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 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="typedef-members" name="typedef-members"></a>
 Typedefs</h2></td></tr>
 <tr class="memitem:a15e349adce86a40e0417d405aef1af80"><td class="memItemLeft" align="right" valign="top">typedef UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">D3D12MA::AllocHandle</a></td></tr>
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+<tr class="memdesc:a15e349adce86a40e0417d405aef1af80"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unique identifier of single allocation done inside the memory heap.  <br /></td></tr>
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-<tr class="memdesc:a8bcc49af3c53bbe04dbcb41c093dce58"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that allocates CPU memory.  <a href="namespace_d3_d12_m_a.html#a8bcc49af3c53bbe04dbcb41c093dce58">More...</a><br /></td></tr>
+<tr class="memdesc:a8bcc49af3c53bbe04dbcb41c093dce58"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that allocates CPU memory.  <br /></td></tr>
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-<tr class="memdesc:a8aec93527f98fae7e42a7cd35a3ae9b1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that deallocates CPU memory.  <a href="namespace_d3_d12_m_a.html#a8aec93527f98fae7e42a7cd35a3ae9b1">More...</a><br /></td></tr>
+<tr class="memdesc:a8aec93527f98fae7e42a7cd35a3ae9b1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that deallocates CPU memory.  <br /></td></tr>
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 Functions</h2></td></tr>
 <tr class="memitem:ab7a1cd1683986d75ce1488b0920f4cb0"><td class="memItemLeft" align="right" valign="top">D3D12MA_API HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a> (const ALLOCATOR_DESC *pDesc, Allocator **ppAllocator)</td></tr>
-<tr class="memdesc:ab7a1cd1683986d75ce1488b0920f4cb0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new main <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> object and returns it through <code>ppAllocator</code>.  <a href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">More...</a><br /></td></tr>
+<tr class="memdesc:ab7a1cd1683986d75ce1488b0920f4cb0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new main <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> object and returns it through <code>ppAllocator</code>.  <br /></td></tr>
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+<tr class="memdesc:ab024647ae85ee63e2fa2c1c4beac6d98"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object and returns it through <code>ppVirtualBlock</code>.  <br /></td></tr>
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 <h2 class="groupheader">Macro Definition Documentation</h2>
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diff --git a/docs/html/class_d3_d12_m_a_1_1_allocation-members.html b/docs/html/class_d3_d12_m_a_1_1_allocation-members.html
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diff --git a/docs/html/class_d3_d12_m_a_1_1_allocation.html b/docs/html/class_d3_d12_m_a_1_1_allocation.html
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@@ -95,45 +95,45 @@
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 <tr class="memitem:a47be9557d441797b65de177a3d5cdf60"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a47be9557d441797b65de177a3d5cdf60">GetOffset</a> () const</td></tr>
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+<tr class="memdesc:a47be9557d441797b65de177a3d5cdf60"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns offset in bytes from the start of memory heap.  <br /></td></tr>
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+<tr class="memdesc:a0acdc6b31e957b6d83762bdaace6d255"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns alignment that resource was created with.  <br /></td></tr>
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+<tr class="memdesc:a92c2fb6f22b28817eb83a59407d7dd30"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns size in bytes of the allocation.  <br /></td></tr>
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+<tr class="memdesc:ad00308118252f82d8f803c623c67bf18"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns D3D12 resource associated with this object.  <br /></td></tr>
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+<tr class="memdesc:a414a088c22bae0f29b1038f5f9346d14"><td class="mdescLeft">&#160;</td><td class="mdescRight">Releases the resource currently pointed by the allocation (if any), sets it to new one, incrementing its reference counter (if not null).  <br /></td></tr>
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+<tr class="memdesc:adca8d5a82bed492fe7265fcda6e53da2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns memory heap that the resource is created in.  <br /></td></tr>
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+<tr class="memdesc:a6f209094455dd876b6d9f84076ee1436"><td class="mdescLeft">&#160;</td><td class="mdescRight">Changes custom pointer for an allocation to a new value.  <br /></td></tr>
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+<tr class="memdesc:ae45eed901de5d16afe179f883028c5ee"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get custom pointer associated with the allocation.  <br /></td></tr>
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-<tr class="memdesc:af9e643276b577aa7f21937f75d4b82ac"><td class="mdescLeft">&#160;</td><td class="mdescRight">Associates a name with the allocation object. This name is for use in debug diagnostics and tools.  <a href="class_d3_d12_m_a_1_1_allocation.html#af9e643276b577aa7f21937f75d4b82ac">More...</a><br /></td></tr>
+<tr class="memdesc:af9e643276b577aa7f21937f75d4b82ac"><td class="mdescLeft">&#160;</td><td class="mdescRight">Associates a name with the allocation object. This name is for use in debug diagnostics and tools.  <br /></td></tr>
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-<tr class="memdesc:a65fab0c479df1b6b72c9300e68dc6770"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the name associated with the allocation object.  <a href="class_d3_d12_m_a_1_1_allocation.html#a65fab0c479df1b6b72c9300e68dc6770">More...</a><br /></td></tr>
+<tr class="memdesc:a65fab0c479df1b6b72c9300e68dc6770"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the name associated with the allocation object.  <br /></td></tr>
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-<tr class="memdesc:a1b1ef2717beed503fcb3cb7e6a171762"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns <code>TRUE</code> if the memory of the allocation was filled with zeros when the allocation was created.  <a href="class_d3_d12_m_a_1_1_allocation.html#a1b1ef2717beed503fcb3cb7e6a171762">More...</a><br /></td></tr>
+<tr class="memdesc:a1b1ef2717beed503fcb3cb7e6a171762"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns <code>TRUE</code> if the memory of the allocation was filled with zeros when the allocation was created.  <br /></td></tr>
 <tr class="separator:a1b1ef2717beed503fcb3cb7e6a171762"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Represents single memory allocation. </p>
-<p >It may be either implicit memory heap dedicated to a single resource or a specific region of a bigger heap plus unique offset.</p>
-<p >To create such object, fill structure <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html" title="Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.">D3D12MA::ALLOCATION_DESC</a> and call function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">Allocator::CreateResource</a>.</p>
-<p >The object remembers size and some other information. To retrieve this information, use methods of this class.</p>
-<p >The object also remembers <code>ID3D12Resource</code> and "owns" a reference to it, so it calls <code>Release()</code> on the resource when destroyed. </p>
+<div class="textblock"><p>Represents single memory allocation. </p>
+<p>It may be either implicit memory heap dedicated to a single resource or a specific region of a bigger heap plus unique offset.</p>
+<p>To create such object, fill structure <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html" title="Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.">D3D12MA::ALLOCATION_DESC</a> and call function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">Allocator::CreateResource</a>.</p>
+<p>The object remembers size and some other information. To retrieve this information, use methods of this class.</p>
+<p>The object also remembers <code>ID3D12Resource</code> and "owns" a reference to it, so it calls <code>Release()</code> on the resource when destroyed. </p>
 </div><h2 class="groupheader">Member Function Documentation</h2>
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 <p>Returns memory heap that the resource is created in. </p>
-<p >If the <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> represents committed resource with implicit heap, returns NULL. </p>
+<p>If the <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> represents committed resource with implicit heap, returns NULL. </p>
 
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@@ -206,8 +206,8 @@
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 <p>Returns the name associated with the allocation object. </p>
-<p >Returned string points to an internal copy.</p>
-<p >If no name was associated with the allocation, returns null. </p>
+<p>Returned string points to an internal copy.</p>
+<p>If no name was associated with the allocation, returns null. </p>
 
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 <p>Returns offset in bytes from the start of memory heap. </p>
-<p >You usually don't need to use this offset. If you create a buffer or a texture together with the allocation using function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource</a>, functions that operate on that resource refer to the beginning of the resource, not entire memory heap.</p>
-<p >If the <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> represents committed resource with implicit heap, returns 0. </p>
+<p>You usually don't need to use this offset. If you create a buffer or a texture together with the allocation using function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource</a>, functions that operate on that resource refer to the beginning of the resource, not entire memory heap.</p>
+<p>If the <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> represents committed resource with implicit heap, returns 0. </p>
 
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@@ -283,7 +283,7 @@
 </div><div class="memdoc">
 
 <p>Returns D3D12 resource associated with this object. </p>
-<p >Calling this method doesn't increment resource's reference counter. </p>
+<p>Calling this method doesn't increment resource's reference counter. </p>
 
 </div>
 </div>
@@ -336,8 +336,8 @@
 </div><div class="memdoc">
 
 <p>Associates a name with the allocation object. This name is for use in debug diagnostics and tools. </p>
-<p >Internal copy of the string is made, so the memory pointed by the argument can be changed of freed immediately after this call.</p>
-<p ><code>Name</code> can be null. </p>
+<p>Internal copy of the string is made, so the memory pointed by the argument can be changed of freed immediately after this call.</p>
+<p><code>Name</code> can be null. </p>
 
