_OPERATION
|
|
{
|
|
/** Resource has been recreated at `pDstTmpAllocation`, data has been copied, old resource has been destroyed.
|
|
`pSrcAllocation` will be changed to point to the new place. This is the default value set by DefragmentationContext::BeginPass().
|
|
*/
|
|
DEFRAGMENTATION_MOVE_OPERATION_COPY = 0,
|
|
/// Set this value if you cannot move the allocation. New place reserved at `pDstTmpAllocation` will be freed. `pSrcAllocation` will remain unchanged.
|
|
DEFRAGMENTATION_MOVE_OPERATION_IGNORE = 1,
|
|
/// Set this value if you decide to abandon the allocation and you destroyed the resource. New place reserved `pDstTmpAllocation` will be freed, along with `pSrcAllocation`.
|
|
DEFRAGMENTATION_MOVE_OPERATION_DESTROY = 2,
|
|
};
|
|
|
|
/// Single move of an allocation to be done for defragmentation.
|
|
struct DEFRAGMENTATION_MOVE
|
|
{
|
|
/** \brief Operation to be performed on the allocation by DefragmentationContext::EndPass().
|
|
Default value is #DEFRAGMENTATION_MOVE_OPERATION_COPY. You can modify it.
|
|
*/
|
|
DEFRAGMENTATION_MOVE_OPERATION Operation;
|
|
/// %Allocation that should be moved.
|
|
Allocation* pSrcAllocation;
|
|
/** \brief Temporary allocation pointing to destination memory that will replace `pSrcAllocation`.
|
|
|
|
Use it to retrieve new `ID3D12Heap` and offset to create new `ID3D12Resource` and then store it here via Allocation::SetResource().
|
|
|
|
\warning Do not store this allocation in your data structures! It exists only temporarily, for the duration of the defragmentation pass,
|
|
to be used for storing newly created resource. DefragmentationContext::EndPass() will destroy it and make `pSrcAllocation` point to this memory.
|
|
*/
|
|
Allocation* pDstTmpAllocation;
|
|
};
|
|
|
|
/** \brief Parameters for incremental defragmentation steps.
|
|
|
|
To be used with function DefragmentationContext::BeginPass().
|
|
*/
|
|
struct DEFRAGMENTATION_PASS_MOVE_INFO
|
|
{
|
|
/// Number of elements in the `pMoves` array.
|
|
UINT32 MoveCount;
|
|
/** \brief Array of moves to be performed by the user in the current defragmentation pass.
|
|
|
|
Pointer to an array of `MoveCount` elements, owned by %D3D12MA, created in DefragmentationContext::BeginPass(), destroyed in DefragmentationContext::EndPass().
|
|
|
|
For each element, you should:
|
|
|
|
1. Create a new resource in the place pointed by `pMoves[i].pDstTmpAllocation->GetHeap()` + `pMoves[i].pDstTmpAllocation->GetOffset()`.
|
|
2. Store new resource in `pMoves[i].pDstTmpAllocation` by using Allocation::SetResource(). It will later replace old resource from `pMoves[i].pSrcAllocation`.
|
|
3. Copy data from the `pMoves[i].pSrcAllocation` e.g. using `D3D12GraphicsCommandList::CopyResource`.
|
|
4. Make sure these commands finished executing on the GPU.
|
|
|
|
Only then you can finish defragmentation pass by calling DefragmentationContext::EndPass().
|
|
After this call, the allocation will point to the new place in memory.
|
|
|
|
Alternatively, if you cannot move specific allocation,
|
|
you can set DEFRAGMENTATION_MOVE::Operation to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE.
|
|
|
|
Alternatively, if you decide you want to completely remove the allocation,
|
|
set DEFRAGMENTATION_MOVE::Operation to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY.
|
|
Then, after DefragmentationContext::EndPass() the allocation will be released.
|
|
*/
|
|
DEFRAGMENTATION_MOVE* pMoves;
|
|
};
|
|
|
|
/// %Statistics returned for defragmentation process by function DefragmentationContext::GetStats().
|
|
struct DEFRAGMENTATION_STATS
|
|
{
|
|
/// Total number of bytes that have been copied while moving allocations to different places.
|
|
UINT64 BytesMoved;
|
|
/// Total number of bytes that have been released to the system by freeing empty heaps.
|
|
UINT64 BytesFreed;
|
|
/// Number of allocations that have been moved to different places.
|
|
UINT32 AllocationsMoved;
|
|
/// Number of empty `ID3D12Heap` objects that have been released to the system.
|
|
UINT32 HeapsFreed;
|
|
};
|
|
|
|
/** \brief Represents defragmentation process in progress.
|
|
|
|
You can create this object using Allocator::BeginDefragmentation (for default pools) or
|
|
Pool::BeginDefragmentation (for a custom pool).
|
|
*/
|
|
class D3D12MA_API DefragmentationContext : public IUnknownImpl
|
|
{
|
|
public:
|
|
/** \brief Starts single defragmentation pass.
|
|
|
|
\param[out] pPassInfo Computed informations for current pass.
|
|
\returns
|
|
- `S_OK` if no more moves are possible. Then you can omit call to DefragmentationContext::EndPass() and simply end whole defragmentation.
|
|
- `S_FALSE` if there are pending moves returned in `pPassInfo`. You need to perform them, call DefragmentationContext::EndPass(),
|
|
and then preferably try another pass with DefragmentationContext::BeginPass().
|
|
*/
|
|
HRESULT BeginPass(DEFRAGMENTATION_PASS_MOVE_INFO* pPassInfo);
|
|
/** \brief Ends single defragmentation pass.
|
|
|
|
\param pPassInfo Computed informations for current pass filled by DefragmentationContext::BeginPass() and possibly modified by you.
|
|
\return Returns `S_OK` if no more moves are possible or `S_FALSE` if more defragmentations are possible.
|
|
|
|
Ends incremental defragmentation pass and commits all defragmentation moves from `pPassInfo`.
|
|
After this call:
|
|
|
|
- %Allocation at `pPassInfo[i].pSrcAllocation` that had `pPassInfo[i].Operation ==` #DEFRAGMENTATION_MOVE_OPERATION_COPY
|
|
(which is the default) will be pointing to the new destination place.
|
|
- %Allocation at `pPassInfo[i].pSrcAllocation` that had `pPassInfo[i].operation ==` #DEFRAGMENTATION_MOVE_OPERATION_DESTROY
|
|
will be released.
|
|
|
|
If no more moves are possible you can end whole defragmentation.
|
|
*/
|
|
HRESULT EndPass(DEFRAGMENTATION_PASS_MOVE_INFO* pPassInfo);
|
|
/** \brief Returns statistics of the defragmentation performed so far.
|
|
*/
|
|
void GetStats(DEFRAGMENTATION_STATS* pStats);
|
|
|
|
protected:
|
|
void ReleaseThis() override;
|
|
|
|
private:
|
|
friend class Pool;
|
|
friend class Allocator;
|
|
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*);
|
|
|
|
DefragmentationContextPimpl* m_Pimpl;
|
|
|
|
DefragmentationContext(AllocatorPimpl* allocator,
|
|
const DEFRAGMENTATION_DESC& desc,
|
|
BlockVector* poolVector);
|
|
~DefragmentationContext();
|
|
|
|
D3D12MA_CLASS_NO_COPY(DefragmentationContext)
|
|
};
|
|
|
|
/// \brief Bit flags to be used with POOL_DESC::Flags.
|
|
enum POOL_FLAGS
|
|
{
|
|
/// Zero
|
|
POOL_FLAG_NONE = 0,
|
|
|
|
/** \brief Enables alternative, linear allocation algorithm in this pool.
|
|
|
|
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.
|
|
*/
|
|
POOL_FLAG_ALGORITHM_LINEAR = 0x1,
|
|
|
|
/** \brief Optimization, allocate MSAA textures as committed resources always.
|
|
|
|
Specify this flag to create MSAA textures with implicit heaps, as if they were created
|
|
with flag D3D12MA::ALLOCATION_FLAG_COMMITTED. Usage of this flags enables pool to create its heaps
|
|
on smaller alignment not suitable for MSAA textures.
|
|
*/
|
|
POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED = 0x2,
|
|
|
|
// Bit mask to extract only `ALGORITHM` bits from entire set of flags.
|
|
POOL_FLAG_ALGORITHM_MASK = POOL_FLAG_ALGORITHM_LINEAR
|
|
};
|
|
|
|
/// \brief Parameters of created D3D12MA::Pool object. To be used with D3D12MA::Allocator::CreatePool.
|
|
struct POOL_DESC
|
|
{
|
|
/// Flags.
|
|
POOL_FLAGS Flags;
|
|
/** \brief The parameters of memory heap where allocations of this pool should be placed.
|
|
|
|
In the simplest case, just fill it with zeros and set `Type` to one of: `D3D12_HEAP_TYPE_DEFAULT`,
|
|
`D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`. Additional parameters can be used e.g. to utilize UMA.
|
|
*/
|
|
D3D12_HEAP_PROPERTIES HeapProperties;
|
|
/** \brief Heap flags to be used when allocating heaps of this pool.
|
|
|
|
It should contain one of these values, depending on type of resources you are going to create in this heap:
|
|
`D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS`,
|
|
`D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES`,
|
|
`D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES`.
|
|
Except if ResourceHeapTier = 2, then it may be `D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES` = 0.
|
|
|
|
You can specify additional flags if needed.
|
|
*/
|
|
D3D12_HEAP_FLAGS HeapFlags;
|
|
/** \brief Size of a single heap (memory block) to be allocated as part of this pool, in bytes. Optional.
|
|
|
|
Specify nonzero to set explicit, constant size of memory blocks used by this pool.
|
|
Leave 0 to use default and let the library manage block sizes automatically.
|
|
Then sizes of particular blocks may vary.
|
|
*/
|
|
UINT64 BlockSize;
|
|
/** \brief Minimum number of heaps (memory blocks) to be always allocated in this pool, even if they stay empty. Optional.
|
|
|
|
Set to 0 to have no preallocated blocks and allow the pool be completely empty.
|
|
*/
|
|
UINT MinBlockCount;
|
|
/** \brief Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.
|
|
|
|
Set to 0 to use default, which is `UINT64_MAX`, which means no limit.
|
|
|
|
Set to same value as D3D12MA::POOL_DESC::MinBlockCount to have fixed amount of memory allocated
|
|
throughout whole lifetime of this pool.
|
|
*/
|
|
UINT MaxBlockCount;
|
|
/** \brief Additional minimum alignment to be used for all allocations created from this pool. Can be 0.
|
|
|
|
Leave 0 (default) not to impose any additional alignment. If not 0, it must be a power of two.
|
|
*/
|
|
UINT64 MinAllocationAlignment;
|
|
/** \brief Additional parameter allowing pool to create resources with passed protected session.
|
|
|
|
If not null then all the heaps and committed resources will be created with this parameter.
|
|
Valid only if ID3D12Device4 interface is present in current Windows SDK!
|
|
*/
|
|
ID3D12ProtectedResourceSession* pProtectedSession;
|
|
/** \brief Residency priority to be set for all allocations made in this pool. Optional.
|
|
|
|
Set this parameter to one of the possible enum values e.g. `D3D12_RESIDENCY_PRIORITY_HIGH`
|
|
to apply specific residency priority to all allocations made in this pool:
|
|
`ID3D12Heap` memory blocks used to sub-allocate for placed resources, as well as
|
|
committed resources or heaps created when D3D12MA::ALLOCATION_FLAG_COMMITTED is used.
|
|
This can increase/decrease chance that the memory will be pushed out from VRAM
|
|
to system RAM when the system runs out of memory, which is invisible to the developer
|
|
using D3D12 API while it can degrade performance.
