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			2642 lines
		
	
	
		
			111 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
|   | //
 | ||
|  | // Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved.
 | ||
|  | //
 | ||
|  | // Permission is hereby granted, free of charge, to any person obtaining a copy
 | ||
|  | // of this software and associated documentation files (the "Software"), to deal
 | ||
|  | // in the Software without restriction, including without limitation the rights
 | ||
|  | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 | ||
|  | // copies of the Software, and to permit persons to whom the Software is
 | ||
|  | // furnished to do so, subject to the following conditions:
 | ||
|  | //
 | ||
|  | // The above copyright notice and this permission notice shall be included in
 | ||
|  | // all copies or substantial portions of the Software.
 | ||
|  | //
 | ||
|  | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 | ||
|  | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 | ||
|  | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
 | ||
|  | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 | ||
|  | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 | ||
|  | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 | ||
|  | // THE SOFTWARE.
 | ||
|  | //
 | ||
|  | 
 | ||
|  | #pragma once
 | ||
|  | 
 | ||
|  | /** \mainpage D3D12 Memory Allocator
 | ||
|  | 
 | ||
|  | <b>Version 2.1.0-development</b> (2023-07-05) | ||
|  | 
 | ||
|  | Copyright (c) 2019-2023 Advanced Micro Devices, Inc. All rights reserved. \n | ||
|  | License: MIT | ||
|  | 
 | ||
|  | Documentation of all members: D3D12MemAlloc.h | ||
|  | 
 | ||
|  | \section main_table_of_contents Table of contents | ||
|  | 
 | ||
|  | - \subpage quick_start | ||
|  |     - [Project setup](@ref quick_start_project_setup) | ||
|  |     - [Creating resources](@ref quick_start_creating_resources) | ||
|  |     - [Resource reference counting](@ref quick_start_resource_reference_counting) | ||
|  |     - [Mapping memory](@ref quick_start_mapping_memory) | ||
|  | - \subpage custom_pools | ||
|  | - \subpage defragmentation | ||
|  | - \subpage statistics | ||
|  | - \subpage resource_aliasing | ||
|  | - \subpage linear_algorithm | ||
|  | - \subpage virtual_allocator | ||
|  | - \subpage configuration | ||
|  |   - [Custom CPU memory allocator](@ref custom_memory_allocator) | ||
|  |   - [Debug margins](@ref debug_margins) | ||
|  | - \subpage general_considerations | ||
|  |   - [Thread safety](@ref general_considerations_thread_safety) | ||
|  |   - [Versioning and compatibility](@ref general_considerations_versioning_and_compatibility) | ||
|  |   - [Features not supported](@ref general_considerations_features_not_supported) | ||
|  |          | ||
|  | \section main_see_also See also | ||
|  | 
 | ||
|  | - [Product page on GPUOpen](https://gpuopen.com/gaming-product/d3d12-memory-allocator/)
 | ||
|  | - [Source repository on GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator)
 | ||
|  | */ | ||
|  | 
 | ||
|  | // If using this library on a platform different than Windows PC or want to use different version of DXGI,
 | ||
|  | // you should include D3D12-compatible headers before this library on your own and define 
 | ||
|  | // D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED.
 | ||
|  | // Alternatively, if you are targeting the open sourced DirectX headers, defining D3D12MA_USING_DIRECTX_HEADERS
 | ||
|  | // will include them rather the ones provided by the Windows SDK.
 | ||
|  | #ifndef D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED
 | ||
|  |     #if defined(D3D12MA_USING_DIRECTX_HEADERS)
 | ||
|  |         #include <directx/d3d12.h>
 | ||
|  |         #include <dxguids/dxguids.h>
 | ||
|  |     #else
 | ||
|  |         #include <d3d12.h>
 | ||
|  |     #endif
 | ||
|  |      | ||
|  |     #include <dxgi1_4.h>
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | // Define this macro to 0 to disable usage of DXGI 1.4 (needed for IDXGIAdapter3 and query for memory budget).