 </div>
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 <p>Returns <code>TRUE</code> if the memory of the allocation was filled with zeros when the allocation was created. </p>
-<p >Returns <code>TRUE</code> 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.</p>
-<p >Returns <code>FALSE</code> if the memory could potentially contain garbage data. If it's a render-target or depth-stencil texture, it then needs proper initialization with <code>ClearRenderTargetView</code>, <code>ClearDepthStencilView</code>, <code>DiscardResource</code>, 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!</p>
-<p >See also articles:</p>
+<p>Returns <code>TRUE</code> 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.</p>
+<p>Returns <code>FALSE</code> if the memory could potentially contain garbage data. If it's a render-target or depth-stencil texture, it then needs proper initialization with <code>ClearRenderTargetView</code>, <code>ClearDepthStencilView</code>, <code>DiscardResource</code>, 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!</p>
+<p>See also articles:</p>
 <ul>
 <li>"Coming to DirectX 12: More control over memory allocation" on DirectX Developer Blog</li>
 <li><a href="https://asawicki.info/news_1724_initializing_dx12_textures_after_allocation_and_aliasing">"Initializing DX12 Textures After Allocation and Aliasing"</a>. </li>
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@@ -94,64 +94,64 @@
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
 <tr class="memitem:ae276d2358a58a36f8c6639f837f29be5"><td class="memItemLeft" align="right" valign="top">const D3D12_FEATURE_DATA_D3D12_OPTIONS &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ae276d2358a58a36f8c6639f837f29be5">GetD3D12Options</a> () const</td></tr>
-<tr class="memdesc:ae276d2358a58a36f8c6639f837f29be5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns cached options retrieved from D3D12 device.  <a href="class_d3_d12_m_a_1_1_allocator.html#ae276d2358a58a36f8c6639f837f29be5">More...</a><br /></td></tr>
+<tr class="memdesc:ae276d2358a58a36f8c6639f837f29be5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns cached options retrieved from D3D12 device.  <br /></td></tr>
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 <tr class="memitem:a9e742884bd45dd7f01193d13fcd05af0"><td class="memItemLeft" align="right" valign="top">BOOL&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a9e742884bd45dd7f01193d13fcd05af0">IsUMA</a> () const</td></tr>
-<tr class="memdesc:a9e742884bd45dd7f01193d13fcd05af0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if <code>D3D12_FEATURE_DATA_ARCHITECTURE1::UMA</code> was found to be true.  <a href="class_d3_d12_m_a_1_1_allocator.html#a9e742884bd45dd7f01193d13fcd05af0">More...</a><br /></td></tr>
+<tr class="memdesc:a9e742884bd45dd7f01193d13fcd05af0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if <code>D3D12_FEATURE_DATA_ARCHITECTURE1::UMA</code> was found to be true.  <br /></td></tr>
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-<tr class="memdesc:a08210561b92c4bd7ede9dd7beba4bb80"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if <code>D3D12_FEATURE_DATA_ARCHITECTURE1::CacheCoherentUMA</code> was found to be true.  <a href="class_d3_d12_m_a_1_1_allocator.html#a08210561b92c4bd7ede9dd7beba4bb80">More...</a><br /></td></tr>
+<tr class="memdesc:a08210561b92c4bd7ede9dd7beba4bb80"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if <code>D3D12_FEATURE_DATA_ARCHITECTURE1::CacheCoherentUMA</code> was found to be true.  <br /></td></tr>
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-<tr class="memdesc:a434ae3147209953253da26687bfd62dc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns total amount of memory of specific segment group, in bytes.  <a href="class_d3_d12_m_a_1_1_allocator.html#a434ae3147209953253da26687bfd62dc">More...</a><br /></td></tr>
+<tr class="memdesc:a434ae3147209953253da26687bfd62dc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns total amount of memory of specific segment group, in bytes.  <br /></td></tr>
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 <tr class="memitem:aa37d6b9fe8ea0864f7a35b9d68e8345a"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">CreateResource</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *pAllocDesc, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, <a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **ppAllocation, REFIID riidResource, void **ppvResource)</td></tr>
-<tr class="memdesc:aa37d6b9fe8ea0864f7a35b9d68e8345a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation function.  <a href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">More...</a><br /></td></tr>
+<tr class="memdesc:aa37d6b9fe8ea0864f7a35b9d68e8345a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation function.  <br /></td></tr>
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-<tr class="memdesc:a7a1c79c79a7a573c438aa45c4a531b96"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">Allocator::CreateResource</a>, but supports new structure <code>D3D12_RESOURCE_DESC1</code>.  <a href="class_d3_d12_m_a_1_1_allocator.html#a7a1c79c79a7a573c438aa45c4a531b96">More...</a><br /></td></tr>
+<tr class="memdesc:a7a1c79c79a7a573c438aa45c4a531b96"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">Allocator::CreateResource</a>, but supports new structure <code>D3D12_RESOURCE_DESC1</code>.  <br /></td></tr>
 <tr class="separator:a7a1c79c79a7a573c438aa45c4a531b96"><td class="memSeparator" colspan="2">&#160;</td></tr>
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-<tr class="memdesc:a323b2af320b01d0fdecfc515c75db747"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a7a1c79c79a7a573c438aa45c4a531b96" title="Similar to Allocator::CreateResource, but supports new structure D3D12_RESOURCE_DESC1.">Allocator::CreateResource2</a>, but there are initial layout instead of state and castable formats list.  <a href="class_d3_d12_m_a_1_1_allocator.html#a323b2af320b01d0fdecfc515c75db747">More...</a><br /></td></tr>
+<tr class="memdesc:a323b2af320b01d0fdecfc515c75db747"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a7a1c79c79a7a573c438aa45c4a531b96" title="Similar to Allocator::CreateResource, but supports new structure D3D12_RESOURCE_DESC1.">Allocator::CreateResource2</a>, but there are initial layout instead of state and castable formats list.  <br /></td></tr>
 <tr class="separator:a323b2af320b01d0fdecfc515c75db747"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:acb8a10a5ea30171ce60128286aec5ee2"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2">AllocateMemory</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *pAllocDesc, const D3D12_RESOURCE_ALLOCATION_INFO *pAllocInfo, <a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **ppAllocation)</td></tr>
-<tr class="memdesc:acb8a10a5ea30171ce60128286aec5ee2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Allocates memory without creating any resource placed in it.  <a href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2">More...</a><br /></td></tr>
+<tr class="memdesc:acb8a10a5ea30171ce60128286aec5ee2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Allocates memory without creating any resource placed in it.  <br /></td></tr>
 <tr class="separator:acb8a10a5ea30171ce60128286aec5ee2"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:ab45536f92410aedb7be44ea36b1b4717"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717">CreateAliasingResource</a> (<a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> *pAllocation, UINT64 AllocationLocalOffset, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, REFIID riidResource, void **ppvResource)</td></tr>
-<tr class="memdesc:ab45536f92410aedb7be44ea36b1b4717"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new resource in place of an existing allocation. This is useful for memory aliasing.  <a href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717">More...</a><br /></td></tr>
+<tr class="memdesc:ab45536f92410aedb7be44ea36b1b4717"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates a new resource in place of an existing allocation. This is useful for memory aliasing.  <br /></td></tr>
 <tr class="separator:ab45536f92410aedb7be44ea36b1b4717"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:ad3b83cc5707cb4ed92bc277069c4ddd6"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ad3b83cc5707cb4ed92bc277069c4ddd6">CreateAliasingResource1</a> (<a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> *pAllocation, UINT64 AllocationLocalOffset, const D3D12_RESOURCE_DESC1 *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, REFIID riidResource, void **ppvResource)</td></tr>
-<tr class="memdesc:ad3b83cc5707cb4ed92bc277069c4ddd6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717" title="Creates a new resource in place of an existing allocation. This is useful for memory aliasing.">Allocator::CreateAliasingResource</a>, but supports new structure <code>D3D12_RESOURCE_DESC1</code>.  <a href="class_d3_d12_m_a_1_1_allocator.html#ad3b83cc5707cb4ed92bc277069c4ddd6">More...</a><br /></td></tr>
+<tr class="memdesc:ad3b83cc5707cb4ed92bc277069c4ddd6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717" title="Creates a new resource in place of an existing allocation. This is useful for memory aliasing.">Allocator::CreateAliasingResource</a>, but supports new structure <code>D3D12_RESOURCE_DESC1</code>.  <br /></td></tr>
 <tr class="separator:ad3b83cc5707cb4ed92bc277069c4ddd6"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a562cbaa71cbd333cade09cd67ed82453"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a562cbaa71cbd333cade09cd67ed82453">CreateAliasingResource2</a> (<a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> *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)</td></tr>
-<tr class="memdesc:a562cbaa71cbd333cade09cd67ed82453"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ad3b83cc5707cb4ed92bc277069c4ddd6" title="Similar to Allocator::CreateAliasingResource, but supports new structure D3D12_RESOURCE_DESC1.">Allocator::CreateAliasingResource1</a>, but there are initial layout instead of state and castable formats list.  <a href="class_d3_d12_m_a_1_1_allocator.html#a562cbaa71cbd333cade09cd67ed82453">More...</a><br /></td></tr>
+<tr class="memdesc:a562cbaa71cbd333cade09cd67ed82453"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ad3b83cc5707cb4ed92bc277069c4ddd6" title="Similar to Allocator::CreateAliasingResource, but supports new structure D3D12_RESOURCE_DESC1.">Allocator::CreateAliasingResource1</a>, but there are initial layout instead of state and castable formats list.  <br /></td></tr>
 <tr class="separator:a562cbaa71cbd333cade09cd67ed82453"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:aac7b1f6bf53cbf4c4ce2264cb72ca515"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515">CreatePool</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html">POOL_DESC</a> *pPoolDesc, <a class="el" href="class_d3_d12_m_a_1_1_pool.html">Pool</a> **ppPool)</td></tr>
-<tr class="memdesc:aac7b1f6bf53cbf4c4ce2264cb72ca515"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates custom pool.  <a href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515">More...</a><br /></td></tr>
+<tr class="memdesc:aac7b1f6bf53cbf4c4ce2264cb72ca515"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates custom pool.  <br /></td></tr>
 <tr class="separator:aac7b1f6bf53cbf4c4ce2264cb72ca515"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a468ba0c93121eaaee402b08775f1dd11"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a468ba0c93121eaaee402b08775f1dd11">SetCurrentFrameIndex</a> (UINT frameIndex)</td></tr>
-<tr class="memdesc:a468ba0c93121eaaee402b08775f1dd11"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the index of the current frame.  <a href="class_d3_d12_m_a_1_1_allocator.html#a468ba0c93121eaaee402b08775f1dd11">More...</a><br /></td></tr>
+<tr class="memdesc:a468ba0c93121eaaee402b08775f1dd11"><td class="mdescLeft">&#160;</td><td class="mdescRight">Sets the index of the current frame.  <br /></td></tr>
 <tr class="separator:a468ba0c93121eaaee402b08775f1dd11"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a1ac113daec5f6ef28ecb1786cf544144"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a1ac113daec5f6ef28ecb1786cf544144">GetBudget</a> (<a class="el" href="struct_d3_d12_m_a_1_1_budget.html">Budget</a> *pLocalBudget, <a class="el" href="struct_d3_d12_m_a_1_1_budget.html">Budget</a> *pNonLocalBudget)</td></tr>
-<tr class="memdesc:a1ac113daec5f6ef28ecb1786cf544144"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves information about current memory usage and budget.  <a href="class_d3_d12_m_a_1_1_allocator.html#a1ac113daec5f6ef28ecb1786cf544144">More...</a><br /></td></tr>
+<tr class="memdesc:a1ac113daec5f6ef28ecb1786cf544144"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves information about current memory usage and budget.  <br /></td></tr>
 <tr class="separator:a1ac113daec5f6ef28ecb1786cf544144"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a99db00df909963573a976c203b107d22"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22">CalculateStatistics</a> (<a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html">TotalStatistics</a> *pStats)</td></tr>
-<tr class="memdesc:a99db00df909963573a976c203b107d22"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves statistics from current state of the allocator.  <a href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22">More...</a><br /></td></tr>
+<tr class="memdesc:a99db00df909963573a976c203b107d22"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves statistics from current state of the allocator.  <br /></td></tr>
 <tr class="separator:a99db00df909963573a976c203b107d22"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a29716b3084916abed7793bf2ec4b65db"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a29716b3084916abed7793bf2ec4b65db">BuildStatsString</a> (WCHAR **ppStatsString, BOOL DetailedMap) const</td></tr>
-<tr class="memdesc:a29716b3084916abed7793bf2ec4b65db"><td class="mdescLeft">&#160;</td><td class="mdescRight">Builds and returns statistics as a string in JSON format.  <a href="class_d3_d12_m_a_1_1_allocator.html#a29716b3084916abed7793bf2ec4b65db">More...</a><br /></td></tr>
+<tr class="memdesc:a29716b3084916abed7793bf2ec4b65db"><td class="mdescLeft">&#160;</td><td class="mdescRight">Builds and returns statistics as a string in JSON format.  <br /></td></tr>
 <tr class="separator:a29716b3084916abed7793bf2ec4b65db"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a8392663494384c16d8bfa12b827b4f9c"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a8392663494384c16d8bfa12b827b4f9c">FreeStatsString</a> (WCHAR *pStatsString) const</td></tr>
-<tr class="memdesc:a8392663494384c16d8bfa12b827b4f9c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees memory of a string returned from <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a29716b3084916abed7793bf2ec4b65db" title="Builds and returns statistics as a string in JSON format.">Allocator::BuildStatsString</a>.  <a href="class_d3_d12_m_a_1_1_allocator.html#a8392663494384c16d8bfa12b827b4f9c">More...</a><br /></td></tr>
+<tr class="memdesc:a8392663494384c16d8bfa12b827b4f9c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees memory of a string returned from <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a29716b3084916abed7793bf2ec4b65db" title="Builds and returns statistics as a string in JSON format.">Allocator::BuildStatsString</a>.  <br /></td></tr>
 <tr class="separator:a8392663494384c16d8bfa12b827b4f9c"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a08e1468f1dbb63ce3bf6680e592b2143"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a08e1468f1dbb63ce3bf6680e592b2143">BeginDefragmentation</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html">DEFRAGMENTATION_DESC</a> *pDesc, <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html">DefragmentationContext</a> **ppContext)</td></tr>
-<tr class="memdesc:a08e1468f1dbb63ce3bf6680e592b2143"><td class="mdescLeft">&#160;</td><td class="mdescRight">Begins defragmentation process of the default pools.  <a href="class_d3_d12_m_a_1_1_allocator.html#a08e1468f1dbb63ce3bf6680e592b2143">More...</a><br /></td></tr>
+<tr class="memdesc:a08e1468f1dbb63ce3bf6680e592b2143"><td class="mdescLeft">&#160;</td><td class="mdescRight">Begins defragmentation process of the default pools.  <br /></td></tr>
 <tr class="separator:a08e1468f1dbb63ce3bf6680e592b2143"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Represents main object of this library initialized for particular <code>ID3D12Device</code>. </p>
-<p >Fill structure <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html" title="Parameters of created Allocator object. To be used with CreateAllocator().">D3D12MA::ALLOCATOR_DESC</a> and call function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a458f044fdc81e4a0b147e99ffcf73459" title="Creates new main D3D12MA::Allocator object and returns it through ppAllocator.">CreateAllocator()</a> to create it. Call method <code>Release()</code> to destroy it.</p>
-<p >It is recommended to create just one object of this type per <code>ID3D12Device</code> object, right after Direct3D 12 is initialized and keep it alive until before Direct3D device is destroyed. </p>
+<div class="textblock"><p>Represents main object of this library initialized for particular <code>ID3D12Device</code>. </p>
+<p>Fill structure <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html" title="Parameters of created Allocator object. To be used with CreateAllocator().">D3D12MA::ALLOCATOR_DESC</a> and call function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a458f044fdc81e4a0b147e99ffcf73459" title="Creates new main D3D12MA::Allocator object and returns it through ppAllocator.">CreateAllocator()</a> to create it. Call method <code>Release()</code> to destroy it.</p>
+<p>It is recommended to create just one object of this type per <code>ID3D12Device</code> object, right after Direct3D 12 is initialized and keep it alive until before Direct3D device is destroyed. </p>
 </div><h2 class="groupheader">Member Function Documentation</h2>
 <a id="acb8a10a5ea30171ce60128286aec5ee2" name="acb8a10a5ea30171ce60128286aec5ee2"></a>
 <h2 class="memtitle"><span class="permalink"><a href="#acb8a10a5ea30171ce60128286aec5ee2">&#9670;&#160;</a></span>AllocateMemory()</h2>
@@ -186,10 +186,10 @@
 </div><div class="memdoc">
 