|
|
|
|
Priority is set using function `ID3D12Device1::SetResidencyPriority`.
|
|
It is performed only when `ID3D12Device1` interface is defined and successfully obtained.
|
|
Otherwise, this parameter is ignored.
|
|
|
|
This parameter is optional. If you set it to `D3D12_RESIDENCY_PRIORITY(0)`,
|
|
residency priority will not be set for allocations made in this pool.
|
|
|
|
There is no equivalent parameter for allocations made in default pools.
|
|
If you want to set residency priority for such allocation, you need to do it manually:
|
|
allocate with D3D12MA::ALLOCATION_FLAG_COMMITTED and call
|
|
`ID3D12Device1::SetResidencyPriority`, passing `allocation->GetResource()`.
|
|
*/
|
|
D3D12_RESIDENCY_PRIORITY ResidencyPriority;
|
|
};
|
|
|
|
/** \brief Custom memory pool
|
|
|
|
Represents a separate set of heaps (memory blocks) that can be used to create
|
|
D3D12MA::Allocation-s and resources in it. Usually there is no need to create custom
|
|
pools - creating resources in default pool is sufficient.
|
|
|
|
To create custom pool, fill D3D12MA::POOL_DESC and call D3D12MA::Allocator::CreatePool.
|
|
*/
|
|
class D3D12MA_API Pool : public IUnknownImpl
|
|
{
|
|
public:
|
|
/** \brief Returns copy of parameters of the pool.
|
|
|
|
These are the same parameters as passed to D3D12MA::Allocator::CreatePool.
|
|
*/
|
|
POOL_DESC GetDesc() const;
|
|
|
|
/** \brief Retrieves basic statistics of the custom pool that are fast to calculate.
|
|
|
|
\param[out] pStats %Statistics of the current pool.
|
|
*/
|
|
void GetStatistics(Statistics* pStats);
|
|
|
|
/** \brief Retrieves detailed statistics of the custom pool that are slower to calculate.
|
|
|
|
\param[out] pStats %Statistics of the current pool.
|
|
*/
|
|
void CalculateStatistics(DetailedStatistics* pStats);
|
|
|
|
/** \brief Associates a name with the pool. This name is for use in debug diagnostics and tools.
|
|
|
|
Internal copy of the string is made, so the memory pointed by the argument can be
|
|
changed of freed immediately after this call.
|
|
|
|
`Name` can be NULL.
|
|
*/
|
|
void SetName(LPCWSTR Name);
|
|
|
|
/** \brief Returns the name associated with the pool object.
|
|
|
|
Returned string points to an internal copy.
|
|
|
|
If no name was associated with the allocation, returns NULL.
|
|
*/
|
|
LPCWSTR GetName() const;
|
|
|
|
/** \brief Begins defragmentation process of the current pool.
|
|
|
|
\param pDesc Structure filled with parameters of defragmentation.
|
|
\param[out] ppContext Context object that will manage defragmentation.
|
|
\returns
|
|
- `S_OK` if defragmentation can begin.
|
|
- `E_NOINTERFACE` if defragmentation is not supported.
|
|
|
|
For more information about defragmentation, see documentation chapter:
|
|
[Defragmentation](@ref defragmentation).
|
|
*/
|
|
HRESULT BeginDefragmentation(const DEFRAGMENTATION_DESC* pDesc, DefragmentationContext** ppContext);
|
|
|
|
protected:
|
|
void ReleaseThis() override;
|
|
|
|
private:
|
|
friend class Allocator;
|
|
friend class AllocatorPimpl;
|
|
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*);
|
|
|
|
PoolPimpl* m_Pimpl;
|
|
|
|
Pool(Allocator* allocator, const POOL_DESC &desc);
|
|
~Pool();
|
|
|
|
D3D12MA_CLASS_NO_COPY(Pool)
|
|
};
|
|
|
|
|
|
/// \brief Bit flags to be used with ALLOCATOR_DESC::Flags.
|
|
enum ALLOCATOR_FLAGS
|
|
{
|
|
/// Zero
|
|
ALLOCATOR_FLAG_NONE = 0,
|
|
|
|
/**
|
|
Allocator and all objects created from it will not be synchronized internally,
|
|
so you must guarantee they are used from only one thread at a time or
|
|
synchronized by you.
|
|
|
|
Using this flag may increase performance because internal mutexes are not used.
|
|
*/
|
|
ALLOCATOR_FLAG_SINGLETHREADED = 0x1,
|
|
|
|
/**
|
|
Every allocation will have its own memory block.
|
|
To be used for debugging purposes.
|
|
*/
|
|
ALLOCATOR_FLAG_ALWAYS_COMMITTED = 0x2,
|
|
|
|
/**
|
|
Heaps created for the default pools will be created with flag `D3D12_HEAP_FLAG_CREATE_NOT_ZEROED`,
|
|
allowing for their memory to be not zeroed by the system if possible,
|
|
which can speed up allocation.
|
|
|
|
Only affects default pools.
|
|
To use the flag with @ref custom_pools, you need to add it manually:
|
|
|
|
\code
|
|
poolDesc.heapFlags |= D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
|
|
\endcode
|
|
|
|
Only avaiable if `ID3D12Device8` is present. Otherwise, the flag is ignored.
|
|
*/
|
|
ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED = 0x4,
|
|
|
|
/** \brief Optimization, allocate MSAA textures as committed resources always.
|
|
|
|
Specify this flag to create MSAA textures with implicit heaps, as if they were created
|
|
with flag D3D12MA::ALLOCATION_FLAG_COMMITTED. Usage of this flags enables all default pools
|
|
to create its heaps on smaller alignment not suitable for MSAA textures.
|
|
*/
|
|
ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED = 0x8,
|
|
};
|
|
|
|
/// \brief Parameters of created Allocator object. To be used with CreateAllocator().
|
|
struct ALLOCATOR_DESC
|
|
{
|
|
/// Flags.
|
|
ALLOCATOR_FLAGS Flags;
|
|
|
|
/** Direct3D device object that the allocator should be attached to.
|
|
|
|
Allocator is doing `AddRef`/`Release` on this object.
|
|
*/
|
|
ID3D12Device* pDevice;
|
|
|
|
/** \brief Preferred size of a single `ID3D12Heap` block to be allocated.
|
|
|
|
Set to 0 to use default, which is currently 64 MiB.
|
|
*/
|
|
UINT64 PreferredBlockSize;
|
|
|
|
/** \brief Custom CPU memory allocation callbacks. Optional.
|
|
|
|
Optional, can be null. When specified, will be used for all CPU-side memory allocations.
|
|
*/
|
|
const ALLOCATION_CALLBACKS* pAllocationCallbacks;
|
|
|
|
/** DXGI Adapter object that you use for D3D12 and this allocator.
|
|
|
|
Allocator is doing `AddRef`/`Release` on this object.
|
|
*/
|
|
IDXGIAdapter* pAdapter;
|
|
};
|
|
|
|
/**
|
|
\brief Represents main object of this library initialized for particular `ID3D12Device`.
|
|
|
|
Fill structure D3D12MA::ALLOCATOR_DESC and call function CreateAllocator() to create it.
|
|
Call method `Release()` to destroy it.
|
|
|
|
It is recommended to create just one object of this type per `ID3D12Device` object,
|
|
right after Direct3D 12 is initialized and keep it alive until before Direct3D device is destroyed.
|
|
*/
|
|
class D3D12MA_API Allocator : public IUnknownImpl
|
|
{
|
|
public:
|
|
/// Returns cached options retrieved from D3D12 device.
|
|
const D3D12_FEATURE_DATA_D3D12_OPTIONS& GetD3D12Options() const;
|
|
/** \brief Returns true if `D3D12_FEATURE_DATA_ARCHITECTURE1::UMA` was found to be true.
|
|
|
|
For more information about how to use it, see articles in Microsoft Docs articles:
|
|
|
|
- "UMA Optimizations: CPU Accessible Textures and Standard Swizzle"
|
|
- "D3D12_FEATURE_DATA_ARCHITECTURE structure (d3d12.h)"
|
|
- "ID3D12Device::GetCustomHeapProperties method (d3d12.h)"
|
|
*/
|
|
BOOL IsUMA() const;
|
|
/** \brief Returns true if `D3D12_FEATURE_DATA_ARCHITECTURE1::CacheCoherentUMA` was found to be true.
|
|
|
|
For more information about how to use it, see articles in Microsoft Docs articles:
|
|
|
|
- "UMA Optimizations: CPU Accessible Textures and Standard Swizzle"
|
|
- "D3D12_FEATURE_DATA_ARCHITECTURE structure (d3d12.h)"
|
|
- "ID3D12Device::GetCustomHeapProperties method (d3d12.h)"
|
|
*/
|
|
BOOL IsCacheCoherentUMA() const;
|
|
/** \brief Returns total amount of memory of specific segment group, in bytes.
|
|
|
|
\param memorySegmentGroup use `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` or DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL`.
|
|
|
|
This information is taken from `DXGI_ADAPTER_DESC`.
|
|
It is not recommended to use this number.
|
|
You should preferably call GetBudget() and limit memory usage to D3D12MA::Budget::BudgetBytes instead.
|
|
|
|
- When IsUMA() `== FALSE` (discrete graphics card):
|
|
- `GetMemoryCapacity(DXGI_MEMORY_SEGMENT_GROUP_LOCAL)` returns the size of the video memory.
|
|
- `GetMemoryCapacity(DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL)` returns the size of the system memory available for D3D12 resources.
|
|
- When IsUMA() `== TRUE` (integrated graphics chip):
|
|
- `GetMemoryCapacity(DXGI_MEMORY_SEGMENT_GROUP_LOCAL)` returns the size of the shared memory available for all D3D12 resources.
|
|
All memory is considered "local".
|
|
- `GetMemoryCapacity(DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL)` is not applicable and returns 0.
|
|
*/
|
|
UINT64 GetMemoryCapacity(UINT memorySegmentGroup) const;
|
|
|
|
/** \brief Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation function.
|
|
|
|
The function is similar to `ID3D12Device::CreateCommittedResource`, but it may
|
|
really call `ID3D12Device::CreatePlacedResource` to assign part of a larger,
|
|
existing memory heap to the new resource, which is the main purpose of this
|
|
whole library.
|
|
|
|
If `ppvResource` is null, you receive only `ppAllocation` object from this function.
|
|
It holds pointer to `ID3D12Resource` that can be queried using function D3D12MA::Allocation::GetResource().
|
|
Reference count of the resource object is 1.
|
|
It is automatically destroyed when you destroy the allocation object.
|
|
|
|
If `ppvResource` is not null, you receive pointer to the resource next to allocation object.
|
|
Reference count of the resource object is then increased by calling `QueryInterface`, so you need to manually `Release` it
|
|
along with the allocation.
|
|
|
|
\param pAllocDesc Parameters of the allocation.
|
|
\param pResourceDesc Description of created resource.
|
|
\param InitialResourceState Initial resource state.
|
|
\param pOptimizedClearValue Optional. Either null or optimized clear value.
|
|
\param[out] ppAllocation Filled with pointer to new allocation object created.
|
|
\param riidResource IID of a resource to be returned via `ppvResource`.
|
|
\param[out] ppvResource Optional. If not null, filled with pointer to new resouce created.
|
|
|
|
\note This function creates a new resource. Sub-allocation of parts of one large buffer,
|
|
although recommended as a good practice, is out of scope of this library and could be implemented
|
|
by the user as a higher-level logic on top of it, e.g. using the \ref virtual_allocator feature.