 | ||
|  | #ifndef D3D12MA_DXGI_1_4
 | ||
|  |     #ifdef __IDXGIAdapter3_INTERFACE_DEFINED__
 | ||
|  |         #define D3D12MA_DXGI_1_4 1
 | ||
|  |     #else
 | ||
|  |         #define D3D12MA_DXGI_1_4 0
 | ||
|  |     #endif
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | /*
 | ||
|  | When defined to value other than 0, the library will try to use | ||
|  | D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT or D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT | ||
|  | for created textures when possible, which can save memory because some small textures | ||
|  | may get their alignment 4K and their size a multiply of 4K instead of 64K. | ||
|  | 
 | ||
|  | #define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 0
 | ||
|  |     Disables small texture alignment. | ||
|  | #define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1
 | ||
|  |     Enables conservative algorithm that will use small alignment only for some textures | ||
|  |     that are surely known to support it. | ||
|  | #define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 2
 | ||
|  |     Enables query for small alignment to D3D12 (based on Microsoft sample) which will | ||
|  |     enable small alignment for more textures, but will also generate D3D Debug Layer | ||
|  |     error #721 on call to ID3D12Device::GetResourceAllocationInfo, which you should just | ||
|  |     ignore. | ||
|  | */ | ||
|  | #ifndef D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT
 | ||
|  |     #define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | /// \cond INTERNAL
 | ||
|  | 
 | ||
|  | #define D3D12MA_CLASS_NO_COPY(className) \
 | ||
|  |     private: \ | ||
|  |         className(const className&) = delete; \ | ||
|  |         className(className&&) = delete; \ | ||
|  |         className& operator=(const className&) = delete; \ | ||
|  |         className& operator=(className&&) = delete; | ||
|  | 
 | ||
|  | // To be used with MAKE_HRESULT to define custom error codes.
 | ||
|  | #define FACILITY_D3D12MA 3542
 | ||
|  | 
 | ||
|  | /*
 | ||
|  | If providing your own implementation, you need to implement a subset of std::atomic. | ||
|  | */ | ||
|  | #if !defined(D3D12MA_ATOMIC_UINT32) || !defined(D3D12MA_ATOMIC_UINT64)
 | ||
|  |     #include <atomic>
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | #ifndef D3D12MA_ATOMIC_UINT32
 | ||
|  |     #define D3D12MA_ATOMIC_UINT32 std::atomic<UINT>
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | #ifndef D3D12MA_ATOMIC_UINT64
 | ||
|  |     #define D3D12MA_ATOMIC_UINT64 std::atomic<UINT64>
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | #ifdef D3D12MA_EXPORTS
 | ||
|  |     #define D3D12MA_API __declspec(dllexport)
 | ||
|  | #elif defined(D3D12MA_IMPORTS)
 | ||
|  |     #define D3D12MA_API __declspec(dllimport)
 | ||
|  | #else
 | ||
|  |     #define D3D12MA_API
 | ||
|  | #endif
 | ||
|  | 
 | ||
|  | // Forward declaration if ID3D12ProtectedResourceSession is not defined inside the headers (older SDK, pre ID3D12Device4)
 | ||
|  | struct ID3D12ProtectedResourceSession; | ||
|  | 
 | ||
|  | // Define this enum even if SDK doesn't provide it, to simplify the API.