 <p>Allocates memory without creating any resource placed in it. </p>
-<p >This function is similar to <code>ID3D12Device::CreateHeap</code>, but it may really assign part of a larger, existing heap to the allocation.</p>
-<p ><code>pAllocDesc-&gt;heapFlags</code> should contain one of these values, depending on type of resources you are going to create in this memory: <code>D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS</code>, <code>D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES</code>, <code>D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES</code>. Except if you validate that ResourceHeapTier = 2 - then <code>heapFlags</code> may be <code>D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES</code> = 0. Additional flags in <code>heapFlags</code> are allowed as well.</p>
-<p ><code>pAllocInfo-&gt;SizeInBytes</code> must be multiply of 64KB. <code>pAllocInfo-&gt;Alignment</code> must be one of the legal values as described in documentation of <code>D3D12_HEAP_DESC</code>.</p>
-<p >If you use <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> you will get a separate memory block - a heap that always has offset 0. </p>
+<p>This function is similar to <code>ID3D12Device::CreateHeap</code>, but it may really assign part of a larger, existing heap to the allocation.</p>
+<p><code>pAllocDesc-&gt;heapFlags</code> should contain one of these values, depending on type of resources you are going to create in this memory: <code>D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS</code>, <code>D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES</code>, <code>D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES</code>. Except if you validate that ResourceHeapTier = 2 - then <code>heapFlags</code> may be <code>D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES</code> = 0. Additional flags in <code>heapFlags</code> are allowed as well.</p>
+<p><code>pAllocInfo-&gt;SizeInBytes</code> must be multiply of 64KB. <code>pAllocInfo-&gt;Alignment</code> must be one of the legal values as described in documentation of <code>D3D12_HEAP_DESC</code>.</p>
+<p>If you use <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> you will get a separate memory block - a heap that always has offset 0. </p>
 
 </div>
 </div>
@@ -285,8 +285,8 @@
 </div><div class="memdoc">
 
 <p>Retrieves statistics from current state of the allocator. </p>
-<p >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 <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a1ac113daec5f6ef28ecb1786cf544144" title="Retrieves information about current memory usage and budget.">GetBudget()</a>.</p>
-<p >Note that when using allocator from multiple threads, returned information may immediately become outdated. </p>
+<p>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 <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a1ac113daec5f6ef28ecb1786cf544144" title="Retrieves information about current memory usage and budget.">GetBudget()</a>.</p>
+<p>Note that when using allocator from multiple threads, returned information may immediately become outdated. </p>
 
 </div>
 </div>
@@ -420,8 +420,8 @@
 </div><div class="memdoc">
 
 <p>Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717" title="Creates a new resource in place of an existing allocation. This is useful for memory aliasing.">Allocator::CreateAliasingResource</a>, but supports new structure <code>D3D12_RESOURCE_DESC1</code>. </p>
-<p >It internally uses <code>ID3D12Device8::CreatePlacedResource1</code>.</p>
-<p >To work correctly, <code>ID3D12Device8</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>
+<p>It internally uses <code>ID3D12Device8::CreatePlacedResource1</code>.</p>
+<p>To work correctly, <code>ID3D12Device8</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>
 
 </div>
 </div>
@@ -494,8 +494,8 @@
 </div><div class="memdoc">
 
 <p>Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ad3b83cc5707cb4ed92bc277069c4ddd6" title="Similar to Allocator::CreateAliasingResource, but supports new structure D3D12_RESOURCE_DESC1.">Allocator::CreateAliasingResource1</a>, but there are initial layout instead of state and castable formats list. </p>
-<p >It internally uses <code>ID3D12Device10::CreatePlacedResource2</code>.</p>
-<p >To work correctly, <code>ID3D12Device10</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>
+<p>It internally uses <code>ID3D12Device10::CreatePlacedResource2</code>.</p>
+<p>To work correctly, <code>ID3D12Device10</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>
 
 </div>
 </div>
@@ -586,9 +586,9 @@
 </div><div class="memdoc">
 
 <p>Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation function. </p>
-<p >The function is similar to <code>ID3D12Device::CreateCommittedResource</code>, but it may really call <code>ID3D12Device::CreatePlacedResource</code> to assign part of a larger, existing memory heap to the new resource, which is the main purpose of this whole library.</p>
-<p >If <code>ppvResource</code> is null, you receive only <code>ppAllocation</code> object from this function. It holds pointer to <code>ID3D12Resource</code> that can be queried using function <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18" title="Returns D3D12 resource associated with this object.">D3D12MA::Allocation::GetResource()</a>. Reference count of the resource object is 1. It is automatically destroyed when you destroy the allocation object.</p>
-<p >If <code>ppvResource</code> is not null, you receive pointer to the resource next to allocation object. Reference count of the resource object is then increased by calling <code>QueryInterface</code>, so you need to manually <code>Release</code> it along with the allocation.</p>
+<p>The function is similar to <code>ID3D12Device::CreateCommittedResource</code>, but it may really call <code>ID3D12Device::CreatePlacedResource</code> to assign part of a larger, existing memory heap to the new resource, which is the main purpose of this whole library.</p>
+<p>If <code>ppvResource</code> is null, you receive only <code>ppAllocation</code> object from this function. It holds pointer to <code>ID3D12Resource</code> that can be queried using function <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18" title="Returns D3D12 resource associated with this object.">D3D12MA::Allocation::GetResource()</a>. Reference count of the resource object is 1. It is automatically destroyed when you destroy the allocation object.</p>
+<p>If <code>ppvResource</code> is not null, you receive pointer to the resource next to allocation object. Reference count of the resource object is then increased by calling <code>QueryInterface</code>, so you need to manually <code>Release</code> it along with the allocation.</p>
 <dl class="params"><dt>Parameters</dt><dd>
   <table class="params">
     <tr><td class="paramdir"></td><td class="paramname">pAllocDesc</td><td>Parameters of the allocation. </td></tr>
@@ -662,8 +662,8 @@
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 <p>Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">Allocator::CreateResource</a>, but supports new structure <code>D3D12_RESOURCE_DESC1</code>. </p>
-<p >It internally uses <code>ID3D12Device8::CreateCommittedResource2</code> or <code>ID3D12Device8::CreatePlacedResource1</code>.</p>
-<p >To work correctly, <code>ID3D12Device8</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>
+<p>It internally uses <code>ID3D12Device8::CreateCommittedResource2</code> or <code>ID3D12Device8::CreatePlacedResource1</code>.</p>
+<p>To work correctly, <code>ID3D12Device8</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>
 
 </div>
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@@ -736,8 +736,8 @@
 </div><div class="memdoc">
 
 <p>Similar to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a7a1c79c79a7a573c438aa45c4a531b96" title="Similar to Allocator::CreateResource, but supports new structure D3D12_RESOURCE_DESC1.">Allocator::CreateResource2</a>, but there are initial layout instead of state and castable formats list. </p>
-<p >It internally uses <code>ID3D12Device10::CreateCommittedResource3</code> or <code>ID3D12Device10::CreatePlacedResource2</code>.</p>
-<p >To work correctly, <code>ID3D12Device10</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>
+<p>It internally uses <code>ID3D12Device10::CreateCommittedResource3</code> or <code>ID3D12Device10::CreatePlacedResource2</code>.</p>
+<p>To work correctly, <code>ID3D12Device10</code> interface must be available in the current system. Otherwise, <code>E_NOINTERFACE</code> is returned. </p>
 
 </div>
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@@ -807,8 +807,8 @@
 </ul>
 </li>
 </ul>
-<p >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 <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22" title="Retrieves statistics from current state of the allocator.">CalculateStatistics()</a>.</p>
-<p >Note that when using allocator from multiple threads, returned information may immediately become outdated. </p>
+<p>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 <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22" title="Retrieves statistics from current state of the allocator.">CalculateStatistics()</a>.</p>
+<p>Note that when using allocator from multiple threads, returned information may immediately become outdated. </p>
 
 </div>
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@@ -886,7 +886,7 @@
 </div><div class="memdoc">
 
 <p>Returns true if <code>D3D12_FEATURE_DATA_ARCHITECTURE1::CacheCoherentUMA</code> was found to be true. </p>
-<p >For more information about how to use it, see articles in Microsoft Docs articles:</p>
+<p>For more information about how to use it, see articles in Microsoft Docs articles:</p>
 <ul>
 <li>"UMA Optimizations: CPU Accessible Textures and Standard Swizzle"</li>
 <li>"D3D12_FEATURE_DATA_ARCHITECTURE structure (d3d12.h)"</li>
@@ -911,7 +911,7 @@
 </div><div class="memdoc">
 
 <p>Returns true if <code>D3D12_FEATURE_DATA_ARCHITECTURE1::UMA</code> was found to be true. </p>
-<p >For more information about how to use it, see articles in Microsoft Docs articles:</p>
+<p>For more information about how to use it, see articles in Microsoft Docs articles:</p>
 <ul>
 <li>"UMA Optimizations: CPU Accessible Textures and Standard Swizzle"</li>
 <li>"D3D12_FEATURE_DATA_ARCHITECTURE structure (d3d12.h)"</li>
@@ -937,7 +937,7 @@
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 <p>Sets the index of the current frame. </p>
-<p >This function is used to set the frame index in the allocator when a new game frame begins. </p>
+<p>This function is used to set the frame index in the allocator when a new game frame begins. </p>
 
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diff --git a/docs/html/class_d3_d12_m_a_1_1_defragmentation_context.html b/docs/html/class_d3_d12_m_a_1_1_defragmentation_context.html
index 628ac63..62acb94 100644
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@@ -94,18 +94,18 @@
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
 <tr class="memitem:a1606c015d02edc094bb246986159d592"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592">BeginPass</a> (<a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html">DEFRAGMENTATION_PASS_MOVE_INFO</a> *pPassInfo)</td></tr>
-<tr class="memdesc:a1606c015d02edc094bb246986159d592"><td class="mdescLeft">&#160;</td><td class="mdescRight">Starts single defragmentation pass.  <a href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592">More...</a><br /></td></tr>
+<tr class="memdesc:a1606c015d02edc094bb246986159d592"><td class="mdescLeft">&#160;</td><td class="mdescRight">Starts single defragmentation pass.  <br /></td></tr>
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 <tr class="memitem:aad502ba70d6dadaeee37703fd8bf90ae"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae">EndPass</a> (<a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html">DEFRAGMENTATION_PASS_MOVE_INFO</a> *pPassInfo)</td></tr>
-<tr class="memdesc:aad502ba70d6dadaeee37703fd8bf90ae"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ends single defragmentation pass.  <a href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae">More...</a><br /></td></tr>
+<tr class="memdesc:aad502ba70d6dadaeee37703fd8bf90ae"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ends single defragmentation pass.  <br /></td></tr>
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-<tr class="memdesc:a1c21c26f47dcbf8f4e562063a3e25f38"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns statistics of the defragmentation performed so far.  <a href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1c21c26f47dcbf8f4e562063a3e25f38">More...</a><br /></td></tr>
+<tr class="memdesc:a1c21c26f47dcbf8f4e562063a3e25f38"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns statistics of the defragmentation performed so far.  <br /></td></tr>
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 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Represents defragmentation process in progress. </p>
-<p >You can create this object using <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a08e1468f1dbb63ce3bf6680e592b2143" title="Begins defragmentation process of the default pools.">Allocator::BeginDefragmentation</a> (for default pools) or <a class="el" href="class_d3_d12_m_a_1_1_pool.html#adc87bb49c192de8f5a9ca0484c499575" title="Begins defragmentation process of the current pool.">Pool::BeginDefragmentation</a> (for a custom pool). </p>
+<div class="textblock"><p>Represents defragmentation process in progress. </p>
+<p>You can create this object using <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a08e1468f1dbb63ce3bf6680e592b2143" title="Begins defragmentation process of the default pools.">Allocator::BeginDefragmentation</a> (for default pools) or <a class="el" href="class_d3_d12_m_a_1_1_pool.html#adc87bb49c192de8f5a9ca0484c499575" title="Begins defragmentation process of the current pool.">Pool::BeginDefragmentation</a> (for a custom pool). </p>
 </div><h2 class="groupheader">Member Function Documentation</h2>
 <a id="a1606c015d02edc094bb246986159d592" name="a1606c015d02edc094bb246986159d592"></a>
 <h2 class="memtitle"><span class="permalink"><a href="#a1606c015d02edc094bb246986159d592">&#9670;&#160;</a></span>BeginPass()</h2>
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 <li>Allocation at <code>pPassInfo[i].pSrcAllocation</code> that had <code>pPassInfo[i].operation ==</code> <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242" title="Set this value if you decide to abandon the allocation and you destroyed the resource....">DEFRAGMENTATION_MOVE_OPERATION_DESTROY</a> will be released.</li>
 </ul>
-<p >If no more moves are possible you can end whole defragmentation. </p>
+<p>If no more moves are possible you can end whole defragmentation. </p>
 