|
|
*/
|
|
HRESULT CreateResource(
|
|
const ALLOCATION_DESC* pAllocDesc,
|
|
const D3D12_RESOURCE_DESC* pResourceDesc,
|
|
D3D12_RESOURCE_STATES InitialResourceState,
|
|
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
|
|
Allocation** ppAllocation,
|
|
REFIID riidResource,
|
|
void** ppvResource);
|
|
|
|
#ifdef __ID3D12Device8_INTERFACE_DEFINED__
|
|
/** \brief Similar to Allocator::CreateResource, but supports new structure `D3D12_RESOURCE_DESC1`.
|
|
|
|
It internally uses `ID3D12Device8::CreateCommittedResource2` or `ID3D12Device8::CreatePlacedResource1`.
|
|
|
|
To work correctly, `ID3D12Device8` interface must be available in the current system. Otherwise, `E_NOINTERFACE` is returned.
|
|
*/
|
|
HRESULT CreateResource2(
|
|
const ALLOCATION_DESC* pAllocDesc,
|
|
const D3D12_RESOURCE_DESC1* pResourceDesc,
|
|
D3D12_RESOURCE_STATES InitialResourceState,
|
|
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
|
|
Allocation** ppAllocation,
|
|
REFIID riidResource,
|
|
void** ppvResource);
|
|
#endif // #ifdef __ID3D12Device8_INTERFACE_DEFINED__
|
|
|
|
#ifdef __ID3D12Device10_INTERFACE_DEFINED__
|
|
/** \brief Similar to Allocator::CreateResource2, but there are initial layout instead of state and
|
|
castable formats list
|
|
|
|
It internally uses `ID3D12Device10::CreateCommittedResource3` or `ID3D12Device10::CreatePlacedResource2`.
|
|
|
|
To work correctly, `ID3D12Device10` interface must be available in the current system. Otherwise, `E_NOINTERFACE` is returned.
|
|
*/
|
|
HRESULT CreateResource3(const ALLOCATION_DESC* pAllocDesc,
|
|
const D3D12_RESOURCE_DESC1* pResourceDesc,
|
|
D3D12_BARRIER_LAYOUT InitialLayout,
|
|
const D3D12_CLEAR_VALUE* pOptimizedClearValue,
|
|
UINT32 NumCastableFormats,
|
|
DXGI_FORMAT* pCastableFormats,
|
|
Allocation** ppAllocation,
|
|
REFIID riidResource,
|
|
void** ppvResource);
|
|
#endif // #ifdef __ID3D12Device10_INTERFACE_DEFINED__
|
|
|
|
/** \brief Allocates memory without creating any resource placed in it.
|
|
|
|
This function is similar to `ID3D12Device::CreateHeap`, but it may really assign
|
|
part of a larger, existing heap to the allocation.
|
|
|
|
`pAllocDesc->heapFlags` should contain one of these values, depending on type of resources you are going to create in this memory:
|
|
`D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS`,
|
|
`D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES`,
|
|
`D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES`.
|
|
Except if you validate that ResourceHeapTier = 2 - then `heapFlags`
|
|
may be `D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES` = 0.
|
|
Additional flags in `heapFlags` are allowed as well.
|
|
|
|
`pAllocInfo->SizeInBytes` must be multiply of 64KB.
|
|
`pAllocInfo->Alignment` must be one of the legal values as described in documentation of `D3D12_HEAP_DESC`.
|
|
|
|
If you use D3D12MA::ALLOCATION_FLAG_COMMITTED you will get a separate memory block -
|
|
a heap that always has offset 0.
|
|
*/
|
|
HRESULT AllocateMemory(
|
|
const ALLOCATION_DESC* pAllocDesc,
|
|
const D3D12_RESOURCE_ALLOCATION_INFO* pAllocInfo,
|
|
Allocation** ppAllocation);
|
|
|
|
/** \brief Creates a new resource in place of an existing allocation. This is useful for memory aliasing.
|
|
|
|
\param pAllocation Existing allocation indicating the memory where the new resource should be created.
|
|
It can be created using D3D12MA::Allocator::CreateResource and already have a resource bound to it,
|
|
or can be a raw memory allocated with D3D12MA::Allocator::AllocateMemory.
|
|
It must not be created as committed so that `ID3D12Heap` is available and not implicit.
|
|
\param AllocationLocalOffset Additional offset in bytes to be applied when allocating the resource.
|
|
Local from the start of `pAllocation`, not the beginning of the whole `ID3D12Heap`!
|
|
If the new resource should start from the beginning of the `pAllocation` it should be 0.
|
|
\param pResourceDesc Description of the new resource to be created.
|
|
\param InitialResourceState
|
|
\param pOptimizedClearValue
|
|
\param riidResource
|
|
\param[out] ppvResource Returns pointer to the new resource.
|
|
The resource is not bound with `pAllocation`.
|
|
This pointer must not be null - you must get the resource pointer and `Release` it when no longer needed.
|
|
|
|
Memory requirements of the new resource are checked for validation.
|
|
If its size exceeds the end of `pAllocation` or required alignment is not fulfilled
|
|
considering `pAllocation->GetOffset() + AllocationLocalOffset`, the function
|
|
returns `E_INVALIDARG`.
|
|
*/
|
|
HRESULT CreateAliasingResource(
|
|
Allocation* pAllocation,
|
|
UINT64 AllocationLocalOffset,
|
|
const D3D12_RESOURCE_DESC* pResourceDesc,
|
|
D3D12_RESOURCE_STATES InitialResourceState,
|
|
const D3D12_CLEAR_VALUE *pOptimizedClearValue,
|
|
REFIID riidResource,
|
|
void** ppvResource);
|
|
|
|
#ifdef __ID3D12Device8_INTERFACE_DEFINED__
|
|
/** \brief Similar to Allocator::CreateAliasingResource, but supports new structure `D3D12_RESOURCE_DESC1`.
|
|
|
|
It internally uses `ID3D12Device8::CreatePlacedResource1`.
|
|
|
|
To work correctly, `ID3D12Device8` interface must be available in the current system. Otherwise, `E_NOINTERFACE` is returned.
|
|
*/
|
|
HRESULT CreateAliasingResource1(Allocation* pAllocation,
|
|
UINT64 AllocationLocalOffset,
|
|
const D3D12_RESOURCE_DESC1* pResourceDesc,
|
|
D3D12_RESOURCE_STATES InitialResourceState,
|
|
const D3D12_CLEAR_VALUE* pOptimizedClearValue,
|
|
REFIID riidResource,
|
|
void** ppvResource);
|
|
#endif // #ifdef __ID3D12Device8_INTERFACE_DEFINED__
|
|
|
|
#ifdef __ID3D12Device10_INTERFACE_DEFINED__
|
|
/** \brief Similar to Allocator::CreateAliasingResource1, but there are initial layout instead of state and
|
|
castable formats list
|
|
|
|
It internally uses `ID3D12Device10::CreatePlacedResource2`.
|
|
|
|
To work correctly, `ID3D12Device10` interface must be available in the current system. Otherwise, `E_NOINTERFACE` is returned.
|
|
*/
|
|
HRESULT CreateAliasingResource2(Allocation* pAllocation,
|
|
UINT64 AllocationLocalOffset,
|
|
const D3D12_RESOURCE_DESC1* pResourceDesc,
|
|
D3D12_BARRIER_LAYOUT InitialLayout,
|
|
const D3D12_CLEAR_VALUE* pOptimizedClearValue,
|
|
UINT32 NumCastableFormats,
|
|
DXGI_FORMAT* pCastableFormats,
|
|
REFIID riidResource,
|
|
void** ppvResource);
|
|
#endif // #ifdef __ID3D12Device10_INTERFACE_DEFINED__
|
|
|
|
/** \brief Creates custom pool.
|
|
*/
|
|
HRESULT CreatePool(
|
|
const POOL_DESC* pPoolDesc,
|
|
Pool** ppPool);
|
|
|
|
/** \brief Sets the index of the current frame.
|
|
|
|
This function is used to set the frame index in the allocator when a new game frame begins.
|
|
*/
|
|
void SetCurrentFrameIndex(UINT frameIndex);
|
|
|
|
/** \brief Retrieves information about current memory usage and budget.
|
|
|
|
\param[out] pLocalBudget Optional, can be null.
|
|
\param[out] pNonLocalBudget Optional, can be null.
|
|
|
|
- When IsUMA() `== FALSE` (discrete graphics card):
|
|
- `pLocalBudget` returns the budget of the video memory.
|
|
- `pNonLocalBudget` returns the budget of the system memory available for D3D12 resources.
|
|
- When IsUMA() `== TRUE` (integrated graphics chip):
|
|
- `pLocalBudget` returns the budget of the shared memory available for all D3D12 resources.
|
|
All memory is considered "local".
|
|
- `pNonLocalBudget` is not applicable and returns zeros.
|
|
|
|
This function is called "get" not "calculate" because it is very fast, suitable to be called
|
|
every frame or every allocation. For more detailed statistics use CalculateStatistics().
|
|
|
|
Note that when using allocator from multiple threads, returned information may immediately
|
|
become outdated.
|
|
*/
|
|
void GetBudget(Budget* pLocalBudget, Budget* pNonLocalBudget);
|
|
|
|
/** \brief Retrieves statistics from current state of the allocator.
|
|
|
|
This function is called "calculate" not "get" because it has to traverse all
|
|
internal data structures, so it may be quite slow. Use it for debugging purposes.
|
|
For faster but more brief statistics suitable to be called every frame or every allocation,
|
|
use GetBudget().
|
|
|
|
Note that when using allocator from multiple threads, returned information may immediately
|
|
become outdated.
|
|
*/
|
|
void CalculateStatistics(TotalStatistics* pStats);
|
|
|
|
/** \brief Builds and returns statistics as a string in JSON format.
|
|
*
|
|
@param[out] ppStatsString Must be freed using Allocator::FreeStatsString.
|
|
@param DetailedMap `TRUE` to include full list of allocations (can make the string quite long), `FALSE` to only return statistics.
|
|
*/
|
|
void BuildStatsString(WCHAR** ppStatsString, BOOL DetailedMap) const;
|
|
|
|
/// Frees memory of a string returned from Allocator::BuildStatsString.
|
|
void FreeStatsString(WCHAR* pStatsString) const;
|
|
|
|
/** \brief Begins defragmentation process of the default pools.
|
|
|
|
\param pDesc Structure filled with parameters of defragmentation.
|
|
\param[out] ppContext Context object that will manage defragmentation.
|
|
|
|
For more information about defragmentation, see documentation chapter:
|
|
[Defragmentation](@ref defragmentation).
|
|
*/
|
|
void BeginDefragmentation(const DEFRAGMENTATION_DESC* pDesc, DefragmentationContext** ppContext);
|
|
|
|
protected:
|
|
void ReleaseThis() override;
|
|
|
|
private:
|
|
friend D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC*, Allocator**);
|
|
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*);
|
|
friend class DefragmentationContext;
|
|
friend class Pool;
|
|
|
|
Allocator(const ALLOCATION_CALLBACKS& allocationCallbacks, const ALLOCATOR_DESC& desc);
|
|
~Allocator();
|
|
|
|
AllocatorPimpl* m_Pimpl;
|
|
|
|
D3D12MA_CLASS_NO_COPY(Allocator)
|
|
};
|
|
|
|
|
|
/// \brief Bit flags to be used with VIRTUAL_BLOCK_DESC::Flags.
|
|
enum VIRTUAL_BLOCK_FLAGS
|
|
{
|
|
/// Zero
|
|
VIRTUAL_BLOCK_FLAG_NONE = 0,
|
|
|
|
/** \brief 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 \ref linear_algorithm.
|
|
*/
|
|
VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR = POOL_FLAG_ALGORITHM_LINEAR,
|
|
|
|
// Bit mask to extract only `ALGORITHM` bits from entire set of flags.