 | ||
|  | #ifndef __ID3D12Device1_INTERFACE_DEFINED__
 | ||
|  | typedef enum D3D12_RESIDENCY_PRIORITY | ||
|  | { | ||
|  |     D3D12_RESIDENCY_PRIORITY_MINIMUM = 0x28000000, | ||
|  |     D3D12_RESIDENCY_PRIORITY_LOW = 0x50000000, | ||
|  |     D3D12_RESIDENCY_PRIORITY_NORMAL = 0x78000000, | ||
|  |     D3D12_RESIDENCY_PRIORITY_HIGH = 0xa0010000, | ||
|  |     D3D12_RESIDENCY_PRIORITY_MAXIMUM = 0xc8000000 | ||
|  | } D3D12_RESIDENCY_PRIORITY; | ||
|  | #endif
 | ||
|  | 
 | ||
|  | namespace D3D12MA | ||
|  | { | ||
|  | class D3D12MA_API IUnknownImpl : public IUnknown | ||
|  | { | ||
|  | public: | ||
|  |     virtual ~IUnknownImpl() = default; | ||
|  |     virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject); | ||
|  |     virtual ULONG STDMETHODCALLTYPE AddRef(); | ||
|  |     virtual ULONG STDMETHODCALLTYPE Release(); | ||
|  | protected: | ||
|  |     virtual void ReleaseThis() { delete this; } | ||
|  | private: | ||
|  |     D3D12MA_ATOMIC_UINT32 m_RefCount = {1}; | ||
|  | }; | ||
|  | } // namespace D3D12MA
 | ||
|  | 
 | ||
|  | /// \endcond
 | ||
|  | 
 | ||
|  | namespace D3D12MA | ||
|  | { | ||
|  | 
 | ||
|  | /// \cond INTERNAL
 | ||
|  | class DefragmentationContextPimpl; | ||
|  | class AllocatorPimpl; | ||
|  | class PoolPimpl; | ||
|  | class NormalBlock; | ||
|  | class BlockVector; | ||
|  | class CommittedAllocationList; | ||
|  | class JsonWriter; | ||
|  | class VirtualBlockPimpl; | ||
|  | /// \endcond
 | ||
|  | 
 | ||
|  | class Pool; | ||
|  | class Allocator; | ||
|  | struct Statistics; | ||
|  | struct DetailedStatistics; | ||
|  | struct TotalStatistics; | ||
|  | 
 | ||
|  | /// \brief Unique identifier of single allocation done inside the memory heap.
 | ||
|  | typedef UINT64 AllocHandle; | ||
|  | 
 | ||
|  | /// Pointer to custom callback function that allocates CPU memory.
 | ||
|  | using ALLOCATE_FUNC_PTR = void* (*)(size_t Size, size_t Alignment, void* pPrivateData); | ||
|  | /**
 | ||
|  | \brief Pointer to custom callback function that deallocates CPU memory. | ||
|  | 
 | ||
|  | `pMemory = null` should be accepted and ignored. | ||
|  | */ | ||
|  | using FREE_FUNC_PTR = void (*)(void* pMemory, void* pPrivateData); | ||
|  | 
 | ||
|  | /// Custom callbacks to CPU memory allocation functions.
 | ||
|  | struct ALLOCATION_CALLBACKS | ||
|  | { | ||
|  |     /// %Allocation function.
 | ||
|  |     ALLOCATE_FUNC_PTR pAllocate; | ||
|  |     /// Dellocation function.
 | ||
|  |     FREE_FUNC_PTR pFree; | ||
|  |     /// Custom data that will be passed to allocation and deallocation functions as `pUserData` parameter.
 | ||
|  |     void* pPrivateData; | ||
|  | }; | ||
|  | 
 | ||
|  | 
 | ||
|  | /// \brief Bit flags to be used with ALLOCATION_DESC::Flags.