 </div>
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diff --git a/docs/html/class_d3_d12_m_a_1_1_pool.html b/docs/html/class_d3_d12_m_a_1_1_pool.html
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 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
 <tr class="memitem:aaab59af46d922d6b81fce8d8be987028"><td class="memItemLeft" align="right" valign="top"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html">POOL_DESC</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_pool.html#aaab59af46d922d6b81fce8d8be987028">GetDesc</a> () const</td></tr>
-<tr class="memdesc:aaab59af46d922d6b81fce8d8be987028"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns copy of parameters of the pool.  <a href="class_d3_d12_m_a_1_1_pool.html#aaab59af46d922d6b81fce8d8be987028">More...</a><br /></td></tr>
+<tr class="memdesc:aaab59af46d922d6b81fce8d8be987028"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns copy of parameters of the pool.  <br /></td></tr>
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-<tr class="memdesc:aa9d849dc4667314b2a53eddf02f5af91"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves basic statistics of the custom pool that are fast to calculate.  <a href="class_d3_d12_m_a_1_1_pool.html#aa9d849dc4667314b2a53eddf02f5af91">More...</a><br /></td></tr>
+<tr class="memdesc:aa9d849dc4667314b2a53eddf02f5af91"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves basic statistics of the custom pool that are fast to calculate.  <br /></td></tr>
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-<tr class="memdesc:ad07999ac5dc8f0c63187afd45d551910"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves detailed statistics of the custom pool that are slower to calculate.  <a href="class_d3_d12_m_a_1_1_pool.html#ad07999ac5dc8f0c63187afd45d551910">More...</a><br /></td></tr>
+<tr class="memdesc:ad07999ac5dc8f0c63187afd45d551910"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves detailed statistics of the custom pool that are slower to calculate.  <br /></td></tr>
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 <tr class="memitem:a20617cfec0461cf8c2b92115b5140c5b"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_pool.html#a20617cfec0461cf8c2b92115b5140c5b">SetName</a> (LPCWSTR Name)</td></tr>
-<tr class="memdesc:a20617cfec0461cf8c2b92115b5140c5b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Associates a name with the pool. This name is for use in debug diagnostics and tools.  <a href="class_d3_d12_m_a_1_1_pool.html#a20617cfec0461cf8c2b92115b5140c5b">More...</a><br /></td></tr>
+<tr class="memdesc:a20617cfec0461cf8c2b92115b5140c5b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Associates a name with the pool. This name is for use in debug diagnostics and tools.  <br /></td></tr>
 <tr class="separator:a20617cfec0461cf8c2b92115b5140c5b"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a63c91d92a9ca48b98866a5cc1aea333b"><td class="memItemLeft" align="right" valign="top">LPCWSTR&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_pool.html#a63c91d92a9ca48b98866a5cc1aea333b">GetName</a> () const</td></tr>
-<tr class="memdesc:a63c91d92a9ca48b98866a5cc1aea333b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the name associated with the pool object.  <a href="class_d3_d12_m_a_1_1_pool.html#a63c91d92a9ca48b98866a5cc1aea333b">More...</a><br /></td></tr>
+<tr class="memdesc:a63c91d92a9ca48b98866a5cc1aea333b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the name associated with the pool object.  <br /></td></tr>
 <tr class="separator:a63c91d92a9ca48b98866a5cc1aea333b"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:adc87bb49c192de8f5a9ca0484c499575"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_pool.html#adc87bb49c192de8f5a9ca0484c499575">BeginDefragmentation</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html">DEFRAGMENTATION_DESC</a> *pDesc, <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html">DefragmentationContext</a> **ppContext)</td></tr>
-<tr class="memdesc:adc87bb49c192de8f5a9ca0484c499575"><td class="mdescLeft">&#160;</td><td class="mdescRight">Begins defragmentation process of the current pool.  <a href="class_d3_d12_m_a_1_1_pool.html#adc87bb49c192de8f5a9ca0484c499575">More...</a><br /></td></tr>
+<tr class="memdesc:adc87bb49c192de8f5a9ca0484c499575"><td class="mdescLeft">&#160;</td><td class="mdescRight">Begins defragmentation process of the current pool.  <br /></td></tr>
 <tr class="separator:adc87bb49c192de8f5a9ca0484c499575"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Custom memory pool. </p>
-<p >Represents a separate set of heaps (memory blocks) that can be used to create <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a>-s and resources in it. Usually there is no need to create custom pools - creating resources in default pool is sufficient.</p>
-<p >To create custom pool, fill <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html" title="Parameters of created D3D12MA::Pool object. To be used with D3D12MA::Allocator::CreatePool.">D3D12MA::POOL_DESC</a> and call <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a>. </p>
+<div class="textblock"><p>Custom memory pool. </p>
+<p>Represents a separate set of heaps (memory blocks) that can be used to create <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a>-s and resources in it. Usually there is no need to create custom pools - creating resources in default pool is sufficient.</p>
+<p>To create custom pool, fill <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html" title="Parameters of created D3D12MA::Pool object. To be used with D3D12MA::Allocator::CreatePool.">D3D12MA::POOL_DESC</a> and call <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a>. </p>
 </div><h2 class="groupheader">Member Function Documentation</h2>
 <a id="adc87bb49c192de8f5a9ca0484c499575" name="adc87bb49c192de8f5a9ca0484c499575"></a>
 <h2 class="memtitle"><span class="permalink"><a href="#adc87bb49c192de8f5a9ca0484c499575">&#9670;&#160;</a></span>BeginDefragmentation()</h2>
@@ -202,7 +202,7 @@
 </div><div class="memdoc">
 
 <p>Returns copy of parameters of the pool. </p>
-<p >These are the same parameters as passed to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a>. </p>
+<p>These are the same parameters as passed to <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a>. </p>
 
 </div>
 </div>
@@ -222,8 +222,8 @@
 </div><div class="memdoc">
 
 <p>Returns the name associated with the pool object. </p>
-<p >Returned string points to an internal copy.</p>
-<p >If no name was associated with the allocation, returns NULL. </p>
+<p>Returned string points to an internal copy.</p>
+<p>If no name was associated with the allocation, returns NULL. </p>
 
 </div>
 </div>
@@ -270,8 +270,8 @@
 </div><div class="memdoc">
 
 <p>Associates a name with the pool. This name is for use in debug diagnostics and tools. </p>
-<p >Internal copy of the string is made, so the memory pointed by the argument can be changed of freed immediately after this call.</p>
-<p ><code>Name</code> can be NULL. </p>
+<p>Internal copy of the string is made, so the memory pointed by the argument can be changed of freed immediately after this call.</p>
+<p><code>Name</code> can be NULL. </p>
 
 </div>
 </div>
@@ -281,7 +281,7 @@
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diff --git a/docs/html/class_d3_d12_m_a_1_1_virtual_block-members.html b/docs/html/class_d3_d12_m_a_1_1_virtual_block-members.html
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diff --git a/docs/html/class_d3_d12_m_a_1_1_virtual_block.html b/docs/html/class_d3_d12_m_a_1_1_virtual_block.html
index 598f843..ee16c26 100644
--- a/docs/html/class_d3_d12_m_a_1_1_virtual_block.html
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@@ -94,41 +94,41 @@
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
 <tr class="memitem:a7b23fd2da6f0343095fb14b31395678b"><td class="memItemLeft" align="right" valign="top">BOOL&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a7b23fd2da6f0343095fb14b31395678b">IsEmpty</a> () const</td></tr>
-<tr class="memdesc:a7b23fd2da6f0343095fb14b31395678b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if the block is empty - contains 0 allocations.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#a7b23fd2da6f0343095fb14b31395678b">More...</a><br /></td></tr>
+<tr class="memdesc:a7b23fd2da6f0343095fb14b31395678b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if the block is empty - contains 0 allocations.  <br /></td></tr>
 <tr class="separator:a7b23fd2da6f0343095fb14b31395678b"><td class="memSeparator" colspan="2">&#160;</td></tr>
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-<tr class="memdesc:ac605dce05ca0d411e46079f0bad765d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns information about an allocation - its offset, size and custom pointer.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1">More...</a><br /></td></tr>
+<tr class="memdesc:ac605dce05ca0d411e46079f0bad765d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns information about an allocation - its offset, size and custom pointer.  <br /></td></tr>
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 <tr class="memitem:a9281daf76e888ea1bd5247d5732e8179"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">Allocate</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">VIRTUAL_ALLOCATION_DESC</a> *pDesc, <a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a> *pAllocation, UINT64 *pOffset)</td></tr>
-<tr class="memdesc:a9281daf76e888ea1bd5247d5732e8179"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new allocation.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">More...</a><br /></td></tr>
+<tr class="memdesc:a9281daf76e888ea1bd5247d5732e8179"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new allocation.  <br /></td></tr>
 <tr class="separator:a9281daf76e888ea1bd5247d5732e8179"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:aab44e46bd122054c894fc84740f1e8fb"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">FreeAllocation</a> (<a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a> allocation)</td></tr>
-<tr class="memdesc:aab44e46bd122054c894fc84740f1e8fb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees the allocation.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">More...</a><br /></td></tr>
+<tr class="memdesc:aab44e46bd122054c894fc84740f1e8fb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees the allocation.  <br /></td></tr>
 <tr class="separator:aab44e46bd122054c894fc84740f1e8fb"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:ae22b18c0b7c31b44c1d740f886369189"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189">Clear</a> ()</td></tr>
-<tr class="memdesc:ae22b18c0b7c31b44c1d740f886369189"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees all the allocations.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189">More...</a><br /></td></tr>
+<tr class="memdesc:ae22b18c0b7c31b44c1d740f886369189"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees all the allocations.  <br /></td></tr>
 <tr class="separator:ae22b18c0b7c31b44c1d740f886369189"><td class="memSeparator" colspan="2">&#160;</td></tr>
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-<tr class="memdesc:ab96e34500b75a83a09d73b4585669114"><td class="mdescLeft">&#160;</td><td class="mdescRight">Changes custom pointer for an allocation to a new value.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#ab96e34500b75a83a09d73b4585669114">More...</a><br /></td></tr>
+<tr class="memdesc:ab96e34500b75a83a09d73b4585669114"><td class="mdescLeft">&#160;</td><td class="mdescRight">Changes custom pointer for an allocation to a new value.  <br /></td></tr>
 <tr class="separator:ab96e34500b75a83a09d73b4585669114"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a0f1dda0e019e218b021f64987a74b110"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0f1dda0e019e218b021f64987a74b110">GetStatistics</a> (<a class="el" href="struct_d3_d12_m_a_1_1_statistics.html">Statistics</a> *pStats) const</td></tr>
-<tr class="memdesc:a0f1dda0e019e218b021f64987a74b110"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves basic statistics of the virtual block that are fast to calculate.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#a0f1dda0e019e218b021f64987a74b110">More...</a><br /></td></tr>
+<tr class="memdesc:a0f1dda0e019e218b021f64987a74b110"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves basic statistics of the virtual block that are fast to calculate.  <br /></td></tr>
 <tr class="separator:a0f1dda0e019e218b021f64987a74b110"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a614a82247ce6cf29c38895e16eb971d9"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a614a82247ce6cf29c38895e16eb971d9">CalculateStatistics</a> (<a class="el" href="struct_d3_d12_m_a_1_1_detailed_statistics.html">DetailedStatistics</a> *pStats) const</td></tr>
-<tr class="memdesc:a614a82247ce6cf29c38895e16eb971d9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves detailed statistics of the virtual block that are slower to calculate.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#a614a82247ce6cf29c38895e16eb971d9">More...</a><br /></td></tr>
+<tr class="memdesc:a614a82247ce6cf29c38895e16eb971d9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Retrieves detailed statistics of the virtual block that are slower to calculate.  <br /></td></tr>
 <tr class="separator:a614a82247ce6cf29c38895e16eb971d9"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a828a27070bfa762cae796d4c8f2ef703"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a828a27070bfa762cae796d4c8f2ef703">BuildStatsString</a> (WCHAR **ppStatsString) const</td></tr>
-<tr class="memdesc:a828a27070bfa762cae796d4c8f2ef703"><td class="mdescLeft">&#160;</td><td class="mdescRight">Builds and returns statistics as a string in JSON format, including the list of allocations with their parameters.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#a828a27070bfa762cae796d4c8f2ef703">More...</a><br /></td></tr>
+<tr class="memdesc:a828a27070bfa762cae796d4c8f2ef703"><td class="mdescLeft">&#160;</td><td class="mdescRight">Builds and returns statistics as a string in JSON format, including the list of allocations with their parameters.  <br /></td></tr>
 <tr class="separator:a828a27070bfa762cae796d4c8f2ef703"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a6f78ddaa7da194e239089e52093e68a9"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a6f78ddaa7da194e239089e52093e68a9">FreeStatsString</a> (WCHAR *pStatsString) const</td></tr>
-<tr class="memdesc:a6f78ddaa7da194e239089e52093e68a9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees memory of a string returned from <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a828a27070bfa762cae796d4c8f2ef703" title="Builds and returns statistics as a string in JSON format, including the list of allocations with thei...">VirtualBlock::BuildStatsString</a>.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#a6f78ddaa7da194e239089e52093e68a9">More...</a><br /></td></tr>
+<tr class="memdesc:a6f78ddaa7da194e239089e52093e68a9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees memory of a string returned from <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a828a27070bfa762cae796d4c8f2ef703" title="Builds and returns statistics as a string in JSON format, including the list of allocations with thei...">VirtualBlock::BuildStatsString</a>.  <br /></td></tr>
 <tr class="separator:a6f78ddaa7da194e239089e52093e68a9"><td class="memSeparator" colspan="2">&#160;</td></tr>
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 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory. </p>
-<p >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.</p>
-<p >To create this object, fill in <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html" title="Parameters of created D3D12MA::VirtualBlock object to be passed to CreateVirtualBlock().">D3D12MA::VIRTUAL_BLOCK_DESC</a> and call <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0485028cbe13b5457fe422865f7edf74" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a>. To destroy it, call its method <code>VirtualBlock::Release()</code>. You need to free all the allocations within this block or call <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189" title="Frees all the allocations.">Clear()</a> before destroying it.</p>
-<p >This object is not thread-safe - should not be used from multiple threads simultaneously, must be synchronized externally. </p>
+<div class="textblock"><p>Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory. </p>
+<p>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.</p>
+<p>To create this object, fill in <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html" title="Parameters of created D3D12MA::VirtualBlock object to be passed to CreateVirtualBlock().">D3D12MA::VIRTUAL_BLOCK_DESC</a> and call <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0485028cbe13b5457fe422865f7edf74" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a>. To destroy it, call its method <code>VirtualBlock::Release()</code>. You need to free all the allocations within this block or call <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189" title="Frees all the allocations.">Clear()</a> before destroying it.</p>
+<p>This object is not thread-safe - should not be used from multiple threads simultaneously, must be synchronized externally. </p>
 </div><h2 class="groupheader">Member Function Documentation</h2>
 <a id="a9281daf76e888ea1bd5247d5732e8179" name="a9281daf76e888ea1bd5247d5732e8179"></a>
 <h2 class="memtitle"><span class="permalink"><a href="#a9281daf76e888ea1bd5247d5732e8179">&#9670;&#160;</a></span>Allocate()</h2>
@@ -264,7 +264,7 @@
 </div><div class="memdoc">
 