|
|
VIRTUAL_BLOCK_FLAG_ALGORITHM_MASK = POOL_FLAG_ALGORITHM_MASK
|
|
};
|
|
|
|
/// Parameters of created D3D12MA::VirtualBlock object to be passed to CreateVirtualBlock().
|
|
struct VIRTUAL_BLOCK_DESC
|
|
{
|
|
/// Flags.
|
|
VIRTUAL_BLOCK_FLAGS Flags;
|
|
/** \brief Total size of the block.
|
|
|
|
Sizes can be expressed in bytes or any units you want as long as you are consistent in using them.
|
|
For example, if you allocate from some array of structures, 1 can mean single instance of entire structure.
|
|
*/
|
|
UINT64 Size;
|
|
/** \brief Custom CPU memory allocation callbacks. Optional.
|
|
|
|
Optional, can be null. When specified, will be used for all CPU-side memory allocations.
|
|
*/
|
|
const ALLOCATION_CALLBACKS* pAllocationCallbacks;
|
|
};
|
|
|
|
/// \brief Bit flags to be used with VIRTUAL_ALLOCATION_DESC::Flags.
|
|
enum VIRTUAL_ALLOCATION_FLAGS
|
|
{
|
|
/// Zero
|
|
VIRTUAL_ALLOCATION_FLAG_NONE = 0,
|
|
|
|
/** \brief Allocation will be created from upper stack in a double stack pool.
|
|
|
|
This flag is only allowed for virtual blocks created with #VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR flag.
|
|
*/
|
|
VIRTUAL_ALLOCATION_FLAG_UPPER_ADDRESS = ALLOCATION_FLAG_UPPER_ADDRESS,
|
|
|
|
/// Allocation strategy that tries to minimize memory usage.
|
|
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_MEMORY = ALLOCATION_FLAG_STRATEGY_MIN_MEMORY,
|
|
/// Allocation strategy that tries to minimize allocation time.
|
|
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_TIME = ALLOCATION_FLAG_STRATEGY_MIN_TIME,
|
|
/** \brief Allocation strategy that chooses always the lowest offset in available space.
|
|
This is not the most efficient strategy but achieves highly packed data.
|
|
*/
|
|
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_OFFSET = ALLOCATION_FLAG_STRATEGY_MIN_OFFSET,
|
|
/** \brief A bit mask to extract only `STRATEGY` bits from entire set of flags.
|
|
|
|
These strategy flags are binary compatible with equivalent flags in #ALLOCATION_FLAGS.
|
|
*/
|
|
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MASK = ALLOCATION_FLAG_STRATEGY_MASK,
|
|
};
|
|
|
|
/// Parameters of created virtual allocation to be passed to VirtualBlock::Allocate().
|
|
struct VIRTUAL_ALLOCATION_DESC
|
|
{
|
|
/// Flags.
|
|
VIRTUAL_ALLOCATION_FLAGS Flags;
|
|
/** \brief Size of the allocation.
|
|
|
|
Cannot be zero.
|
|
*/
|
|
UINT64 Size;
|
|
/** \brief Required alignment of the allocation.
|
|
|
|
Must be power of two. Special value 0 has the same meaning as 1 - means no special alignment is required, so allocation can start at any offset.
|
|
*/
|
|
UINT64 Alignment;
|
|
/** \brief Custom pointer to be associated with the allocation.
|
|
|
|
It can be fetched or changed later.
|
|
*/
|
|
void* pPrivateData;
|
|
};
|
|
|
|
/// Parameters of an existing virtual allocation, returned by VirtualBlock::GetAllocationInfo().
|
|
struct VIRTUAL_ALLOCATION_INFO
|
|
{
|
|
/// \brief Offset of the allocation.
|
|
UINT64 Offset;
|
|
/** \brief Size of the allocation.
|
|
|
|
Same value as passed in VIRTUAL_ALLOCATION_DESC::Size.
|
|
*/
|
|
UINT64 Size;
|
|
/** \brief Custom pointer associated with the allocation.
|
|
|
|
Same value as passed in VIRTUAL_ALLOCATION_DESC::pPrivateData or VirtualBlock::SetAllocationPrivateData().
|
|
*/
|
|
void* pPrivateData;
|
|
};
|
|
|
|
/** \brief Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory.
|
|
|
|
This class allows to use the core algorithm of the library custom allocations e.g. CPU memory or
|
|
sub-allocation regions inside a single GPU buffer.
|
|
|
|
To create this object, fill in D3D12MA::VIRTUAL_BLOCK_DESC and call CreateVirtualBlock().
|
|
To destroy it, call its method `VirtualBlock::Release()`.
|
|
You need to free all the allocations within this block or call Clear() before destroying it.
|
|
|
|
This object is not thread-safe - should not be used from multiple threads simultaneously, must be synchronized externally.
|
|
*/
|
|
class D3D12MA_API VirtualBlock : public IUnknownImpl
|
|
{
|
|
public:
|
|
/** \brief Returns true if the block is empty - contains 0 allocations.
|
|
*/
|
|
BOOL IsEmpty() const;
|
|
/** \brief Returns information about an allocation - its offset, size and custom pointer.
|
|
*/
|
|
void GetAllocationInfo(VirtualAllocation allocation, VIRTUAL_ALLOCATION_INFO* pInfo) const;
|
|
|
|
/** \brief Creates new allocation.
|
|
\param pDesc
|
|
\param[out] pAllocation Unique indentifier of the new allocation within single block.
|
|
\param[out] pOffset Returned offset of the new allocation. Optional, can be null.
|
|
\return `S_OK` if allocation succeeded, `E_OUTOFMEMORY` if it failed.
|
|
|
|
If the allocation failed, `pAllocation->AllocHandle` is set to 0 and `pOffset`, if not null, is set to `UINT64_MAX`.
|
|
*/
|
|
HRESULT Allocate(const VIRTUAL_ALLOCATION_DESC* pDesc, VirtualAllocation* pAllocation, UINT64* pOffset);
|
|
/** \brief Frees the allocation.
|
|
|
|
Calling this function with `allocation.AllocHandle == 0` is correct and does nothing.
|
|
*/
|
|
void FreeAllocation(VirtualAllocation allocation);
|
|
/** \brief Frees all the allocations.
|
|
*/
|
|
void Clear();
|
|
/** \brief Changes custom pointer for an allocation to a new value.
|
|
*/
|
|
void SetAllocationPrivateData(VirtualAllocation allocation, void* pPrivateData);
|
|
/** \brief Retrieves basic statistics of the virtual block that are fast to calculate.
|
|
|
|
\param[out] pStats %Statistics of the virtual block.
|
|
*/
|
|
void GetStatistics(Statistics* pStats) const;
|
|
/** \brief Retrieves detailed statistics of the virtual block that are slower to calculate.
|
|
|
|
\param[out] pStats %Statistics of the virtual block.
|
|
*/
|
|
void CalculateStatistics(DetailedStatistics* pStats) const;
|
|
|
|
/** \brief Builds and returns statistics as a string in JSON format, including the list of allocations with their parameters.
|
|
@param[out] ppStatsString Must be freed using VirtualBlock::FreeStatsString.
|
|
*/
|
|
void BuildStatsString(WCHAR** ppStatsString) const;
|
|
|
|
/** \brief Frees memory of a string returned from VirtualBlock::BuildStatsString.
|
|
*/
|
|
void FreeStatsString(WCHAR* pStatsString) const;
|
|
|
|
protected:
|
|
void ReleaseThis() override;
|
|
|
|
private:
|
|
friend D3D12MA_API HRESULT CreateVirtualBlock(const VIRTUAL_BLOCK_DESC*, VirtualBlock**);
|
|
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*);
|
|
|
|
VirtualBlockPimpl* m_Pimpl;
|
|
|
|
VirtualBlock(const ALLOCATION_CALLBACKS& allocationCallbacks, const VIRTUAL_BLOCK_DESC& desc);
|
|
~VirtualBlock();
|
|
|
|
D3D12MA_CLASS_NO_COPY(VirtualBlock)
|
|
};
|
|
|
|
|
|
/** \brief Creates new main D3D12MA::Allocator object and returns it through `ppAllocator`.
|
|
|
|
You normally only need to call it once and keep a single Allocator object for your `ID3D12Device`.
|
|
*/
|
|
D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC* pDesc, Allocator** ppAllocator);
|
|
|
|
/** \brief Creates new D3D12MA::VirtualBlock object and returns it through `ppVirtualBlock`.
|
|
|
|
Note you don't need to create D3D12MA::Allocator to use virtual blocks.
|
|
*/
|
|
D3D12MA_API HRESULT CreateVirtualBlock(const VIRTUAL_BLOCK_DESC* pDesc, VirtualBlock** ppVirtualBlock);
|
|
|
|
} // namespace D3D12MA
|
|
|
|
/// \cond INTERNAL
|
|
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::ALLOCATION_FLAGS);
|
|
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::DEFRAGMENTATION_FLAGS);
|
|
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::ALLOCATOR_FLAGS);
|
|
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::POOL_FLAGS);
|
|
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::VIRTUAL_BLOCK_FLAGS);
|
|
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::VIRTUAL_ALLOCATION_FLAGS);
|
|
/// \endcond
|
|
|
|
/**
|
|
\page quick_start Quick start
|
|
|
|
\section quick_start_project_setup Project setup and initialization
|
|
|
|
This is a small, standalone C++ library. It consists of a pair of 2 files:
|
|
"D3D12MemAlloc.h" header file with public interface and "D3D12MemAlloc.cpp" with
|
|
internal implementation. The only external dependencies are WinAPI, Direct3D 12,
|
|
and parts of C/C++ standard library (but STL containers, exceptions, or RTTI are
|
|
not used).
|
|
|
|
The library is developed and tested using Microsoft Visual Studio 2019, but it
|
|
should work with other compilers as well. It is designed for 64-bit code.
|
|
|
|
To use the library in your project:
|
|
|
|
(1.) Copy files `D3D12MemAlloc.cpp`, `%D3D12MemAlloc.h` to your project.
|
|
|
|
(2.) Make `D3D12MemAlloc.cpp` compiling as part of the project, as C++ code.
|
|
|
|
(3.) Include library header in each CPP file that needs to use the library.
|
|
|
|
\code
|
|
#include "D3D12MemAlloc.h"
|
|
\endcode
|
|
|
|
(4.) Right after you created `ID3D12Device`, fill D3D12MA::ALLOCATOR_DESC
|
|
structure and call function D3D12MA::CreateAllocator to create the main
|
|
D3D12MA::Allocator object.
|
|
|
|
Please note that all symbols of the library are declared inside #D3D12MA namespace.
|
|
|
|
\code
|
|
IDXGIAdapter* adapter = (...)
|
|
ID3D12Device* device = (...)
|
|
|
|
D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
|
|
allocatorDesc.pDevice = device;
|
|
allocatorDesc.pAdapter = adapter;
|
|
|
|
D3D12MA::Allocator* allocator;
|
|
HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
|
|
\endcode
|
|
|
|
(5.) Right before destroying the D3D12 device, destroy the allocator object.
|
|
|
|
Objects of this library must be destroyed by calling `Release` method.
|
|
They are somewhat compatible with COM: they implement `IUnknown` interface with its virtual methods: `AddRef`, `Release`, `QueryInterface`,
|
|
and they are reference-counted internally.
|
|
You can use smart pointers designed for COM with objects of this library - e.g. `CComPtr` or `Microsoft::WRL::ComPtr`.
|
|
The reference counter is thread-safe.
|
|
`QueryInterface` method supports only `IUnknown`, as classes of this library don't define their own GUIDs.
