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			2642 lines
		
	
	
		
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			2642 lines
		
	
	
		
			111 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| //
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| // Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved.
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| //
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| // Permission is hereby granted, free of charge, to any person obtaining a copy
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| // of this software and associated documentation files (the "Software"), to deal
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| // in the Software without restriction, including without limitation the rights
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| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| // copies of the Software, and to permit persons to whom the Software is
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| // furnished to do so, subject to the following conditions:
 | |
| //
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| // The above copyright notice and this permission notice shall be included in
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| // all copies or substantial portions of the Software.
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| //
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| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL THE
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| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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| // THE SOFTWARE.
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| //
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| 
 | |
| #pragma once
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| 
 | |
| /** \mainpage D3D12 Memory Allocator
 | |
| 
 | |
| <b>Version 2.1.0-development</b> (2023-07-05)
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| 
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| Copyright (c) 2019-2023 Advanced Micro Devices, Inc. All rights reserved. \n
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| License: MIT
 | |
| 
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| Documentation of all members: D3D12MemAlloc.h
 | |
| 
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| \section main_table_of_contents Table of contents
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| 
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| - \subpage quick_start
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|     - [Project setup](@ref quick_start_project_setup)
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|     - [Creating resources](@ref quick_start_creating_resources)
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|     - [Resource reference counting](@ref quick_start_resource_reference_counting)
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|     - [Mapping memory](@ref quick_start_mapping_memory)
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| - \subpage custom_pools
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| - \subpage defragmentation
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| - \subpage statistics
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| - \subpage resource_aliasing
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| - \subpage linear_algorithm
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| - \subpage virtual_allocator
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| - \subpage configuration
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|   - [Custom CPU memory allocator](@ref custom_memory_allocator)
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|   - [Debug margins](@ref debug_margins)
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| - \subpage general_considerations
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|   - [Thread safety](@ref general_considerations_thread_safety)
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|   - [Versioning and compatibility](@ref general_considerations_versioning_and_compatibility)
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|   - [Features not supported](@ref general_considerations_features_not_supported)
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|         
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| \section main_see_also See also
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| 
 | |
| - [Product page on GPUOpen](https://gpuopen.com/gaming-product/d3d12-memory-allocator/)
 | |
| - [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.
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| // Alternatively, if you are targeting the open sourced DirectX headers, defining D3D12MA_USING_DIRECTX_HEADERS
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| // will include them rather the ones provided by the Windows SDK.
 | |
| #ifndef D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED
 | |
|     #if defined(D3D12MA_USING_DIRECTX_HEADERS)
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|         #include <directx/d3d12.h>
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|         #include <dxguids/dxguids.h>
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|     #else
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|         #include <d3d12.h>
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|     #endif
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|     
 | |
|     #include <dxgi1_4.h>
 | |
| #endif
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| 
 | |
| // Define this macro to 0 to disable usage of DXGI 1.4 (needed for IDXGIAdapter3 and query for memory budget).
 | |
| #ifndef D3D12MA_DXGI_1_4
 | |
|     #ifdef __IDXGIAdapter3_INTERFACE_DEFINED__
 | |
|         #define D3D12MA_DXGI_1_4 1
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|     #else
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|         #define D3D12MA_DXGI_1_4 0
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|     #endif
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| #endif
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| 
 | |
| /*
 | |
| 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.
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| 
 | |
| #define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 0
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|     Disables small texture alignment.
 | |
| #define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1
 | |
|     Enables conservative algorithm that will use small alignment only for some textures
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|     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
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|     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; \
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|         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
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| 
 | |
| /*
 | |
| 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
 | |
| {
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|     D3D12_RESIDENCY_PRIORITY_MINIMUM = 0x28000000,
 | |
|     D3D12_RESIDENCY_PRIORITY_LOW = 0x50000000,
 | |
|     D3D12_RESIDENCY_PRIORITY_NORMAL = 0x78000000,
 | |
|     D3D12_RESIDENCY_PRIORITY_HIGH = 0xa0010000,
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|     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();
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|     virtual ULONG STDMETHODCALLTYPE Release();
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| protected:
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|     virtual void ReleaseThis() { delete this; }
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| private:
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|     D3D12MA_ATOMIC_UINT32 m_RefCount = {1};
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| };
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| } // namespace D3D12MA
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| 
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| /// \endcond
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| 
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| namespace D3D12MA
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| {
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| 
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| /// \cond INTERNAL
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| class DefragmentationContextPimpl;
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| class AllocatorPimpl;