 <p>Frees the allocation. </p>
-<p >Calling this function with <code>allocation.AllocHandle == 0</code> is correct and does nothing. </p>
+<p>Calling this function with <code>allocation.AllocHandle == 0</code> is correct and does nothing. </p>
 
 </div>
 </div>
@@ -399,7 +399,7 @@
 </div><!-- contents -->
 <!-- start footer part -->
 <hr class="footer"/><address class="footer"><small>
-Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.5
+Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.6
 </small></address>
 </body>
 </html>
diff --git a/docs/html/classes.html b/docs/html/classes.html
index 89aa2d3..a7bd2bc 100644
--- a/docs/html/classes.html
+++ b/docs/html/classes.html
@@ -3,7 +3,7 @@
 <head>
 <meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
 <meta http-equiv="X-UA-Compatible" content="IE=11"/>
-<meta name="generator" content="Doxygen 1.9.5"/>
+<meta name="generator" content="Doxygen 1.9.6"/>
 <meta name="viewport" content="width=device-width, initial-scale=1"/>
 <title>Direct3D 12 Memory Allocator: Class Index</title>
 <link href="tabs.css" rel="stylesheet" type="text/css"/>
@@ -29,7 +29,7 @@
 </table>
 </div>
 <!-- end header part -->
-<!-- Generated by Doxygen 1.9.5 -->
+<!-- Generated by Doxygen 1.9.6 -->
 <script type="text/javascript">
 /* @license magnet:?xt=urn:btih:d3d9a9a6595521f9666a5e94cc830dab83b65699&amp;dn=expat.txt MIT */
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@@ -99,7 +99,7 @@
 </div><!-- contents -->
 <!-- start footer part -->
 <hr class="footer"/><address class="footer"><small>
-Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.5
+Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.6
 </small></address>
 </body>
 </html>
diff --git a/docs/html/configuration.html b/docs/html/configuration.html
index d110051..3236f86 100644
--- a/docs/html/configuration.html
+++ b/docs/html/configuration.html
@@ -3,7 +3,7 @@
 <head>
 <meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
 <meta http-equiv="X-UA-Compatible" content="IE=11"/>
-<meta name="generator" content="Doxygen 1.9.5"/>
+<meta name="generator" content="Doxygen 1.9.6"/>
 <meta name="viewport" content="width=device-width, initial-scale=1"/>
 <title>Direct3D 12 Memory Allocator: Configuration</title>
 <link href="tabs.css" rel="stylesheet" type="text/css"/>
@@ -29,7 +29,7 @@
 </table>
 </div>
 <!-- end header part -->
-<!-- Generated by Doxygen 1.9.5 -->
+<!-- Generated by Doxygen 1.9.6 -->
 <script type="text/javascript">
 /* @license magnet:?xt=urn:btih:d3d9a9a6595521f9666a5e94cc830dab83b65699&amp;dn=expat.txt MIT */
 var searchBox = new SearchBox("searchBox", "search/",'.html');
@@ -76,10 +76,10 @@
   <div class="headertitle"><div class="title">Configuration </div></div>
 </div><!--header-->
 <div class="contents">
-<div class="textblock"><p >Please check file <code>D3D12MemAlloc.cpp</code> 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.</p>
+<div class="textblock"><p>Please check file <code>D3D12MemAlloc.cpp</code> 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.</p>
 <h1><a class="anchor" id="custom_memory_allocator"></a>
 Custom CPU memory allocator</h1>
-<p >If you use custom allocator for CPU memory rather than default C++ operator <code>new</code> and <code>delete</code> or <code>malloc</code> and <code>free</code> functions, you can make this library using your allocator as well by filling structure <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html" title="Custom callbacks to CPU memory allocation functions.">D3D12MA::ALLOCATION_CALLBACKS</a> and passing it as optional member <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a773ecc1945eb47c20e06455c3759e4ef" title="Custom CPU memory allocation callbacks. Optional.">D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks</a>. Functions pointed there will be used by the library to make any CPU-side allocations. Example:</p>
+<p>If you use custom allocator for CPU memory rather than default C++ operator <code>new</code> and <code>delete</code> or <code>malloc</code> and <code>free</code> functions, you can make this library using your allocator as well by filling structure <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html" title="Custom callbacks to CPU memory allocation functions.">D3D12MA::ALLOCATION_CALLBACKS</a> and passing it as optional member <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a773ecc1945eb47c20e06455c3759e4ef" title="Custom CPU memory allocation callbacks. Optional.">D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks</a>. Functions pointed there will be used by the library to make any CPU-side allocations. Example:</p>
 <div class="fragment"><div class="line"><span class="preprocessor">#include &lt;malloc.h&gt;</span></div>
 <div class="line"> </div>
 <div class="line"><span class="keywordtype">void</span>* CustomAllocate(<span class="keywordtype">size_t</span> Size, <span class="keywordtype">size_t</span> Alignment, <span class="keywordtype">void</span>* pPrivateData)</div>
@@ -119,21 +119,21 @@
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1071</div></div>
 </div><!-- fragment --><h1><a class="anchor" id="debug_margins"></a>
 Debug margins</h1>
-<p >By default, allocations are laid out in memory blocks next to each other if possible (considering required alignment returned by <code>ID3D12Device::GetResourceAllocationInfo</code>).</p>
-<p ><img src="../gfx/Margins_1.png" alt="Allocations without margin" class="inline"/></p>
-<p >Define macro <code>D3D12MA_DEBUG_MARGIN</code> to some non-zero value (e.g. 16) inside "D3D12MemAlloc.cpp" to enforce specified number of bytes as a margin after every allocation.</p>
-<p ><img src="../gfx/Margins_2.png" alt="Allocations with margin" class="inline"/></p>
-<p >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.</p>
-<p >Margins work with all memory heap types.</p>
-<p >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 <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> flag or those automatically decided to put into committed allocations, e.g. due to its large size.</p>
-<p >Margins appear in <a class="el" href="statistics.html#statistics_json_dump">JSON dump</a> as part of free space.</p>
-<p >Note that enabling margins increases memory usage and fragmentation.</p>
-<p >Margins do not apply to <a class="el" href="virtual_allocator.html">Virtual allocator</a>. </p>
+<p>By default, allocations are laid out in memory blocks next to each other if possible (considering required alignment returned by <code>ID3D12Device::GetResourceAllocationInfo</code>).</p>
+<p><img src="../gfx/Margins_1.png" alt="Allocations without margin" class="inline"/></p>
+<p>Define macro <code>D3D12MA_DEBUG_MARGIN</code> to some non-zero value (e.g. 16) inside "D3D12MemAlloc.cpp" to enforce specified number of bytes as a margin after every allocation.</p>
+<p><img src="../gfx/Margins_2.png" alt="Allocations with margin" class="inline"/></p>
+<p>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.</p>
+<p>Margins work with all memory heap types.</p>
+<p>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 <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> flag or those automatically decided to put into committed allocations, e.g. due to its large size.</p>
+<p>Margins appear in <a class="el" href="statistics.html#statistics_json_dump">JSON dump</a> as part of free space.</p>
+<p>Note that enabling margins increases memory usage and fragmentation.</p>
+<p>Margins do not apply to <a class="el" href="virtual_allocator.html">Virtual allocator</a>. </p>
 </div></div><!-- contents -->
 </div><!-- PageDoc -->
 <!-- start footer part -->
 <hr class="footer"/><address class="footer"><small>
-Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.5
+Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.6
 </small></address>
 </body>
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diff --git a/docs/html/custom_pools.html b/docs/html/custom_pools.html
index 2707b71..72f1189 100644
--- a/docs/html/custom_pools.html
+++ b/docs/html/custom_pools.html
@@ -3,7 +3,7 @@
 <head>
 <meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
 <meta http-equiv="X-UA-Compatible" content="IE=11"/>
-<meta name="generator" content="Doxygen 1.9.5"/>
+<meta name="generator" content="Doxygen 1.9.6"/>
 <meta name="viewport" content="width=device-width, initial-scale=1"/>
 <title>Direct3D 12 Memory Allocator: Custom memory pools</title>
 <link href="tabs.css" rel="stylesheet" type="text/css"/>
@@ -29,7 +29,7 @@
 </table>
 </div>
 <!-- end header part -->
-<!-- Generated by Doxygen 1.9.5 -->
+<!-- Generated by Doxygen 1.9.6 -->
 <script type="text/javascript">
 /* @license magnet:?xt=urn:btih:d3d9a9a6595521f9666a5e94cc830dab83b65699&amp;dn=expat.txt MIT */
 var searchBox = new SearchBox("searchBox", "search/",'.html');
@@ -76,16 +76,16 @@
   <div class="headertitle"><div class="title">Custom memory pools </div></div>
 </div><!--header-->
 <div class="contents">
-<div class="textblock"><p >A "pool" is a collection of memory blocks that share certain properties. Allocator creates 3 default pools: for <code>D3D12_HEAP_TYPE_DEFAULT</code>, <code>UPLOAD</code>, <code>READBACK</code>. 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.</p>
+<div class="textblock"><p>A "pool" is a collection of memory blocks that share certain properties. Allocator creates 3 default pools: for <code>D3D12_HEAP_TYPE_DEFAULT</code>, <code>UPLOAD</code>, <code>READBACK</code>. 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.</p>
 <h1><a class="anchor" id="custom_pools_usage"></a>
 Usage</h1>
-<p >To create a custom pool, fill in structure <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html" title="Parameters of created D3D12MA::Pool object. To be used with D3D12MA::Allocator::CreatePool.">D3D12MA::POOL_DESC</a> and call function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a> to obtain object <a class="el" href="class_d3_d12_m_a_1_1_pool.html" title="Custom memory pool.">D3D12MA::Pool</a>. Example:</p>
+<p>To create a custom pool, fill in structure <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html" title="Parameters of created D3D12MA::Pool object. To be used with D3D12MA::Allocator::CreatePool.">D3D12MA::POOL_DESC</a> and call function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a> to obtain object <a class="el" href="class_d3_d12_m_a_1_1_pool.html" title="Custom memory pool.">D3D12MA::Pool</a>. Example:</p>
 <div class="fragment"><div class="line">POOL_DESC poolDesc = {};</div>
 <div class="line">poolDesc.HeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;</div>
 <div class="line"> </div>
 <div class="line">Pool* pool;</div>
 <div class="line">HRESULT hr = allocator-&gt;CreatePool(&amp;poolDesc, &amp;pool);</div>
-</div><!-- fragment --><p >To allocate resources out of a custom pool, only set member <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a>. Example:</p>
+</div><!-- fragment --><p>To allocate resources out of a custom pool, only set member <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a>. Example:</p>
 <div class="fragment"><div class="line">ALLOCATION_DESC allocDesc = {};</div>
 <div class="line">allocDesc.CustomPool = pool;</div>
 <div class="line"> </div>
@@ -93,12 +93,12 @@
 <div class="line">Allocation* alloc;</div>
 <div class="line">hr = allocator-&gt;CreateResource(&amp;allocDesc, &amp;resDesc,</div>
 <div class="line">    D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &amp;alloc, IID_NULL, NULL);</div>
-</div><!-- fragment --><p >All allocations must be released before releasing the pool. The pool must be released before relasing the allocator.</p>
+</div><!-- fragment --><p>All allocations must be released before releasing the pool. The pool must be released before relasing the allocator.</p>
 <div class="fragment"><div class="line">alloc-&gt;Release();</div>
 <div class="line">pool-&gt;Release();</div>
 </div><!-- fragment --><h1><a class="anchor" id="custom_pools_features_and_benefits"></a>
 Features and benefits</h1>
-<p >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:</p>
+<p>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:</p>
 <ul>
 <li>To keep some resources separate from others in memory.</li>
 <li>To keep track of memory usage of just a specific group of resources. Statistics can be queried using <a class="el" href="class_d3_d12_m_a_1_1_pool.html#ad07999ac5dc8f0c63187afd45d551910" title="Retrieves detailed statistics of the custom pool that are slower to calculate.">D3D12MA::Pool::CalculateStatistics</a>.</li>
@@ -107,7 +107,7 @@
 <li>To limit maximum amount of memory allocated. To use it, set member <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#abbce3a99f253928f9c3c09fa16015f9e" title="Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.">D3D12MA::POOL_DESC::MaxBlockCount</a>.</li>
 <li>To use extended parameters of the D3D12 memory allocation. While resources created from default pools can only specify <code>D3D12_HEAP_TYPE_DEFAULT</code>, <code>UPLOAD</code>, <code>READBACK</code>, a custom pool may use non-standard <code>D3D12_HEAP_PROPERTIES</code> (member <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a06e06813bcb5206e9f7a8b0564bf1d6a" title="The parameters of memory heap where allocations of this pool should be placed.">D3D12MA::POOL_DESC::HeapProperties</a>) and <code>D3D12_HEAP_FLAGS</code> (<a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a3795956e4fbfe7c3a23546e02e5d28dc" title="Heap flags to be used when allocating heaps of this pool.">D3D12MA::POOL_DESC::HeapFlags</a>), which is useful e.g. for cross-adapter sharing or UMA (see also <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a9e742884bd45dd7f01193d13fcd05af0" title="Returns true if D3D12_FEATURE_DATA_ARCHITECTURE1::UMA was found to be true.">D3D12MA::Allocator::IsUMA</a>).</li>
 </ul>