|
|
|
|
\code
|
|
allocator->Release();
|
|
\endcode
|
|
|
|
|
|
\section quick_start_creating_resources Creating resources
|
|
|
|
To use the library for creating resources (textures and buffers), call method
|
|
D3D12MA::Allocator::CreateResource in the place where you would previously call
|
|
`ID3D12Device::CreateCommittedResource`.
|
|
|
|
The function has similar syntax, but it expects structure D3D12MA::ALLOCATION_DESC
|
|
to be passed along with `D3D12_RESOURCE_DESC` and other parameters for created
|
|
resource. This structure describes parameters of the desired memory allocation,
|
|
including choice of `D3D12_HEAP_TYPE`.
|
|
|
|
The function returns a new object of type D3D12MA::Allocation.
|
|
It represents allocated memory and can be queried for size, offset, `ID3D12Heap`.
|
|
It also holds a reference to the `ID3D12Resource`, which can be accessed by calling D3D12MA::Allocation::GetResource().
|
|
|
|
\code
|
|
D3D12_RESOURCE_DESC resourceDesc = {};
|
|
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
|
resourceDesc.Alignment = 0;
|
|
resourceDesc.Width = 1024;
|
|
resourceDesc.Height = 1024;
|
|
resourceDesc.DepthOrArraySize = 1;
|
|
resourceDesc.MipLevels = 1;
|
|
resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
resourceDesc.SampleDesc.Count = 1;
|
|
resourceDesc.SampleDesc.Quality = 0;
|
|
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
|
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
|
|
D3D12MA::ALLOCATION_DESC allocationDesc = {};
|
|
allocationDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
|
|
|
|
D3D12MA::Allocation* allocation;
|
|
HRESULT hr = allocator->CreateResource(
|
|
&allocationDesc,
|
|
&resourceDesc,
|
|
D3D12_RESOURCE_STATE_COPY_DEST,
|
|
NULL,
|
|
&allocation,
|
|
IID_NULL, NULL);
|
|
|
|
// Use allocation->GetResource()...
|
|
\endcode
|
|
|
|
You need to release the allocation object when no longer needed.
|
|
This will also release the D3D12 resource.
|
|
|
|
\code
|
|
allocation->Release();
|
|
\endcode
|
|
|
|
The advantage of using the allocator instead of creating committed resource, and
|
|
the main purpose of this library, is that it can decide to allocate bigger memory
|
|
heap internally using `ID3D12Device::CreateHeap` and place multiple resources in
|
|
it, at different offsets, using `ID3D12Device::CreatePlacedResource`. The library
|
|
manages its own collection of allocated memory blocks (heaps) and remembers which
|
|
parts of them are occupied and which parts are free to be used for new resources.
|
|
|
|
It is important to remember that resources created as placed don't have their memory
|
|
initialized to zeros, but may contain garbage data, so they need to be fully initialized
|
|
before usage, e.g. using Clear (`ClearRenderTargetView`), Discard (`DiscardResource`),
|
|
or copy (`CopyResource`).
|
|
|
|
The library also automatically handles resource heap tier.
|
|
When `D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier` equals `D3D12_RESOURCE_HEAP_TIER_1`,
|
|
resources of 3 types: buffers, textures that are render targets or depth-stencil,
|
|
and other textures must be kept in separate heaps. When `D3D12_RESOURCE_HEAP_TIER_2`,
|
|
they can be kept together. By using this library, you don't need to handle this
|
|
manually.
|
|
|
|
|
|
\section quick_start_resource_reference_counting Resource reference counting
|
|
|
|
`ID3D12Resource` and other interfaces of Direct3D 12 use COM, so they are reference-counted.
|
|
Objects of this library are reference-counted as well.
|
|
An object of type D3D12MA::Allocation remembers the resource (buffer or texture)
|
|
that was created together with this memory allocation
|
|
and holds a reference to the `ID3D12Resource` object.
|
|
(Note this is a difference to Vulkan Memory Allocator, where a `VmaAllocation` object has no connection
|
|
with the buffer or image that was created with it.)
|
|
Thus, it is important to manage the resource reference counter properly.
|
|
|
|
<b>The simplest use case</b> is shown in the code snippet above.
|
|
When only D3D12MA::Allocation object is obtained from a function call like D3D12MA::Allocator::CreateResource,
|
|
it remembers the `ID3D12Resource` that was created with it and holds a reference to it.
|
|
The resource can be obtained by calling `allocation->GetResource()`, which doesn't increment the resource
|
|
reference counter.
|
|
Calling `allocation->Release()` will decrease the resource reference counter, which is = 1 in this case,
|
|
so the resource will be released.
|
|
|
|
<b>Second option</b> is to retrieve a pointer to the resource along with D3D12MA::Allocation.
|
|
Last parameters of the resource creation function can be used for this purpose.
|
|
|
|
\code
|
|
D3D12MA::Allocation* allocation;
|
|
ID3D12Resource* resource;
|
|
HRESULT hr = allocator->CreateResource(
|
|
&allocationDesc,
|
|
&resourceDesc,
|
|
D3D12_RESOURCE_STATE_COPY_DEST,
|
|
NULL,
|
|
&allocation,
|
|
IID_PPV_ARGS(&resource));
|
|
|
|
// Use resource...
|
|
\endcode
|
|
|
|
In this case, returned pointer `resource` is equal to `allocation->GetResource()`,
|
|
but the creation function additionally increases resource reference counter for the purpose of returning it from this call
|
|
(it actually calls `QueryInterface` internally), so the resource will have the counter = 2.
|
|
The resource then need to be released along with the allocation, in this particular order,
|
|
to make sure the resource is destroyed before its memory heap can potentially be freed.
|
|
|
|
\code
|
|
resource->Release();
|
|
allocation->Release();
|
|
\endcode
|
|
|
|
<b>More advanced use cases</b> are possible when we consider that an D3D12MA::Allocation object can just hold
|
|
a reference to any resource.
|
|
It can be changed by calling D3D12MA::Allocation::SetResource. This function
|
|
releases the old resource and calls `AddRef` on the new one.
|
|
|
|
Special care must be taken when performing <b>defragmentation</b>.
|
|
The new resource created at the destination place should be set as `pass.pMoves[i].pDstTmpAllocation->SetResource(newRes)`,
|
|
but it is moved to the source allocation at end of the defragmentation pass,
|
|
while the old resource accessible through `pass.pMoves[i].pSrcAllocation->GetResource()` is then released.
|
|
For more information, see documentation chapter \ref defragmentation.
|
|
|
|
|
|
\section quick_start_mapping_memory Mapping memory
|
|
|
|
The process of getting regular CPU-side pointer to the memory of a resource in
|
|
Direct3D is called "mapping". There are rules and restrictions to this process,
|
|
as described in D3D12 documentation of `ID3D12Resource::Map` method.
|
|
|
|
Mapping happens on the level of particular resources, not entire memory heaps,
|
|
and so it is out of scope of this library. Just as the documentation of the `Map` function says:
|
|
|
|
- Returned pointer refers to data of particular subresource, not entire memory heap.
|
|
- You can map same resource multiple times. It is ref-counted internally.
|
|
- Mapping is thread-safe.
|
|
- Unmapping is not required before resource destruction.
|
|
- Unmapping may not be required before using written data - some heap types on
|
|
some platforms support resources persistently mapped.
|
|
|
|
When using this library, you can map and use your resources normally without
|
|
considering whether they are created as committed resources or placed resources in one large heap.
|
|
|
|
Example for buffer created and filled in `UPLOAD` heap type:
|
|
|
|
\code
|
|
const UINT64 bufSize = 65536;
|
|
const float* bufData = (...);
|
|
|
|
D3D12_RESOURCE_DESC resourceDesc = {};
|
|
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;
|
|
resourceDesc.Alignment = 0;
|
|
resourceDesc.Width = bufSize;
|
|
resourceDesc.Height = 1;
|
|
resourceDesc.DepthOrArraySize = 1;
|
|
resourceDesc.MipLevels = 1;
|
|
resourceDesc.Format = DXGI_FORMAT_UNKNOWN;
|
|
resourceDesc.SampleDesc.Count = 1;
|
|
resourceDesc.SampleDesc.Quality = 0;
|
|
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;
|
|
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
|
|
|
|
D3D12MA::ALLOCATION_DESC allocationDesc = {};
|
|
allocationDesc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
|
|
|
|
D3D12Resource* resource;
|
|
D3D12MA::Allocation* allocation;
|
|
HRESULT hr = allocator->CreateResource(
|
|
&allocationDesc,
|
|
&resourceDesc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ,
|
|
NULL,
|
|
&allocation,
|
|
IID_PPV_ARGS(&resource));
|
|
|
|
void* mappedPtr;
|
|
hr = resource->Map(0, NULL, &mappedPtr);
|
|
|
|
memcpy(mappedPtr, bufData, bufSize);
|
|
|
|
resource->Unmap(0, NULL);
|
|
\endcode
|
|
|
|
|
|
\page custom_pools Custom memory pools
|
|
|
|
A "pool" is a collection of memory blocks that share certain properties.
|
|
Allocator creates 3 default pools: for `D3D12_HEAP_TYPE_DEFAULT`, `UPLOAD`, `READBACK`.
|
|
A default pool automatically grows in size. Size of allocated blocks is also variable and managed automatically.
|
|
Typical allocations are created in these pools. You can also create custom pools.
|
|
|
|
\section custom_pools_usage Usage
|
|
|
|
To create a custom pool, fill in structure D3D12MA::POOL_DESC and call function D3D12MA::Allocator::CreatePool
|
|
to obtain object D3D12MA::Pool. Example:
|
|
|
|
\code
|
|
POOL_DESC poolDesc = {};
|
|
poolDesc.HeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
|
|
|
|
Pool* pool;
|
|
HRESULT hr = allocator->CreatePool(&poolDesc, &pool);
|
|
\endcode
|
|
|
|
To allocate resources out of a custom pool, only set member D3D12MA::ALLOCATION_DESC::CustomPool.
|
|
Example:
|
|
|
|
\code
|
|
ALLOCATION_DESC allocDesc = {};
|
|
allocDesc.CustomPool = pool;
|
|
|
|
D3D12_RESOURCE_DESC resDesc = ...
|
|
Allocation* alloc;
|
|
hr = allocator->CreateResource(&allocDesc, &resDesc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &alloc, IID_NULL, NULL);
|
|
\endcode
|
|
|
|
All allocations must be released before releasing the pool.
|
|
The pool must be released before relasing the allocator.
|
|
|
|
\code
|
|
alloc->Release();
|
|
pool->Release();
|
|
\endcode
|
|
|
|
\section custom_pools_features_and_benefits Features and benefits
|
|
|
|
While it is recommended to use default pools whenever possible for simplicity and to give the allocator
|
|
more opportunities for internal optimizations, custom pools may be useful in following cases:
|
|
|
|
- To keep some resources separate from others in memory.
|
|
- To keep track of memory usage of just a specific group of resources. %Statistics can be queried using
|
|
D3D12MA::Pool::CalculateStatistics.
|
|
- To use specific size of a memory block (`ID3D12Heap`). To set it, use member D3D12MA::POOL_DESC::BlockSize.
|
|
When set to 0, the library uses automatically determined, variable block sizes.
|
|
- To reserve some minimum amount of memory allocated. To use it, set member D3D12MA::POOL_DESC::MinBlockCount.
|
|
- To limit maximum amount of memory allocated. To use it, set member D3D12MA::POOL_DESC::MaxBlockCount.
|
|
- To use extended parameters of the D3D12 memory allocation. While resources created from default pools
|
|
can only specify `D3D12_HEAP_TYPE_DEFAULT`, `UPLOAD`, `READBACK`, a custom pool may use non-standard
|
|
`D3D12_HEAP_PROPERTIES` (member D3D12MA::POOL_DESC::HeapProperties) and `D3D12_HEAP_FLAGS`
|
|
(D3D12MA::POOL_DESC::HeapFlags), which is useful e.g. for cross-adapter sharing or UMA
|
|
(see also D3D12MA::Allocator::IsUMA).