 | ||
|  | enum ALLOCATION_FLAGS | ||
|  | { | ||
|  |     /// Zero
 | ||
|  |     ALLOCATION_FLAG_NONE = 0, | ||
|  | 
 | ||
|  |     /**
 | ||
|  |     Set this flag if the allocation should have its own dedicated memory allocation (committed resource with implicit heap). | ||
|  |      | ||
|  |     Use it for special, big resources, like fullscreen textures used as render targets. | ||
|  | 
 | ||
|  |     - When used with functions like D3D12MA::Allocator::CreateResource, it will use `ID3D12Device::CreateCommittedResource`, | ||
|  |       so the created allocation will contain a resource (D3D12MA::Allocation::GetResource() `!= NULL`) but will not have | ||
|  |       a heap (D3D12MA::Allocation::GetHeap() `== NULL`), as the heap is implicit. | ||
|  |     - When used with raw memory allocation like D3D12MA::Allocator::AllocateMemory, it will use `ID3D12Device::CreateHeap`, | ||
|  |       so the created allocation will contain a heap (D3D12MA::Allocation::GetHeap() `!= NULL`) and its offset will always be 0. | ||
|  |     */ | ||
|  |     ALLOCATION_FLAG_COMMITTED = 0x1, | ||
|  | 
 | ||
|  |     /**
 | ||
|  |     Set this flag to only try to allocate from existing memory heaps and never create new such heap. | ||
|  | 
 | ||
|  |     If new allocation cannot be placed in any of the existing heaps, allocation | ||
|  |     fails with `E_OUTOFMEMORY` error. | ||
|  | 
 | ||
|  |     You should not use D3D12MA::ALLOCATION_FLAG_COMMITTED and | ||
|  |     D3D12MA::ALLOCATION_FLAG_NEVER_ALLOCATE at the same time. It makes no sense. | ||
|  |     */ | ||
|  |     ALLOCATION_FLAG_NEVER_ALLOCATE = 0x2, | ||
|  | 
 | ||
|  |     /** Create allocation only if additional memory required for it, if any, won't exceed
 | ||
|  |     memory budget. Otherwise return `E_OUTOFMEMORY`. | ||
|  |     */ | ||
|  |     ALLOCATION_FLAG_WITHIN_BUDGET = 0x4, | ||
|  | 
 | ||
|  |     /** Allocation will be created from upper stack in a double stack pool.
 | ||
|  | 
 | ||
|  |     This flag is only allowed for custom pools created with #POOL_FLAG_ALGORITHM_LINEAR flag. | ||
|  |     */ | ||
|  |     ALLOCATION_FLAG_UPPER_ADDRESS = 0x8, | ||
|  | 
 | ||
|  |     /** Set this flag if the allocated memory will have aliasing resources.
 | ||
|  |      | ||
|  |     Use this when calling D3D12MA::Allocator::CreateResource() and similar to | ||
|  |     guarantee creation of explicit heap for desired allocation and prevent it from using `CreateCommittedResource`, | ||
|  |     so that new allocation object will always have `allocation->GetHeap() != NULL`. | ||
|  |     */ | ||
|  |     ALLOCATION_FLAG_CAN_ALIAS = 0x10, | ||
|  | 
 | ||
|  |     /** Allocation strategy that chooses smallest possible free range for the allocation
 | ||
|  |     to minimize memory usage and fragmentation, possibly at the expense of allocation time. | ||
|  |     */ | ||
|  |     ALLOCATION_FLAG_STRATEGY_MIN_MEMORY = 0x00010000, | ||
|  | 
 | ||
|  |     /** Allocation strategy that chooses first suitable free range for the allocation -
 | ||
|  |     not necessarily in terms of the smallest offset but the one that is easiest and fastest to find | ||
|  |     to minimize allocation time, possibly at the expense of allocation quality. | ||
|  |     */ | ||
|  |     ALLOCATION_FLAG_STRATEGY_MIN_TIME = 0x00020000, | ||
|  | 
 | ||
|  |     /** Allocation strategy that chooses always the lowest offset in available space.
 | ||
|  |     This is not the most efficient strategy but achieves highly packed data. | ||
|  |     Used internally by defragmentation, not recomended in typical usage. | ||
|  |     */ | ||
|  |     ALLOCATION_FLAG_STRATEGY_MIN_OFFSET = 0x0004000, | ||
|  | 
 | ||
|  |     /// Alias to #ALLOCATION_FLAG_STRATEGY_MIN_MEMORY.