-<p >New versions of this library support creating <b>committed allocations in custom pools</b>. It is supported only when <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#af7284cc51a8ed5b551075584256de23c" title="Size of a single heap (memory block) to be allocated as part of this pool, in bytes....">D3D12MA::POOL_DESC::BlockSize</a> = 0. To use this feature, set <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a> to the pointer to your custom pool and <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a92dec49b788a334fc91c55340dfbace6" title="Flags.">D3D12MA::ALLOCATION_DESC::Flags</a> to <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a>. Example:</p>
+<p>New versions of this library support creating <b>committed allocations in custom pools</b>. It is supported only when <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#af7284cc51a8ed5b551075584256de23c" title="Size of a single heap (memory block) to be allocated as part of this pool, in bytes....">D3D12MA::POOL_DESC::BlockSize</a> = 0. To use this feature, set <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a> to the pointer to your custom pool and <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a92dec49b788a334fc91c55340dfbace6" title="Flags.">D3D12MA::ALLOCATION_DESC::Flags</a> to <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a>. Example:</p>
 <div class="fragment"><div class="line">ALLOCATION_DESC allocDesc = {};</div>
 <div class="line">allocDesc.CustomPool = pool;</div>
 <div class="line">allocDesc.Flags = ALLOCATION_FLAG_COMMITTED;</div>
@@ -117,12 +117,12 @@
 <div class="line">ID3D12Resource* res;</div>
 <div class="line">hr = allocator-&gt;CreateResource(&amp;allocDesc, &amp;resDesc,</div>
 <div class="line">    D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &amp;alloc, IID_PPV_ARGS(&amp;res));</div>
-</div><!-- fragment --><p >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 <code>D3D12_HEAP_PROPERTIES</code>, which are available only in custom pools. </p>
+</div><!-- fragment --><p>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 <code>D3D12_HEAP_PROPERTIES</code>, which are available only in custom pools. </p>
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diff --git a/docs/html/defragmentation.html b/docs/html/defragmentation.html
index 99ca70b..d616995 100644
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+<meta name="generator" content="Doxygen 1.9.6"/>
 <meta name="viewport" content="width=device-width, initial-scale=1"/>
 <title>Direct3D 12 Memory Allocator: Defragmentation</title>
 <link href="tabs.css" rel="stylesheet" type="text/css"/>
@@ -29,7 +29,7 @@
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-<!-- Generated by Doxygen 1.9.5 -->
+<!-- Generated by Doxygen 1.9.6 -->
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@@ -76,9 +76,9 @@
   <div class="headertitle"><div class="title">Defragmentation </div></div>
 </div><!--header-->
 <div class="contents">
-<div class="textblock"><p >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.</p>
-<p >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 <code>D3D12_RESOURCE_DESC</code> structure. It cannot copy their contents as it doesn't record any commands to a command list.</p>
-<p >Example:</p>
+<div class="textblock"><p>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.</p>
+<p>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 <code>D3D12_RESOURCE_DESC</code> structure. It cannot copy their contents as it doesn't record any commands to a command list.</p>
+<p>Example:</p>
 <div class="fragment"><div class="line"><a class="code hl_struct" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html">D3D12MA::DEFRAGMENTATION_DESC</a> defragDesc = {};</div>
 <div class="line">defragDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html#aac9a357e679a0afa9ab84cd06057630b">Flags</a> = <a class="code hl_enumvalue" href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13">D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_FAST</a>;</div>
 <div class="line"> </div>
@@ -147,7 +147,7 @@
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO</a></div><div class="ttdoc">Parameters for incremental defragmentation steps.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:735</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html_a719fbdaae54251759605c41baeb24dc4"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a719fbdaae54251759605c41baeb24dc4">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves</a></div><div class="ttdeci">DEFRAGMENTATION_MOVE * pMoves</div><div class="ttdoc">Array of moves to be performed by the user in the current defragmentation pass.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:759</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html_a8df22d990c318d82fe9fcc5f04132c04"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a8df22d990c318d82fe9fcc5f04132c04">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::MoveCount</a></div><div class="ttdeci">UINT32 MoveCount</div><div class="ttdoc">Number of elements in the pMoves array.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:737</div></div>
-</div><!-- fragment --><p >Although functions like <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource()</a> 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 <code>S_FALSE</code> not <code>S_OK</code>. In each pass:</p>
+</div><!-- fragment --><p>Although functions like <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource()</a> 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 <code>S_FALSE</code> not <code>S_OK</code>. In each pass:</p>
 <ol type="1">
 <li><a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">D3D12MA::DefragmentationContext::BeginPass()</a> function call:<ul>
 <li>Calculates and returns the list of allocations to be moved in this pass. Note this can be a time-consuming process.</li>
@@ -168,8 +168,8 @@
 </ul>
 </li>
 </ol>
-<p >Defragmentation algorithm tries to move all suitable allocations. You can, however, refuse to move some of them inside a defragmentation pass, by setting <code>pass.pMoves[i].Operation</code> to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6" title="Set this value if you cannot move the allocation. New place reserved at pDstTmpAllocation will be fre...">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE</a>. 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.</p>
-<p >Inside a pass, for each allocation that should be moved:</p>
+<p>Defragmentation algorithm tries to move all suitable allocations. You can, however, refuse to move some of them inside a defragmentation pass, by setting <code>pass.pMoves[i].Operation</code> to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6" title="Set this value if you cannot move the allocation. New place reserved at pDstTmpAllocation will be fre...">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE</a>. 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.</p>
+<p>Inside a pass, for each allocation that should be moved:</p>
 <ul>
 <li>You should copy its data from the source to the destination place by calling e.g. <code>CopyResource()</code>.<ul>
 <li>You need to make sure these commands finished executing before the source buffers/textures are released by <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">D3D12MA::DefragmentationContext::EndPass()</a>.</li>
@@ -186,18 +186,18 @@
 </ul>
 </li>
 </ul>
-<p >You can defragment a specific custom pool by calling <a class="el" href="class_d3_d12_m_a_1_1_pool.html#adc87bb49c192de8f5a9ca0484c499575" title="Begins defragmentation process of the current pool.">D3D12MA::Pool::BeginDefragmentation</a> or all the default pools by calling <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a08e1468f1dbb63ce3bf6680e592b2143" title="Begins defragmentation process of the default pools.">D3D12MA::Allocator::BeginDefragmentation</a> (like in the example above).</p>
-<p >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 <code>GetResourceAllocationInfo()</code> is also respected after defragmentation. Buffers/textures should be recreated with the same <code>D3D12_RESOURCE_DESC</code> parameters as the original ones.</p>
-<p >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: <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html#ad8d224e0687a35898970d0a5688c6343" title="Maximum numbers of bytes that can be copied during single pass, while moving allocations to different...">D3D12MA::DEFRAGMENTATION_DESC::MaxBytesPerPass</a>, <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html#a83bfb404f387863eafdd6703483aed89" title="Maximum number of allocations that can be moved during single pass to a different place.">D3D12MA::DEFRAGMENTATION_DESC::MaxAllocationsPerPass</a>.</p>
-<p ><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 <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a719fbdaae54251759605c41baeb24dc4" title="Array of moves to be performed by the user in the current defragmentation pass.">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves</a> shouldn't be released until the defragmentation pass is ended. During the call to <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">D3D12MA::DefragmentationContext::BeginPass()</a>, any operations on the memory pool affected by the defragmentation are blocked by a mutex.</p>
-<p >What it means in practice is that you shouldn't free any allocations from the defragmented pool since the moment a call to <code>BeginPass</code> begins. Otherwise, a thread performing the <code>allocation-&gt;Release()</code> would block for the time <code>BeginPass</code> 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 <code>pass.pMoves[i]</code> and set its operation to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242" title="Set this value if you decide to abandon the allocation and you destroyed the resource....">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY</a> instead of calling <code>allocation-&gt;Release()</code>, or simply deferring the release to the time after defragmentation finished.</p>
-<p ><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.</p>
+<p>You can defragment a specific custom pool by calling <a class="el" href="class_d3_d12_m_a_1_1_pool.html#adc87bb49c192de8f5a9ca0484c499575" title="Begins defragmentation process of the current pool.">D3D12MA::Pool::BeginDefragmentation</a> or all the default pools by calling <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a08e1468f1dbb63ce3bf6680e592b2143" title="Begins defragmentation process of the default pools.">D3D12MA::Allocator::BeginDefragmentation</a> (like in the example above).</p>
+<p>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 <code>GetResourceAllocationInfo()</code> is also respected after defragmentation. Buffers/textures should be recreated with the same <code>D3D12_RESOURCE_DESC</code> parameters as the original ones.</p>
+<p>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: <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html#ad8d224e0687a35898970d0a5688c6343" title="Maximum numbers of bytes that can be copied during single pass, while moving allocations to different...">D3D12MA::DEFRAGMENTATION_DESC::MaxBytesPerPass</a>, <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html#a83bfb404f387863eafdd6703483aed89" title="Maximum number of allocations that can be moved during single pass to a different place.">D3D12MA::DEFRAGMENTATION_DESC::MaxAllocationsPerPass</a>.</p>
+<p><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 <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a719fbdaae54251759605c41baeb24dc4" title="Array of moves to be performed by the user in the current defragmentation pass.">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves</a> shouldn't be released until the defragmentation pass is ended. During the call to <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">D3D12MA::DefragmentationContext::BeginPass()</a>, any operations on the memory pool affected by the defragmentation are blocked by a mutex.</p>
+<p>What it means in practice is that you shouldn't free any allocations from the defragmented pool since the moment a call to <code>BeginPass</code> begins. Otherwise, a thread performing the <code>allocation-&gt;Release()</code> would block for the time <code>BeginPass</code> 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 <code>pass.pMoves[i]</code> and set its operation to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242" title="Set this value if you decide to abandon the allocation and you destroyed the resource....">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY</a> instead of calling <code>allocation-&gt;Release()</code>, or simply deferring the release to the time after defragmentation finished.</p>
+<p><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.</p>
 <dl class="section note"><dt>Note</dt><dd>Defragmentation is not supported in custom pools created with <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a" title="Enables alternative, linear allocation algorithm in this pool.">D3D12MA::POOL_FLAG_ALGORITHM_LINEAR</a>. </dd></dl>
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index 3c1b778..89725a5 100644
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@@ -86,17 +86,17 @@
 </ul>
 <h1><a class="anchor" id="general_considerations_versioning_and_compatibility"></a>
 Versioning and compatibility</h1>
-<p >The library uses <a href="https://semver.org/"><b>Semantic Versioning</b></a>, which means version numbers follow convention: Major.Minor.Patch (e.g. 2.3.0), where:</p>
+<p>The library uses <a href="https://semver.org/"><b>Semantic Versioning</b></a>, which means version numbers follow convention: Major.Minor.Patch (e.g. 2.3.0), where:</p>
 <ul>
 <li>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.</li>
 <li>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.</li>
 <li>Incrementing Major version means a release could break some backward compatibility.</li>
 </ul>
-<p >All changes between official releases are documented in file "CHANGELOG.md".</p>
+<p>All changes between official releases are documented in file "CHANGELOG.md".</p>
 <dl class="section warning"><dt>Warning</dt><dd>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.</dd></dl>
 <h1><a class="anchor" id="general_considerations_features_not_supported"></a>
 Features not supported</h1>
-<p >Features deliberately excluded from the scope of this library:</p>
+<p>Features deliberately excluded from the scope of this library:</p>