|
|
|
|
New versions of this library support creating **committed allocations in custom pools**.
|
|
It is supported only when D3D12MA::POOL_DESC::BlockSize = 0.
|
|
To use this feature, set D3D12MA::ALLOCATION_DESC::CustomPool to the pointer to your custom pool and
|
|
D3D12MA::ALLOCATION_DESC::Flags to D3D12MA::ALLOCATION_FLAG_COMMITTED. Example:
|
|
|
|
\code
|
|
ALLOCATION_DESC allocDesc = {};
|
|
allocDesc.CustomPool = pool;
|
|
allocDesc.Flags = ALLOCATION_FLAG_COMMITTED;
|
|
|
|
D3D12_RESOURCE_DESC resDesc = ...
|
|
Allocation* alloc;
|
|
ID3D12Resource* res;
|
|
hr = allocator->CreateResource(&allocDesc, &resDesc,
|
|
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &alloc, IID_PPV_ARGS(&res));
|
|
\endcode
|
|
|
|
This feature may seem unnecessary, but creating committed allocations from custom pools may be useful
|
|
in some cases, e.g. to have separate memory usage statistics for some group of resources or to use
|
|
extended allocation parameters, like custom `D3D12_HEAP_PROPERTIES`, which are available only in custom pools.
|
|
|
|
|
|
\page defragmentation Defragmentation
|
|
|
|
Interleaved allocations and deallocations of many objects of varying size can
|
|
cause fragmentation over time, which can lead to a situation where the library is unable
|
|
to find a continuous range of free memory for a new allocation despite there is
|
|
enough free space, just scattered across many small free ranges between existing
|
|
allocations.
|
|
|
|
To mitigate this problem, you can use defragmentation feature.
|
|
It doesn't happen automatically though and needs your cooperation,
|
|
because %D3D12MA is a low level library that only allocates memory.
|
|
It cannot recreate buffers and textures in a new place as it doesn't remember the contents of `D3D12_RESOURCE_DESC` structure.
|
|
It cannot copy their contents as it doesn't record any commands to a command list.
|
|
|
|
Example:
|
|
|
|
\code
|
|
D3D12MA::DEFRAGMENTATION_DESC defragDesc = {};
|
|
defragDesc.Flags = D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_FAST;
|
|
|
|
D3D12MA::DefragmentationContext* defragCtx;
|
|
allocator->BeginDefragmentation(&defragDesc, &defragCtx);
|
|
|
|
for(;;)
|
|
{
|
|
D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO pass;
|
|
HRESULT hr = defragCtx->BeginPass(&pass);
|
|
if(hr == S_OK)
|
|
break;
|
|
else if(hr != S_FALSE)
|
|
// Handle error...
|
|
|
|
for(UINT i = 0; i < pass.MoveCount; ++i)
|
|
{
|
|
// Inspect pass.pMoves[i].pSrcAllocation, identify what buffer/texture it represents.
|
|
MyEngineResourceData* resData = (MyEngineResourceData*)pMoves[i].pSrcAllocation->GetPrivateData();
|
|
|
|
// Recreate this buffer/texture as placed at pass.pMoves[i].pDstTmpAllocation.
|
|
D3D12_RESOURCE_DESC resDesc = ...
|
|
ID3D12Resource* newRes;
|
|
hr = device->CreatePlacedResource(
|
|
pass.pMoves[i].pDstTmpAllocation->GetHeap(),
|
|
pass.pMoves[i].pDstTmpAllocation->GetOffset(), &resDesc,
|
|
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&newRes));
|
|
// Check hr...
|
|
|
|
// Store new resource in the pDstTmpAllocation.
|
|
pass.pMoves[i].pDstTmpAllocation->SetResource(newRes);
|
|
|
|
// Copy its content to the new place.
|
|
cmdList->CopyResource(
|
|
pass.pMoves[i].pDstTmpAllocation->GetResource(),
|
|
pass.pMoves[i].pSrcAllocation->GetResource());
|
|
}
|
|
|
|
// Make sure the copy commands finished executing.
|
|
cmdQueue->ExecuteCommandLists(...);
|
|
// ...
|
|
WaitForSingleObject(fenceEvent, INFINITE);
|
|
|
|
// Update appropriate descriptors to point to the new places...
|
|
|
|
hr = defragCtx->EndPass(&pass);
|
|
if(hr == S_OK)
|
|
break;
|
|
else if(hr != S_FALSE)
|
|
// Handle error...
|
|
}
|
|
|
|
defragCtx->Release();
|
|
\endcode
|
|
|
|
Although functions like D3D12MA::Allocator::CreateResource()
|
|
create an allocation and a buffer/texture at once, these are just a shortcut for
|
|
allocating memory and creating a placed resource.
|
|
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 `S_FALSE` not `S_OK`.
|
|
In each pass:
|
|
|
|
1. D3D12MA::DefragmentationContext::BeginPass() function call:
|
|
- Calculates and returns the list of allocations to be moved in this pass.
|
|
Note this can be a time-consuming process.
|
|
- Reserves destination memory for them by creating temporary destination allocations
|
|
that you can query for their `ID3D12Heap` + offset using methods like D3D12MA::Allocation::GetHeap().
|
|
2. Inside the pass, **you should**:
|
|
- Inspect the returned list of allocations to be moved.
|
|
- Create new buffers/textures as placed at the returned destination temporary allocations.
|
|
- Copy data from source to destination resources if necessary.
|
|
- Store the pointer to the new resource in the temporary destination allocation.
|
|
3. D3D12MA::DefragmentationContext::EndPass() function call:
|
|
- Frees the source memory reserved for the allocations that are moved.
|
|
- Modifies source D3D12MA::Allocation objects that are moved to point to the destination reserved memory
|
|
and destination resource, while source resource is released.
|
|
- Frees `ID3D12Heap` blocks that became empty.
|
|
|
|
Defragmentation algorithm tries to move all suitable allocations.
|
|
You can, however, refuse to move some of them inside a defragmentation pass, by setting
|
|
`pass.pMoves[i].Operation` to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE.
|
|
This is not recommended and may result in suboptimal packing of the allocations after defragmentation.
|
|
If you cannot ensure any allocation can be moved, it is better to keep movable allocations separate in a custom pool.
|
|
|
|
Inside a pass, for each allocation that should be moved:
|
|
|
|
- You should copy its data from the source to the destination place by calling e.g. `CopyResource()`.
|
|
- You need to make sure these commands finished executing before the source buffers/textures are released by D3D12MA::DefragmentationContext::EndPass().
|
|
- If a resource doesn't contain any meaningful data, e.g. it is a transient render-target texture to be cleared,
|
|
filled, and used temporarily in each rendering frame, you can just recreate this texture
|
|
without copying its data.
|
|
- If the resource is in `D3D12_HEAP_TYPE_READBACK` memory, you can copy its data on the CPU
|
|
using `memcpy()`.
|
|
- If you cannot move the allocation, you can set `pass.pMoves[i].Operation` to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE.
|
|
This will cancel the move.
|
|
- D3D12MA::DefragmentationContext::EndPass() will then free the destination memory
|
|
not the source memory of the allocation, leaving it unchanged.
|
|
- If you decide the allocation is unimportant and can be destroyed instead of moved (e.g. it wasn't used for long time),
|
|
you can set `pass.pMoves[i].Operation` to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY.
|
|
- D3D12MA::DefragmentationContext::EndPass() will then free both source and destination memory, and will destroy the source D3D12MA::Allocation object.
|
|
|
|
You can defragment a specific custom pool by calling D3D12MA::Pool::BeginDefragmentation
|
|
or all the default pools by calling D3D12MA::Allocator::BeginDefragmentation (like in the example above).
|
|
|
|
Defragmentation is always performed in each pool separately.
|
|
Allocations are never moved between different heap types.
|
|
The size of the destination memory reserved for a moved allocation is the same as the original one.
|
|
Alignment of an allocation as it was determined using `GetResourceAllocationInfo()` is also respected after defragmentation.
|
|
Buffers/textures should be recreated with the same `D3D12_RESOURCE_DESC` parameters as the original ones.
|
|
|
|
You can perform the defragmentation incrementally to limit the number of allocations and bytes to be moved
|
|
in each pass, e.g. to call it in sync with render frames and not to experience too big hitches.
|
|
See members: D3D12MA::DEFRAGMENTATION_DESC::MaxBytesPerPass, D3D12MA::DEFRAGMENTATION_DESC::MaxAllocationsPerPass.
|
|
|
|
<b>Thread safety:</b>
|
|
It is safe to perform the defragmentation asynchronously to render frames and other Direct3D 12 and %D3D12MA
|
|
usage, possibly from multiple threads, with the exception that allocations
|
|
returned in D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves shouldn't be released until the defragmentation pass is ended.
|
|
During the call to D3D12MA::DefragmentationContext::BeginPass(), any operations on the memory pool
|
|
affected by the defragmentation are blocked by a mutex.
|
|
|
|
What it means in practice is that you shouldn't free any allocations from the defragmented pool
|
|
since the moment a call to `BeginPass` begins. Otherwise, a thread performing the `allocation->Release()`
|
|
would block for the time `BeginPass` executes and then free the allocation when it finishes, while the allocation
|
|
could have ended up on the list of allocations to move.
|
|
A solution to freeing allocations during defragmentation is to find such allocation on the list
|
|
`pass.pMoves[i]` and set its operation to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY instead of
|
|
calling `allocation->Release()`, or simply deferring the release to the time after defragmentation finished.
|
|
|
|
<b>Mapping</b> is out of scope of this library and so it is not preserved after an allocation is moved during defragmentation.
|
|
You need to map the new resource yourself if needed.
|
|
|
|
\note Defragmentation is not supported in custom pools created with D3D12MA::POOL_FLAG_ALGORITHM_LINEAR.
|
|
|
|
|
|
\page statistics Statistics
|
|
|
|
This library contains several functions that return information about its internal state,
|
|
especially the amount of memory allocated from D3D12.
|
|
|
|
\section statistics_numeric_statistics Numeric statistics
|
|
|
|
If you need to obtain basic statistics about memory usage per memory segment group, together with current budget,
|
|
you can call function D3D12MA::Allocator::GetBudget() and inspect structure D3D12MA::Budget.
|
|
This is useful to keep track of memory usage and stay withing budget.
|
|
Example:
|
|
|
|
\code
|
|
D3D12MA::Budget localBudget;
|
|
allocator->GetBudget(&localBudget, NULL);
|
|
|
|
printf("My GPU memory currently has %u allocations taking %llu B,\n",
|
|
localBudget.Statistics.AllocationCount,
|
|
localBudget.Statistics.AllocationBytes);
|
|
printf("allocated out of %u D3D12 memory heaps taking %llu B,\n",
|
|
localBudget.Statistics.BlockCount,
|
|
localBudget.Statistics.BlockBytes);
|
|
printf("D3D12 reports total usage %llu B with budget %llu B.\n",
|
|
localBudget.UsageBytes,
|
|
localBudget.BudgetBytes);
|
|
\endcode
|
|
|
|
You can query for more detailed statistics per heap type, memory segment group, and totals,
|
|
including minimum and maximum allocation size and unused range size,
|
|
by calling function D3D12MA::Allocator::CalculateStatistics() and inspecting structure D3D12MA::TotalStatistics.
|
|
This function is slower though, as it has to traverse all the internal data structures,
|
|
so it should be used only for debugging purposes.
|
|
|
|
You can query for statistics of a custom pool using function D3D12MA::Pool::GetStatistics()
|
|
or D3D12MA::Pool::CalculateStatistics().