 | ||
|  |     ALLOCATION_FLAG_STRATEGY_BEST_FIT = ALLOCATION_FLAG_STRATEGY_MIN_MEMORY, | ||
|  |     /// Alias to #ALLOCATION_FLAG_STRATEGY_MIN_TIME.
 | ||
|  |     ALLOCATION_FLAG_STRATEGY_FIRST_FIT = ALLOCATION_FLAG_STRATEGY_MIN_TIME, | ||
|  | 
 | ||
|  |     /// A bit mask to extract only `STRATEGY` bits from entire set of flags.
 | ||
|  |     ALLOCATION_FLAG_STRATEGY_MASK = | ||
|  |         ALLOCATION_FLAG_STRATEGY_MIN_MEMORY | | ||
|  |         ALLOCATION_FLAG_STRATEGY_MIN_TIME | | ||
|  |         ALLOCATION_FLAG_STRATEGY_MIN_OFFSET, | ||
|  | }; | ||
|  | 
 | ||
|  | /// \brief Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.
 | ||
|  | struct ALLOCATION_DESC | ||
|  | { | ||
|  |     /// Flags.
 | ||
|  |     ALLOCATION_FLAGS Flags; | ||
|  |     /** \brief The type of memory heap where the new allocation should be placed.
 | ||
|  | 
 | ||
|  |     It must be one of: `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`. | ||
|  | 
 | ||
|  |     When D3D12MA::ALLOCATION_DESC::CustomPool != NULL this member is ignored. | ||
|  |     */ | ||
|  |     D3D12_HEAP_TYPE HeapType; | ||
|  |     /** \brief Additional heap flags to be used when allocating memory.
 | ||
|  | 
 | ||
|  |     In most cases it can be 0. | ||
|  |      | ||
|  |     - If you use D3D12MA::Allocator::CreateResource(), you don't need to care. | ||
|  |       Necessary flag `D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS`, `D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES`, | ||
|  |       or `D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES` is added automatically. | ||
|  |     - If you use D3D12MA::Allocator::AllocateMemory(), you should specify one of those `ALLOW_ONLY` flags. | ||
|  |       Except when you validate that D3D12MA::Allocator::GetD3D12Options()`.ResourceHeapTier == D3D12_RESOURCE_HEAP_TIER_1` - | ||
|  |       then you can leave it 0. | ||
|  |     - You can specify additional flags if needed. Then the memory will always be allocated as | ||
|  |       separate block using `D3D12Device::CreateCommittedResource` or `CreateHeap`, not as part of an existing larget block. | ||
|  | 
 | ||
|  |     When D3D12MA::ALLOCATION_DESC::CustomPool != NULL this member is ignored. | ||
|  |     */ | ||
|  |     D3D12_HEAP_FLAGS ExtraHeapFlags; | ||
|  |     /** \brief Custom pool to place the new resource in. Optional.
 | ||
|  | 
 | ||
|  |     When not NULL, the resource will be created inside specified custom pool. | ||
|  |     */ | ||
|  |     Pool* CustomPool; | ||
|  |     /// Custom general-purpose pointer that will be stored in D3D12MA::Allocation.
 | ||
|  |     void* pPrivateData; | ||
|  | }; | ||
|  | 
 | ||
|  | /** \brief Calculated statistics of memory usage e.g. in a specific memory heap type,
 | ||
|  | memory segment group, custom pool, or total. | ||
|  | 
 | ||
|  | These are fast to calculate. | ||
|  | See functions: D3D12MA::Allocator::GetBudget(), D3D12MA::Pool::GetStatistics(). | ||
|  | */ | ||
|  | struct Statistics | ||
|  | { | ||
|  |     /** \brief Number of D3D12 memory blocks allocated - `ID3D12Heap` objects and committed resources.