 <ul>
 <li><b>Descriptor allocation.</b> Although also called "heaps", objects that represent descriptors are separate part of the D3D12 API from buffers and textures. You can still use <a class="el" href="virtual_allocator.html">Virtual allocator</a> to manage descriptors and their ranges inside a descriptor heap.</li>
 <li><b>Support for reserved (tiled) resources.</b> We don't recommend using them.</li>
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   <div class="headertitle"><div class="title">D3D12 Memory Allocator </div></div>
 </div><!--header-->
 <div class="contents">
-<div class="textblock"><p ><b>Version 2.1.0-development</b> (2022-12-15)</p>
-<p >Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved. <br  />
+<div class="textblock"><p><b>Version 2.1.0-development</b> (2022-12-15)</p>
+<p>Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved. <br  />
 License: MIT</p>
-<p >Documentation of all members: <a class="el" href="_d3_d12_mem_alloc_8h.html">D3D12MemAlloc.h</a></p>
+<p>Documentation of all members: <a class="el" href="_d3_d12_mem_alloc_8h.html">D3D12MemAlloc.h</a></p>
 <h1><a class="anchor" id="main_table_of_contents"></a>
 Table of contents</h1>
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 </div><!--header-->
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-<div class="textblock"><p >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.</p>
-<p ><img src="../gfx/Linear_allocator_1_algo_default.png" alt="Default allocation algorithm" class="inline"/></p>
-<p >Sometimes there is a need to use simpler, linear allocation algorithm. You can create custom pool that uses such algorithm by adding flag <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a" title="Enables alternative, linear allocation algorithm in this pool.">D3D12MA::POOL_FLAG_ALGORITHM_LINEAR</a> to <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#ac4ed93b0191344d68c0b4ac1a4822ff4" title="Flags.">D3D12MA::POOL_DESC::Flags</a> while creating <a class="el" href="class_d3_d12_m_a_1_1_pool.html" title="Custom memory pool.">D3D12MA::Pool</a> 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.</p>
-<p ><img src="../gfx/Linear_allocator_2_algo_linear.png" alt="Linear allocation algorithm" class="inline"/></p>
-<p >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.</p>
+<div class="textblock"><p>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.</p>
+<p><img src="../gfx/Linear_allocator_1_algo_default.png" alt="Default allocation algorithm" class="inline"/></p>
+<p>Sometimes there is a need to use simpler, linear allocation algorithm. You can create custom pool that uses such algorithm by adding flag <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a" title="Enables alternative, linear allocation algorithm in this pool.">D3D12MA::POOL_FLAG_ALGORITHM_LINEAR</a> to <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#ac4ed93b0191344d68c0b4ac1a4822ff4" title="Flags.">D3D12MA::POOL_DESC::Flags</a> while creating <a class="el" href="class_d3_d12_m_a_1_1_pool.html" title="Custom memory pool.">D3D12MA::Pool</a> 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.</p>
+<p><img src="../gfx/Linear_allocator_2_algo_linear.png" alt="Linear allocation algorithm" class="inline"/></p>
+<p>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.</p>
 <h1><a class="anchor" id="linear_algorithm_free_at_once"></a>
 Free-at-once</h1>
-<p >In a pool that uses linear algorithm, you still need to free all the allocations individually by calling <code>allocation-&gt;Release()</code>. 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.</p>
-<p ><img src="../gfx/Linear_allocator_3_free_at_once.png" alt="Free-at-once" class="inline"/></p>
-<p >This mode is also available for pools created with <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#abbce3a99f253928f9c3c09fa16015f9e" title="Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.">D3D12MA::POOL_DESC::MaxBlockCount</a> value that allows multiple memory blocks.</p>
+<p>In a pool that uses linear algorithm, you still need to free all the allocations individually by calling <code>allocation-&gt;Release()</code>. 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.</p>
+<p><img src="../gfx/Linear_allocator_3_free_at_once.png" alt="Free-at-once" class="inline"/></p>
+<p>This mode is also available for pools created with <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#abbce3a99f253928f9c3c09fa16015f9e" title="Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.">D3D12MA::POOL_DESC::MaxBlockCount</a> value that allows multiple memory blocks.</p>
 <h1><a class="anchor" id="linear_algorithm_stack"></a>
 Stack</h1>
-<p >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.</p>
-<p ><img src="../gfx/Linear_allocator_4_stack.png" alt="Stack" class="inline"/></p>
-<p >This mode is also available for pools created with <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#abbce3a99f253928f9c3c09fa16015f9e" title="Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.">D3D12MA::POOL_DESC::MaxBlockCount</a> value that allows multiple memory blocks.</p>
+<p>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.</p>
+<p><img src="../gfx/Linear_allocator_4_stack.png" alt="Stack" class="inline"/></p>
+<p>This mode is also available for pools created with <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#abbce3a99f253928f9c3c09fa16015f9e" title="Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.">D3D12MA::POOL_DESC::MaxBlockCount</a> value that allows multiple memory blocks.</p>
 <h1><a class="anchor" id="linear_algorithm_double_stack"></a>
 Double stack</h1>
-<p >The space reserved by a custom pool with linear algorithm may be used by two stacks:</p>
+<p>The space reserved by a custom pool with linear algorithm may be used by two stacks:</p>
 <ul>
 <li>First, default one, growing up from offset 0.</li>
 <li>Second, "upper" one, growing down from the end towards lower offsets.</li>
 </ul>
-<p >To make allocation from the upper stack, add flag <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645eafb0e2dacce691336e717550a1df72474">D3D12MA::ALLOCATION_FLAG_UPPER_ADDRESS</a> to <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a92dec49b788a334fc91c55340dfbace6" title="Flags.">D3D12MA::ALLOCATION_DESC::Flags</a>.</p>
-<p ><img src="../gfx/Linear_allocator_7_double_stack.png" alt="Double stack" class="inline"/></p>
-<p >Double stack is available only in pools with one memory block - <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#abbce3a99f253928f9c3c09fa16015f9e" title="Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.">D3D12MA::POOL_DESC::MaxBlockCount</a> must be 1. Otherwise behavior is undefined.</p>
-<p >When the two stacks' ends meet so there is not enough space between them for a new allocation, such allocation fails with usual <code>E_OUTOFMEMORY</code> error.</p>
+<p>To make allocation from the upper stack, add flag <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645eafb0e2dacce691336e717550a1df72474">D3D12MA::ALLOCATION_FLAG_UPPER_ADDRESS</a> to <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a92dec49b788a334fc91c55340dfbace6" title="Flags.">D3D12MA::ALLOCATION_DESC::Flags</a>.</p>
+<p><img src="../gfx/Linear_allocator_7_double_stack.png" alt="Double stack" class="inline"/></p>
+<p>Double stack is available only in pools with one memory block - <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#abbce3a99f253928f9c3c09fa16015f9e" title="Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.">D3D12MA::POOL_DESC::MaxBlockCount</a> must be 1. Otherwise behavior is undefined.</p>
+<p>When the two stacks' ends meet so there is not enough space between them for a new allocation, such allocation fails with usual <code>E_OUTOFMEMORY</code> error.</p>
 <h1><a class="anchor" id="linear_algorithm_ring_buffer"></a>
 Ring buffer</h1>
-<p >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.</p>
-<p ><img src="../gfx/Linear_allocator_5_ring_buffer.png" alt="Ring buffer" class="inline"/></p>
-<p >Ring buffer is available only in pools with one memory block - <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#abbce3a99f253928f9c3c09fa16015f9e" title="Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.">D3D12MA::POOL_DESC::MaxBlockCount</a> must be 1. Otherwise behavior is undefined.</p>
+<p>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.</p>
+<p><img src="../gfx/Linear_allocator_5_ring_buffer.png" alt="Ring buffer" class="inline"/></p>
+<p>Ring buffer is available only in pools with one memory block - <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#abbce3a99f253928f9c3c09fa16015f9e" title="Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.">D3D12MA::POOL_DESC::MaxBlockCount</a> must be 1. Otherwise behavior is undefined.</p>
 <h1><a class="anchor" id="linear_algorithm_additional_considerations"></a>
 Additional considerations</h1>
-<p >Linear algorithm can also be used with <a class="el" href="virtual_allocator.html">Virtual allocator</a>. See flag <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d" title="Enables alternative, linear allocation algorithm in this virtual block.">D3D12MA::VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR</a>. </p>
+<p>Linear algorithm can also be used with <a class="el" href="virtual_allocator.html">Virtual allocator</a>. See flag <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d" title="Enables alternative, linear allocation algorithm in this virtual block.">D3D12MA::VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR</a>. </p>
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@@ -147,13 +147,13 @@
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="typedef-members" name="typedef-members"></a>
 Typedefs</h2></td></tr>
 <tr class="memitem:a15e349adce86a40e0417d405aef1af80"><td class="memItemLeft" align="right" valign="top">typedef UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">AllocHandle</a></td></tr>
-<tr class="memdesc:a15e349adce86a40e0417d405aef1af80"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unique identifier of single allocation done inside the memory heap.  <a href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">More...</a><br /></td></tr>
+<tr class="memdesc:a15e349adce86a40e0417d405aef1af80"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unique identifier of single allocation done inside the memory heap.  <br /></td></tr>
 <tr class="separator:a15e349adce86a40e0417d405aef1af80"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a8bcc49af3c53bbe04dbcb41c093dce58"><td class="memItemLeft" align="right" valign="top">using&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a8bcc49af3c53bbe04dbcb41c093dce58">ALLOCATE_FUNC_PTR</a> = void *(*)(size_t Size, size_t Alignment, void *pPrivateData)</td></tr>
-<tr class="memdesc:a8bcc49af3c53bbe04dbcb41c093dce58"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that allocates CPU memory.  <a href="namespace_d3_d12_m_a.html#a8bcc49af3c53bbe04dbcb41c093dce58">More...</a><br /></td></tr>
+<tr class="memdesc:a8bcc49af3c53bbe04dbcb41c093dce58"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that allocates CPU memory.  <br /></td></tr>
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 <tr class="memitem:a8aec93527f98fae7e42a7cd35a3ae9b1"><td class="memItemLeft" align="right" valign="top">using&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a8aec93527f98fae7e42a7cd35a3ae9b1">FREE_FUNC_PTR</a> = void(*)(void *pMemory, void *pPrivateData)</td></tr>
-<tr class="memdesc:a8aec93527f98fae7e42a7cd35a3ae9b1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that deallocates CPU memory.  <a href="namespace_d3_d12_m_a.html#a8aec93527f98fae7e42a7cd35a3ae9b1">More...</a><br /></td></tr>
+<tr class="memdesc:a8aec93527f98fae7e42a7cd35a3ae9b1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that deallocates CPU memory.  <br /></td></tr>
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@@ -230,10 +230,10 @@
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="func-members" name="func-members"></a>
 Functions</h2></td></tr>
 <tr class="memitem:ab7a1cd1683986d75ce1488b0920f4cb0"><td class="memItemLeft" align="right" valign="top">D3D12MA_API HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">CreateAllocator</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">ALLOCATOR_DESC</a> *pDesc, <a class="el" href="class_d3_d12_m_a_1_1_allocator.html">Allocator</a> **ppAllocator)</td></tr>
-<tr class="memdesc:ab7a1cd1683986d75ce1488b0920f4cb0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new main <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> object and returns it through <code>ppAllocator</code>.  <a href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">More...</a><br /></td></tr>
+<tr class="memdesc:ab7a1cd1683986d75ce1488b0920f4cb0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new main <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> object and returns it through <code>ppAllocator</code>.  <br /></td></tr>
 <tr class="separator:ab7a1cd1683986d75ce1488b0920f4cb0"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:ab024647ae85ee63e2fa2c1c4beac6d98"><td class="memItemLeft" align="right" valign="top">D3D12MA_API HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98">CreateVirtualBlock</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html">VIRTUAL_BLOCK_DESC</a> *pDesc, <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">VirtualBlock</a> **ppVirtualBlock)</td></tr>
-<tr class="memdesc:ab024647ae85ee63e2fa2c1c4beac6d98"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object and returns it through <code>ppVirtualBlock</code>.  <a href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98">More...</a><br /></td></tr>
+<tr class="memdesc:ab024647ae85ee63e2fa2c1c4beac6d98"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates new <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object and returns it through <code>ppVirtualBlock</code>.  <br /></td></tr>
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 <h2 class="groupheader">Typedef Documentation</h2>
@@ -282,7 +282,7 @@
 </div><div class="memdoc">
 