|
|
|
|
You can query for information about a specific allocation using functions of the D3D12MA::Allocation class,
|
|
e.g. `GetSize()`, `GetOffset()`, `GetHeap()`.
|
|
|
|
\section statistics_json_dump JSON dump
|
|
|
|
You can dump internal state of the allocator to a string in JSON format using function D3D12MA::Allocator::BuildStatsString().
|
|
The result is guaranteed to be correct JSON.
|
|
It uses Windows Unicode (UTF-16) encoding.
|
|
Any strings provided by user (see D3D12MA::Allocation::SetName())
|
|
are copied as-is and properly escaped for JSON.
|
|
It must be freed using function D3D12MA::Allocator::FreeStatsString().
|
|
|
|
The format of this JSON string is not part of official documentation of the library,
|
|
but it will not change in backward-incompatible way without increasing library major version number
|
|
and appropriate mention in changelog.
|
|
|
|
The JSON string contains all the data that can be obtained using D3D12MA::Allocator::CalculateStatistics().
|
|
It can also contain detailed map of allocated memory blocks and their regions -
|
|
free and occupied by allocations.
|
|
This allows e.g. to visualize the memory or assess fragmentation.
|
|
|
|
|
|
\page resource_aliasing Resource aliasing (overlap)
|
|
|
|
New explicit graphics APIs (Vulkan and Direct3D 12), thanks to manual memory
|
|
management, give an opportunity to alias (overlap) multiple resources in the
|
|
same region of memory - a feature not available in the old APIs (Direct3D 11, OpenGL).
|
|
It can be useful to save video memory, but it must be used with caution.
|
|
|
|
For example, if you know the flow of your whole render frame in advance, you
|
|
are going to use some intermediate textures or buffers only during a small range of render passes,
|
|
and you know these ranges don't overlap in time, you can create these resources in
|
|
the same place in memory, even if they have completely different parameters (width, height, format etc.).
|
|
|
|
![Resource aliasing (overlap)](../gfx/Aliasing.png)
|
|
|
|
Such scenario is possible using D3D12MA, but you need to create your resources
|
|
using special function D3D12MA::Allocator::CreateAliasingResource.
|
|
Before that, you need to allocate memory with parameters calculated using formula:
|
|
|
|
- allocation size = max(size of each resource)
|
|
- allocation alignment = max(alignment of each resource)
|
|
|
|
Following example shows two different textures created in the same place in memory,
|
|
allocated to fit largest of them.
|
|
|
|
\code
|
|
D3D12_RESOURCE_DESC resDesc1 = {};
|
|
resDesc1.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
|
resDesc1.Alignment = 0;
|
|
resDesc1.Width = 1920;
|
|
resDesc1.Height = 1080;
|
|
resDesc1.DepthOrArraySize = 1;
|
|
resDesc1.MipLevels = 1;
|
|
resDesc1.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
resDesc1.SampleDesc.Count = 1;
|
|
resDesc1.SampleDesc.Quality = 0;
|
|
resDesc1.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
|
resDesc1.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
|
|
|
|
D3D12_RESOURCE_DESC resDesc2 = {};
|
|
resDesc2.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
|
|
resDesc2.Alignment = 0;
|
|
resDesc2.Width = 1024;
|
|
resDesc2.Height = 1024;
|
|
resDesc2.DepthOrArraySize = 1;
|
|
resDesc2.MipLevels = 0;
|
|
resDesc2.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
|
resDesc2.SampleDesc.Count = 1;
|
|
resDesc2.SampleDesc.Quality = 0;
|
|
resDesc2.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
|
|
resDesc2.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
|
|
|
|
const D3D12_RESOURCE_ALLOCATION_INFO allocInfo1 =
|
|
device->GetResourceAllocationInfo(0, 1, &resDesc1);
|
|
const D3D12_RESOURCE_ALLOCATION_INFO allocInfo2 =
|
|
device->GetResourceAllocationInfo(0, 1, &resDesc2);
|
|
|
|
D3D12_RESOURCE_ALLOCATION_INFO finalAllocInfo = {};
|
|
finalAllocInfo.Alignment = std::max(allocInfo1.Alignment, allocInfo2.Alignment);
|
|
finalAllocInfo.SizeInBytes = std::max(allocInfo1.SizeInBytes, allocInfo2.SizeInBytes);
|
|
|
|
D3D12MA::ALLOCATION_DESC allocDesc = {};
|
|
allocDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
|
|
allocDesc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES;
|
|
|
|
D3D12MA::Allocation* alloc;
|
|
hr = allocator->AllocateMemory(&allocDesc, &finalAllocInfo, &alloc);
|
|
assert(alloc != NULL && alloc->GetHeap() != NULL);
|
|
|
|
ID3D12Resource* res1;
|
|
hr = allocator->CreateAliasingResource(
|
|
alloc,
|
|
0, // AllocationLocalOffset
|
|
&resDesc1,
|
|
D3D12_RESOURCE_STATE_COMMON,
|
|
NULL, // pOptimizedClearValue
|
|
IID_PPV_ARGS(&res1));
|
|
|
|
ID3D12Resource* res2;
|
|
hr = allocator->CreateAliasingResource(
|
|
alloc,
|
|
0, // AllocationLocalOffset
|
|
&resDesc2,
|
|
D3D12_RESOURCE_STATE_COMMON,
|
|
NULL, // pOptimizedClearValue
|
|
IID_PPV_ARGS(&res2));
|
|
|
|
// You can use res1 and res2, but not at the same time!
|
|
|
|
res2->Release();
|
|
res1->Release();
|
|
alloc->Release();
|
|
\endcode
|
|
|
|
Remember that using resouces that alias in memory requires proper synchronization.
|
|
You need to issue a special barrier of type `D3D12_RESOURCE_BARRIER_TYPE_ALIASING`.
|
|
You also need to treat a resource after aliasing as uninitialized - containing garbage data.
|
|
For example, if you use `res1` and then want to use `res2`, you need to first initialize `res2`
|
|
using either Clear, Discard, or Copy to the entire resource.
|
|
|
|
Additional considerations:
|
|
|
|
- D3D12 also allows to interpret contents of memory between aliasing resources consistently in some cases,
|
|
which is called "data inheritance". For details, see
|
|
Microsoft documentation chapter "Memory Aliasing and Data Inheritance".
|
|
- You can create more complex layout where different textures and buffers are bound
|
|
at different offsets inside one large allocation. For example, one can imagine
|
|
a big texture used in some render passes, aliasing with a set of many small buffers
|
|
used in some further passes. To bind a resource at non-zero offset of an allocation,
|
|
call D3D12MA::Allocator::CreateAliasingResource with appropriate value of `AllocationLocalOffset` parameter.
|
|
- Resources of the three categories: buffers, textures with `RENDER_TARGET` or `DEPTH_STENCIL` flags, and all other textures,
|
|
can be placed in the same memory only when `allocator->GetD3D12Options().ResourceHeapTier >= D3D12_RESOURCE_HEAP_TIER_2`.
|
|
Otherwise they must be placed in different memory heap types, and thus aliasing them is not possible.
|
|
|
|
|
|
\page linear_algorithm Linear allocation algorithm
|
|
|
|
Each D3D12 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
|
|
D3D12MA::POOL_FLAG_ALGORITHM_LINEAR to D3D12MA::POOL_DESC::Flags while creating
|
|
D3D12MA::Pool 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.
|
|
You don't need to specify explicitly which of these options you are going to use - it is detected automatically.
|
|
|
|
\section linear_algorithm_free_at_once Free-at-once
|
|
|
|
In a pool that uses linear algorithm, you still need to free all the allocations
|
|
individually by calling `allocation->Release()`. 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)
|
|
|
|
This mode is also available for pools created with D3D12MA::POOL_DESC::MaxBlockCount
|
|
value that allows multiple memory blocks.
|
|
|
|
\section 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)
|
|
|
|
This mode is also available for pools created with D3D12MA::POOL_DESC::MaxBlockCount
|
|
value that allows multiple memory blocks.
|
|
|
|
\section 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 the upper stack, add flag D3D12MA::ALLOCATION_FLAG_UPPER_ADDRESS
|
|
to D3D12MA::ALLOCATION_DESC::Flags.
|
|
|
|
![Double stack](../gfx/Linear_allocator_7_double_stack.png)
|
|
|
|
Double stack is available only in pools with one memory block -
|
|
D3D12MA::POOL_DESC::MaxBlockCount must be 1. Otherwise behavior is undefined.
|
|
|
|
When the two stacks' ends meet so there is not enough space between them for a
|
|
new allocation, such allocation fails with usual `E_OUTOFMEMORY` error.
|
|
|
|
\section 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)
|
|
|
|
Ring buffer is available only in pools with one memory block -
|
|
D3D12MA::POOL_DESC::MaxBlockCount must be 1. Otherwise behavior is undefined.
|
|
|
|
\section linear_algorithm_additional_considerations Additional considerations
|
|
|
|
Linear algorithm can also be used with \ref virtual_allocator.
|
|
See flag D3D12MA::VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR.
|
|
|
|
|
|
\page virtual_allocator Virtual allocator
|
|
|
|
As an extra feature, the core allocation algorithm of the library is exposed through a simple and convenient API of "virtual allocator".
|
|
It doesn't allocate any real GPU memory. It just keeps track of used and free regions of a "virtual block".
|
|
You can use it to allocate your own memory or other objects, even completely unrelated to D3D12.
|
|
A common use case is sub-allocation of pieces of one large GPU buffer.
|
|
|
|
\section virtual_allocator_creating_virtual_block Creating virtual block
|
|
|
|
To use this functionality, there is no main "allocator" object.
|
|
You don't need to have D3D12MA::Allocator object created.
|
|
All you need to do is to create a separate D3D12MA::VirtualBlock object for each block of memory you want to be managed by the allocator:
|
|
|
|
-# Fill in D3D12MA::ALLOCATOR_DESC structure.
|
|
-# Call D3D12MA::CreateVirtualBlock. Get new D3D12MA::VirtualBlock object.
|
|
|
|
Example:
|
|
|
|
\code
|
|
D3D12MA::VIRTUAL_BLOCK_DESC blockDesc = {};
|
|
blockDesc.Size = 1048576; // 1 MB
|
|
|
|
D3D12MA::VirtualBlock *block;
|
|
HRESULT hr = CreateVirtualBlock(&blockDesc, &block);
|
|
\endcode
|
|
|
|
\section virtual_allocator_making_virtual_allocations Making virtual allocations
|
|
|
|
D3D12MA::VirtualBlock object contains internal data structure that keeps track of free and occupied regions
|
|
using the same code as the main D3D12 memory allocator.
|
|
A single allocation is identified by a lightweight structure D3D12MA::VirtualAllocation.
|
|
You will also likely want to know the offset at which the allocation was made in the block.
|
|
|
|
In order to make an allocation:
|
|
|
|
-# Fill in D3D12MA::VIRTUAL_ALLOCATION_DESC structure.
|
|
-# Call D3D12MA::VirtualBlock::Allocate. Get new D3D12MA::VirtualAllocation value that identifies the allocation.
|
|
|
|
Example:
|
|
|
|
\code
|
|
D3D12MA::VIRTUAL_ALLOCATION_DESC allocDesc = {};
|
|
allocDesc.Size = 4096; // 4 KB
|
|
|
|
D3D12MA::VirtualAllocation alloc;
|
|
UINT64 allocOffset;
|
|
hr = block->Allocate(&allocDesc, &alloc, &allocOffset);
|
|
if(SUCCEEDED(hr))
|
|
{
|
|
// Use the 4 KB of your memory starting at allocOffset.