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| class PoolPimpl;
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| class NormalBlock;
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| class BlockVector;
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| class CommittedAllocationList;
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| class JsonWriter;
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| class VirtualBlockPimpl;
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| /// \endcond
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| 
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| class Pool;
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| class Allocator;
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| struct Statistics;
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| struct DetailedStatistics;
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| struct TotalStatistics;
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| 
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| /// \brief Unique identifier of single allocation done inside the memory heap.
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| typedef UINT64 AllocHandle;
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| 
 | |
| /// Pointer to custom callback function that allocates CPU memory.
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| using ALLOCATE_FUNC_PTR = void* (*)(size_t Size, size_t Alignment, void* pPrivateData);
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| /**
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| \brief Pointer to custom callback function that deallocates CPU memory.
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| 
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| `pMemory = null` should be accepted and ignored.
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| */
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| using FREE_FUNC_PTR = void (*)(void* pMemory, void* pPrivateData);
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| 
 | |
| /// Custom callbacks to CPU memory allocation functions.
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| struct ALLOCATION_CALLBACKS
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| {
 | |
|     /// %Allocation function.
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|     ALLOCATE_FUNC_PTR pAllocate;
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|     /// Dellocation function.
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|     FREE_FUNC_PTR pFree;
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|     /// Custom data that will be passed to allocation and deallocation functions as `pUserData` parameter.
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|     void* pPrivateData;
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| };
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| 
 | |
| 
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| /// \brief Bit flags to be used with ALLOCATION_DESC::Flags.
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| enum ALLOCATION_FLAGS
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| {
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|     /// Zero
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|     ALLOCATION_FLAG_NONE = 0,
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| 
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|     /**
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|     Set this flag if the allocation should have its own dedicated memory allocation (committed resource with implicit heap).
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|     
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|     Use it for special, big resources, like fullscreen textures used as render targets.
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| 
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|     - When used with functions like D3D12MA::Allocator::CreateResource, it will use `ID3D12Device::CreateCommittedResource`,
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|       so the created allocation will contain a resource (D3D12MA::Allocation::GetResource() `!= NULL`) but will not have
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|       a heap (D3D12MA::Allocation::GetHeap() `== NULL`), as the heap is implicit.
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|     - When used with raw memory allocation like D3D12MA::Allocator::AllocateMemory, it will use `ID3D12Device::CreateHeap`,
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|       so the created allocation will contain a heap (D3D12MA::Allocation::GetHeap() `!= NULL`) and its offset will always be 0.
 | |
|     */
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|     ALLOCATION_FLAG_COMMITTED = 0x1,
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| 
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|     /**
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|     Set this flag to only try to allocate from existing memory heaps and never create new such heap.
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| 
 | |
|     If new allocation cannot be placed in any of the existing heaps, allocation
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|     fails with `E_OUTOFMEMORY` error.
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| 
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|     You should not use D3D12MA::ALLOCATION_FLAG_COMMITTED and
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|     D3D12MA::ALLOCATION_FLAG_NEVER_ALLOCATE at the same time. It makes no sense.
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|     */
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|     ALLOCATION_FLAG_NEVER_ALLOCATE = 0x2,
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| 
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|     /** Create allocation only if additional memory required for it, if any, won't exceed
 | |
|     memory budget. Otherwise return `E_OUTOFMEMORY`.
 | |
|     */
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|     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.
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|     */
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|     ALLOCATION_FLAG_UPPER_ADDRESS = 0x8,
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| 
 | |
|     /** Set this flag if the allocated memory will have aliasing resources.
 | |
|     
 | |
|     Use this when calling D3D12MA::Allocator::CreateResource() and similar to
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|     guarantee creation of explicit heap for desired allocation and prevent it from using `CreateCommittedResource`,
 | |
|     so that new allocation object will always have `allocation->GetHeap() != NULL`.
 | |
|     */
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|     ALLOCATION_FLAG_CAN_ALIAS = 0x10,
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| 
 | |
|     /** Allocation strategy that chooses smallest possible free range for the allocation
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|     to minimize memory usage and fragmentation, possibly at the expense of allocation time.
 | |
|     */
 | |
|     ALLOCATION_FLAG_STRATEGY_MIN_MEMORY = 0x00010000,
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| 
 | |
|     /** Allocation strategy that chooses first suitable free range for the allocation -
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|     not necessarily in terms of the smallest offset but the one that is easiest and fastest to find
 | |
|     to minimize allocation time, possibly at the expense of allocation quality.
 | |
|     */
 | |
|     ALLOCATION_FLAG_STRATEGY_MIN_TIME = 0x00020000,
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| 
 | |
|     /** Allocation strategy that chooses always the lowest offset in available space.
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|     This is not the most efficient strategy but achieves highly packed data.
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|     Used internally by defragmentation, not recomended in typical usage.
 | |
|     */
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|     ALLOCATION_FLAG_STRATEGY_MIN_OFFSET = 0x0004000,
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| 
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|     /// Alias to #ALLOCATION_FLAG_STRATEGY_MIN_MEMORY.
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|     ALLOCATION_FLAG_STRATEGY_BEST_FIT = ALLOCATION_FLAG_STRATEGY_MIN_MEMORY,
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|     /// Alias to #ALLOCATION_FLAG_STRATEGY_MIN_TIME.
 | |
|     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.
 | |
| */
 | 