 | ||
|  |     */ | ||
|  |     UINT BlockCount; | ||
|  |     /** \brief Number of D3D12MA::Allocation objects allocated.
 | ||
|  | 
 | ||
|  |     Committed allocations have their own blocks, so each one adds 1 to `AllocationCount` as well as `BlockCount`. | ||
|  |     */ | ||
|  |     UINT AllocationCount; | ||
|  |     /** \brief Number of bytes allocated in memory blocks.
 | ||
|  |     */ | ||
|  |     UINT64 BlockBytes; | ||
|  |     /** \brief Total number of bytes occupied by all D3D12MA::Allocation objects.
 | ||
|  | 
 | ||
|  |     Always less or equal than `BlockBytes`. | ||
|  |     Difference `(BlockBytes - AllocationBytes)` is the amount of memory allocated from D3D12 | ||
|  |     but unused by any D3D12MA::Allocation. | ||
|  |     */ | ||
|  |     UINT64 AllocationBytes; | ||
|  | }; | ||
|  | 
 | ||
|  | /** \brief More detailed statistics than D3D12MA::Statistics.
 | ||
|  | 
 | ||
|  | These are slower to calculate. Use for debugging purposes. | ||
|  | See functions: D3D12MA::Allocator::CalculateStatistics(), D3D12MA::Pool::CalculateStatistics(). | ||
|  | 
 | ||
|  | Averages are not provided because they can be easily calculated as: | ||
|  | 
 | ||
|  | \code | ||
|  | UINT64 AllocationSizeAvg = DetailedStats.Statistics.AllocationBytes / detailedStats.Statistics.AllocationCount; | ||
|  | UINT64 UnusedBytes = DetailedStats.Statistics.BlockBytes - DetailedStats.Statistics.AllocationBytes; | ||
|  | UINT64 UnusedRangeSizeAvg = UnusedBytes / DetailedStats.UnusedRangeCount; | ||
|  | \endcode | ||
|  | */ | ||
|  | struct DetailedStatistics | ||
|  | { | ||
|  |     /// Basic statistics.
 | ||
|  |     Statistics Stats; | ||
|  |     /// Number of free ranges of memory between allocations.
 | ||
|  |     UINT UnusedRangeCount; | ||
|  |     /// Smallest allocation size. `UINT64_MAX` if there are 0 allocations.
 | ||
|  |     UINT64 AllocationSizeMin; | ||
|  |     /// Largest allocation size. 0 if there are 0 allocations.
 | ||
|  |     UINT64 AllocationSizeMax; | ||
|  |     /// Smallest empty range size. `UINT64_MAX` if there are 0 empty ranges.
 | ||
|  |     UINT64 UnusedRangeSizeMin; | ||
|  |     /// Largest empty range size. 0 if there are 0 empty ranges.