|
|
}
|
|
else
|
|
{
|
|
// Allocation failed - no space for it could be found. Handle this error!
|
|
}
|
|
\endcode
|
|
|
|
\section virtual_allocator_deallocation Deallocation
|
|
|
|
When no longer needed, an allocation can be freed by calling D3D12MA::VirtualBlock::FreeAllocation.
|
|
|
|
When whole block is no longer needed, the block object can be released by calling `block->Release()`.
|
|
All allocations must be freed before the block is destroyed, which is checked internally by an assert.
|
|
However, if you don't want to call `block->FreeAllocation` for each allocation, you can use D3D12MA::VirtualBlock::Clear to free them all at once -
|
|
a feature not available in normal D3D12 memory allocator.
|
|
|
|
Example:
|
|
|
|
\code
|
|
block->FreeAllocation(alloc);
|
|
block->Release();
|
|
\endcode
|
|
|
|
\section virtual_allocator_allocation_parameters Allocation parameters
|
|
|
|
You can attach a custom pointer to each allocation by using D3D12MA::VirtualBlock::SetAllocationPrivateData.
|
|
Its default value is `NULL`.
|
|
It can be used to store any data that needs to be associated with that allocation - e.g. an index, a handle, or a pointer to some
|
|
larger data structure containing more information. Example:
|
|
|
|
\code
|
|
struct CustomAllocData
|
|
{
|
|
std::string m_AllocName;
|
|
};
|
|
CustomAllocData* allocData = new CustomAllocData();
|
|
allocData->m_AllocName = "My allocation 1";
|
|
block->SetAllocationPrivateData(alloc, allocData);
|
|
\endcode
|
|
|
|
The pointer can later be fetched, along with allocation offset and size, by passing the allocation handle to function
|
|
D3D12MA::VirtualBlock::GetAllocationInfo and inspecting returned structure D3D12MA::VIRTUAL_ALLOCATION_INFO.
|
|
If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the allocation!
|
|
Example:
|
|
|
|
\code
|
|
VIRTUAL_ALLOCATION_INFO allocInfo;
|
|
block->GetAllocationInfo(alloc, &allocInfo);
|
|
delete (CustomAllocData*)allocInfo.pPrivateData;
|
|
|
|
block->FreeAllocation(alloc);
|
|
\endcode
|
|
|
|
\section virtual_allocator_alignment_and_units Alignment and units
|
|
|
|
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
|
|
D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment to request it. Example:
|
|
|
|
\code
|
|
D3D12MA::VIRTUAL_ALLOCATION_DESC allocDesc = {};
|
|
allocDesc.Size = 4096; // 4 KB
|
|
allocDesc.Alignment = 4; // Returned offset must be a multiply of 4 B
|
|
|
|
D3D12MA::VirtualAllocation alloc;
|
|
UINT64 allocOffset;
|
|
hr = block->Allocate(&allocDesc, &alloc, &allocOffset);
|
|
\endcode
|
|
|
|
Alignments 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:
|
|
|
|
- D3D12MA::VIRTUAL_BLOCK_DESC::Size
|
|
- D3D12MA::VIRTUAL_ALLOCATION_DESC::Size and D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment
|
|
- Using offset returned by D3D12MA::VirtualBlock::Allocate and D3D12MA::VIRTUAL_ALLOCATION_INFO::Offset
|
|
|
|
\section virtual_allocator_statistics Statistics
|
|
|
|
You can obtain brief statistics of a virtual block using D3D12MA::VirtualBlock::GetStatistics().
|
|
The function fills structure D3D12MA::Statistics - same as used by the normal D3D12 memory allocator.
|
|
Example:
|
|
|
|
\code
|
|
D3D12MA::Statistics stats;
|
|
block->GetStatistics(&stats);
|
|
printf("My virtual block has %llu bytes used by %u virtual allocations\n",
|
|
stats.AllocationBytes, stats.AllocationCount);
|
|
\endcode
|
|
|
|
More detailed statistics can be obtained using function D3D12MA::VirtualBlock::CalculateStatistics(),
|
|
but they are slower to calculate.
|
|
|
|
You can also request a full list of allocations and free regions as a string in JSON format by calling
|
|
D3D12MA::VirtualBlock::BuildStatsString.
|
|
Returned string must be later freed using D3D12MA::VirtualBlock::FreeStatsString.
|
|
The format of this string may differ from the one returned by the main D3D12 allocator, but it is similar.
|
|
|
|
\section virtual_allocator_additional_considerations Additional considerations
|
|
|
|
Alternative, linear algorithm can be used with virtual allocator - see flag
|
|
D3D12MA::VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR and documentation: \ref linear_algorithm.
|
|
|
|
Note that the "virtual allocator" functionality is implemented on a level of individual memory blocks.
|
|
Keeping track of a whole collection of blocks, allocating new ones when out of free space,
|
|
deleting empty ones, and deciding which one to try first for a new allocation must be implemented by the user.
|
|
|
|
|
|
\page configuration Configuration
|
|
|
|
Please check file `D3D12MemAlloc.cpp` lines between "Configuration Begin" and
|
|
"Configuration End" to find macros that you can define to change the behavior of
|
|
the library, primarily for debugging purposes.
|
|
|
|
\section custom_memory_allocator Custom CPU memory allocator
|
|
|
|
If you use custom allocator for CPU memory rather than default C++ operator `new`
|
|
and `delete` or `malloc` and `free` functions, you can make this library using
|
|
your allocator as well by filling structure D3D12MA::ALLOCATION_CALLBACKS and
|
|
passing it as optional member D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks.
|
|
Functions pointed there will be used by the library to make any CPU-side
|
|
allocations. Example:
|
|
|
|
\code
|
|
#include <malloc.h>
|
|
|
|
void* CustomAllocate(size_t Size, size_t Alignment, void* pPrivateData)
|
|
{
|
|
void* memory = _aligned_malloc(Size, Alignment);
|
|
// Your extra bookkeeping here...
|
|
return memory;
|
|
}
|
|
|
|
void CustomFree(void* pMemory, void* pPrivateData)
|
|
{
|
|
// Your extra bookkeeping here...
|
|
_aligned_free(pMemory);
|
|
}
|
|
|
|
(...)
|
|
|
|
D3D12MA::ALLOCATION_CALLBACKS allocationCallbacks = {};
|
|
allocationCallbacks.pAllocate = &CustomAllocate;
|
|
allocationCallbacks.pFree = &CustomFree;
|
|
|
|
D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
|
|
allocatorDesc.pDevice = device;
|
|
allocatorDesc.pAdapter = adapter;
|
|
allocatorDesc.pAllocationCallbacks = &allocationCallbacks;
|
|
|
|
D3D12MA::Allocator* allocator;
|
|
HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
|
|
\endcode
|
|
|
|
|
|
\section debug_margins Debug margins
|
|
|
|
By default, allocations are laid out in memory blocks next to each other if possible
|
|
(considering required alignment returned by `ID3D12Device::GetResourceAllocationInfo`).
|
|
|
|
![Allocations without margin](../gfx/Margins_1.png)
|
|
|
|
Define macro `D3D12MA_DEBUG_MARGIN` to some non-zero value (e.g. 16) inside "D3D12MemAlloc.cpp"
|
|
to enforce specified number of bytes as a margin after every allocation.
|
|
|
|
![Allocations with margin](../gfx/Margins_2.png)
|
|
|
|
If your bug goes away after enabling margins, it means it may be caused by memory
|
|
being overwritten outside of allocation boundaries. It is not 100% certain though.
|
|
Change in application behavior may also be caused by different order and distribution
|
|
of allocations across memory blocks after margins are applied.
|
|
|
|
Margins work with all memory heap types.
|
|
|
|
Margin is applied only to placed allocations made out of memory heaps and not to committed
|
|
allocations, which have their own, implicit memory heap of specific size.
|
|
It is thus not applied to allocations made using D3D12MA::ALLOCATION_FLAG_COMMITTED flag
|
|
or those automatically decided to put into committed allocations, e.g. due to its large size.
|
|
|
|
Margins appear in [JSON dump](@ref statistics_json_dump) as part of free space.
|
|
|
|
Note that enabling margins increases memory usage and fragmentation.
|
|
|
|
Margins do not apply to \ref virtual_allocator.
|
|
|
|
|
|
\page general_considerations General considerations
|
|
|
|
\section general_considerations_thread_safety Thread safety
|
|
|
|
- The library has no global state, so separate D3D12MA::Allocator objects can be used independently.
|
|
In typical applications there should be no need to create multiple such objects though - one per `ID3D12Device` is enough.
|
|
- All calls to methods of D3D12MA::Allocator class are safe to be made from multiple
|
|
threads simultaneously because they are synchronized internally when needed.
|
|
- When the allocator is created with D3D12MA::ALLOCATOR_FLAG_SINGLETHREADED,
|
|
calls to methods of D3D12MA::Allocator class must be made from a single thread or synchronized by the user.
|
|
Using this flag may improve performance.
|
|
- D3D12MA::VirtualBlock is not safe to be used from multiple threads simultaneously.
|
|
|
|
\section general_considerations_versioning_and_compatibility Versioning and compatibility
|
|
|
|
The library uses [**Semantic Versioning**](https://semver.org/),
|
|
which means version numbers follow convention: Major.Minor.Patch (e.g. 2.3.0), where:
|
|
|
|
- Incremented Patch version means a release is backward- and forward-compatible,
|
|
introducing only some internal improvements, bug fixes, optimizations etc.
|
|
or changes that are out of scope of the official API described in this documentation.
|
|
- Incremented Minor version means a release is backward-compatible,
|
|
so existing code that uses the library should continue to work, while some new
|
|
symbols could have been added: new structures, functions, new values in existing
|
|
enums and bit flags, new structure members, but not new function parameters.
|
|
- Incrementing Major version means a release could break some backward compatibility.
|
|
|
|
All changes between official releases are documented in file "CHANGELOG.md".
|
|
|
|
\warning Backward compatiblity is considered on the level of C++ source code, not binary linkage.
|
|
Adding new members to existing structures is treated as backward compatible if initializing
|
|
the new members to binary zero results in the old behavior.
|
|
You should always fully initialize all library structures to zeros and not rely on their
|
|
exact binary size.
|
|
|
|
\section general_considerations_features_not_supported Features not supported
|
|
|
|
Features deliberately excluded from the scope of this library:
|
|
|
|
- **Descriptor allocation.** Although also called "heaps", objects that represent
|
|
descriptors are separate part of the D3D12 API from buffers and textures.
|
|
You can still use \ref virtual_allocator to manage descriptors and their ranges inside a descriptor heap.
|
|
- **Support for reserved (tiled) resources.** We don't recommend using them.
|
|
- Support for `ID3D12Device::Evict` and `MakeResident`. We don't recommend using them.
|
|
You can call them on the D3D12 objects manually.
|
|
Plese keep in mind, however, that eviction happens on the level of entire `ID3D12Heap` memory blocks
|
|
and not individual buffers or textures which may be placed inside them.
|
|
- **Handling CPU memory allocation failures.** When dynamically creating small C++
|
|
objects in CPU memory (not the GPU memory), allocation failures are not
|
|
handled gracefully, because that would complicate code significantly and
|
|
is usually not needed in desktop PC applications anyway.
|
|
Success of an allocation is just checked with an assert.
|
|
- **Code free of any compiler warnings.**
|
|
There are many preprocessor macros that make some variables unused, function parameters unreferenced,
|
|
or conditional expressions constant in some configurations.
|
|
The code of this library should not be bigger or more complicated just to silence these warnings.
|
|
It is recommended to disable such warnings instead.
|
|
- This is a C++ library. **Bindings or ports to any other programming languages** are welcome as external projects but
|
|
are not going to be included into this repository.
|
|
*/
|