 | ||
|  |     UINT64 UnusedRangeSizeMax; | ||
|  | }; | ||
|  | 
 | ||
|  | /** \brief  General statistics from current state of the allocator -
 | ||
|  | total memory usage across all memory heaps and segments. | ||
|  | 
 | ||
|  | These are slower to calculate. Use for debugging purposes. | ||
|  | See function D3D12MA::Allocator::CalculateStatistics(). | ||
|  | */ | ||
|  | struct TotalStatistics | ||
|  | { | ||
|  |     /** \brief One element for each type of heap located at the following indices:
 | ||
|  | 
 | ||
|  |     - 0 = `D3D12_HEAP_TYPE_DEFAULT` | ||
|  |     - 1 = `D3D12_HEAP_TYPE_UPLOAD` | ||
|  |     - 2 = `D3D12_HEAP_TYPE_READBACK` | ||
|  |     - 3 = `D3D12_HEAP_TYPE_CUSTOM` | ||
|  |     */ | ||
|  |     DetailedStatistics HeapType[4]; | ||
|  |     /** \brief One element for each memory segment group located at the following indices:
 | ||
|  | 
 | ||
|  |     - 0 = `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` | ||
|  |     - 1 = `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` | ||
|  | 
 | ||
|  |     Meaning of these segment groups is: | ||
|  | 
 | ||
|  |     - When `IsUMA() == FALSE` (discrete graphics card): | ||
|  |       - `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` (index 0) represents GPU memory | ||
|  |       (resources allocated in `D3D12_HEAP_TYPE_DEFAULT` or `D3D12_MEMORY_POOL_L1`). | ||
|  |       - `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` (index 1) represents system memory | ||
|  |       (resources allocated in `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`, or `D3D12_MEMORY_POOL_L0`). | ||
|  |     - When `IsUMA() == TRUE` (integrated graphics chip): | ||
|  |       - `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` = (index 0) represents memory shared for all the resources. | ||
|  |       - `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` = (index 1) is unused and always 0. | ||
|  |     */ | ||
|  |     DetailedStatistics MemorySegmentGroup[2]; | ||
|  |     /// Total statistics from all memory allocated from D3D12.
 | ||
|  |     DetailedStatistics Total; | ||
|  | }; | ||
|  | 
 | ||
|  | /** \brief %Statistics of current memory usage and available budget for a specific memory segment group.
 | ||
|  | 
 | ||
|  | These are fast to calculate. See function D3D12MA::Allocator::GetBudget(). | ||
|  | */ | ||
|  | struct Budget | ||
|  | { | ||
|  |     /** \brief %Statistics fetched from the library.
 | ||
|  |     */ | ||
|  |     Statistics Stats; | ||
|  |     /** \brief Estimated current memory usage of the program.
 | ||
|  | 
 | ||
|  |     Fetched from system using `IDXGIAdapter3::QueryVideoMemoryInfo` if possible. | ||
|  | 
 | ||
|  |     It might be different than `BlockBytes` (usually higher) due to additional implicit objects | ||
|  |     also occupying the memory, like swapchain, pipeline state objects, descriptor heaps, command lists, or | ||
|  |     heaps and resources allocated outside of this library, if any. | ||
|  |     */ | ||
|  |     UINT64 UsageBytes; | ||
|  |     /** \brief Estimated amount of memory available to the program.
 | ||
|  | 
 | ||
|  |     Fetched from system using `IDXGIAdapter3::QueryVideoMemoryInfo` if possible. | ||
|  | 
 | ||
|  |     It might be different (most probably smaller) than memory capacity returned | ||
|  |     by D3D12MA::Allocator::GetMemoryCapacity() due to factors | ||
|  |     external to the program, decided by the operating system. | ||
|  |     Difference `BudgetBytes - UsageBytes` is the amount of additional memory that can probably | ||
|  |     be allocated without problems. Exceeding the budget may result in various problems. | ||
|  |     */ | ||
|  |     UINT64 BudgetBytes; | ||
|  | }; | ||
|  | 
 | ||
|  | 
 | ||
|  | /// \brief Represents single memory allocation done inside VirtualBlock.
 | ||
|  | struct D3D12MA_API VirtualAllocation | ||
|  | { | ||
|  |     /// \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.). | ||
|  | 
 | ||
|  |  | ||
|  | 
 | ||
|  | 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. | ||
|  | 
 | ||
|  |  | ||
|  | 
 | ||
|  | 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. | ||
|  | 
 | ||
|  |  | ||
|  | 
 | ||
|  | 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. | ||
|  | 
 | ||
|  |  | ||
|  | 
 | ||
|  | 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. | ||
|  | 
 | ||
|  |  | ||
|  | 
 | ||
|  | 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 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 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`). | ||
|  | 
 | ||
|  |  | ||
|  | 
 | ||
|  | 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. | ||
|  | 
 | ||
|  |  | ||
|  | 
 | ||
|  | 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. | ||
|  | */ |