 <p>Pointer to custom callback function that deallocates CPU memory. </p>
-<p ><code>pMemory = null</code> should be accepted and ignored. </p>
+<p><code>pMemory = null</code> should be accepted and ignored. </p>
 
 </div>
 </div>
@@ -301,38 +301,38 @@
 
 <p>Bit flags to be used with <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a92dec49b788a334fc91c55340dfbace6" title="Flags.">ALLOCATION_DESC::Flags</a>. </p>
 <table class="fieldtable">
-<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea0bf578b096d6ea73cea86b031541733e" name="abbad31a7e0b3d09d77f3fb704b77645ea0bf578b096d6ea73cea86b031541733e"></a>ALLOCATION_FLAG_NONE&#160;</td><td class="fielddoc"><p >Zero. </p>
+<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea0bf578b096d6ea73cea86b031541733e" name="abbad31a7e0b3d09d77f3fb704b77645ea0bf578b096d6ea73cea86b031541733e"></a>ALLOCATION_FLAG_NONE&#160;</td><td class="fielddoc"><p>Zero. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675" name="abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675"></a>ALLOCATION_FLAG_COMMITTED&#160;</td><td class="fielddoc"><p >Set this flag if the allocation should have its own dedicated memory allocation (committed resource with implicit heap).</p>
-<p >Use it for special, big resources, like fullscreen textures used as render targets.</p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675" name="abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675"></a>ALLOCATION_FLAG_COMMITTED&#160;</td><td class="fielddoc"><p>Set this flag if the allocation should have its own dedicated memory allocation (committed resource with implicit heap).</p>
+<p>Use it for special, big resources, like fullscreen textures used as render targets.</p>
 <ul>
 <li>When used with functions like <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource</a>, it will use <code>ID3D12Device::CreateCommittedResource</code>, so the created allocation will contain a resource (<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18" title="Returns D3D12 resource associated with this object.">D3D12MA::Allocation::GetResource()</a> <code>!= NULL</code>) but will not have a heap (<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#adca8d5a82bed492fe7265fcda6e53da2" title="Returns memory heap that the resource is created in.">D3D12MA::Allocation::GetHeap()</a> <code>== NULL</code>), as the heap is implicit.</li>
 <li>When used with raw memory allocation like <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2" title="Allocates memory without creating any resource placed in it.">D3D12MA::Allocator::AllocateMemory</a>, it will use <code>ID3D12Device::CreateHeap</code>, so the created allocation will contain a heap (<a class="el" href="class_d3_d12_m_a_1_1_allocation.html#adca8d5a82bed492fe7265fcda6e53da2" title="Returns memory heap that the resource is created in.">D3D12MA::Allocation::GetHeap()</a> <code>!= NULL</code>) and its offset will always be 0. </li>
 </ul>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea9a52c6ae694eadcd20896091e77c0628" name="abbad31a7e0b3d09d77f3fb704b77645ea9a52c6ae694eadcd20896091e77c0628"></a>ALLOCATION_FLAG_NEVER_ALLOCATE&#160;</td><td class="fielddoc"><p >Set this flag to only try to allocate from existing memory heaps and never create new such heap.</p>
-<p >If new allocation cannot be placed in any of the existing heaps, allocation fails with <code>E_OUTOFMEMORY</code> error.</p>
-<p >You should not use <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> and <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea9a52c6ae694eadcd20896091e77c0628">D3D12MA::ALLOCATION_FLAG_NEVER_ALLOCATE</a> at the same time. It makes no sense. </p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea9a52c6ae694eadcd20896091e77c0628" name="abbad31a7e0b3d09d77f3fb704b77645ea9a52c6ae694eadcd20896091e77c0628"></a>ALLOCATION_FLAG_NEVER_ALLOCATE&#160;</td><td class="fielddoc"><p>Set this flag to only try to allocate from existing memory heaps and never create new such heap.</p>
+<p>If new allocation cannot be placed in any of the existing heaps, allocation fails with <code>E_OUTOFMEMORY</code> error.</p>
+<p>You should not use <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> and <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea9a52c6ae694eadcd20896091e77c0628">D3D12MA::ALLOCATION_FLAG_NEVER_ALLOCATE</a> at the same time. It makes no sense. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eab374417c1f22a833ead268a6c21424e6" name="abbad31a7e0b3d09d77f3fb704b77645eab374417c1f22a833ead268a6c21424e6"></a>ALLOCATION_FLAG_WITHIN_BUDGET&#160;</td><td class="fielddoc"><p >Create allocation only if additional memory required for it, if any, won't exceed memory budget. Otherwise return <code>E_OUTOFMEMORY</code>. </p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eab374417c1f22a833ead268a6c21424e6" name="abbad31a7e0b3d09d77f3fb704b77645eab374417c1f22a833ead268a6c21424e6"></a>ALLOCATION_FLAG_WITHIN_BUDGET&#160;</td><td class="fielddoc"><p>Create allocation only if additional memory required for it, if any, won't exceed memory budget. Otherwise return <code>E_OUTOFMEMORY</code>. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eafb0e2dacce691336e717550a1df72474" name="abbad31a7e0b3d09d77f3fb704b77645eafb0e2dacce691336e717550a1df72474"></a>ALLOCATION_FLAG_UPPER_ADDRESS&#160;</td><td class="fielddoc"><p ><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> will be created from upper stack in a double stack pool.</p>
-<p >This flag is only allowed for custom pools created with <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a" title="Enables alternative, linear allocation algorithm in this pool.">POOL_FLAG_ALGORITHM_LINEAR</a> flag. </p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eafb0e2dacce691336e717550a1df72474" name="abbad31a7e0b3d09d77f3fb704b77645eafb0e2dacce691336e717550a1df72474"></a>ALLOCATION_FLAG_UPPER_ADDRESS&#160;</td><td class="fielddoc"><p><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> will be created from upper stack in a double stack pool.</p>
+<p>This flag is only allowed for custom pools created with <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a" title="Enables alternative, linear allocation algorithm in this pool.">POOL_FLAG_ALGORITHM_LINEAR</a> flag. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea4d6808f27de6d0ae57014ec1f4d54326" name="abbad31a7e0b3d09d77f3fb704b77645ea4d6808f27de6d0ae57014ec1f4d54326"></a>ALLOCATION_FLAG_CAN_ALIAS&#160;</td><td class="fielddoc"><p >Set this flag if the allocated memory will have aliasing resources.</p>
-<p >Use this when calling <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource()</a> and similar to guarantee creation of explicit heap for desired allocation and prevent it from using <code>CreateCommittedResource</code>, so that new allocation object will always have <code>allocation-&gt;GetHeap() != NULL</code>. </p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea4d6808f27de6d0ae57014ec1f4d54326" name="abbad31a7e0b3d09d77f3fb704b77645ea4d6808f27de6d0ae57014ec1f4d54326"></a>ALLOCATION_FLAG_CAN_ALIAS&#160;</td><td class="fielddoc"><p>Set this flag if the allocated memory will have aliasing resources.</p>
+<p>Use this when calling <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource()</a> and similar to guarantee creation of explicit heap for desired allocation and prevent it from using <code>CreateCommittedResource</code>, so that new allocation object will always have <code>allocation-&gt;GetHeap() != NULL</code>. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea4b4fa95bb0daf6a80add7fb292aa63ae" name="abbad31a7e0b3d09d77f3fb704b77645ea4b4fa95bb0daf6a80add7fb292aa63ae"></a>ALLOCATION_FLAG_STRATEGY_MIN_MEMORY&#160;</td><td class="fielddoc"><p ><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that chooses smallest possible free range for the allocation to minimize memory usage and fragmentation, possibly at the expense of allocation time. </p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea4b4fa95bb0daf6a80add7fb292aa63ae" name="abbad31a7e0b3d09d77f3fb704b77645ea4b4fa95bb0daf6a80add7fb292aa63ae"></a>ALLOCATION_FLAG_STRATEGY_MIN_MEMORY&#160;</td><td class="fielddoc"><p><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that chooses smallest possible free range for the allocation to minimize memory usage and fragmentation, possibly at the expense of allocation time. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eaa3ded8847563c24b4522af0586dbd2cb" name="abbad31a7e0b3d09d77f3fb704b77645eaa3ded8847563c24b4522af0586dbd2cb"></a>ALLOCATION_FLAG_STRATEGY_MIN_TIME&#160;</td><td class="fielddoc"><p ><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that chooses first suitable free range for the allocation - not necessarily in terms of the smallest offset but the one that is easiest and fastest to find to minimize allocation time, possibly at the expense of allocation quality. </p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eaa3ded8847563c24b4522af0586dbd2cb" name="abbad31a7e0b3d09d77f3fb704b77645eaa3ded8847563c24b4522af0586dbd2cb"></a>ALLOCATION_FLAG_STRATEGY_MIN_TIME&#160;</td><td class="fielddoc"><p><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that chooses first suitable free range for the allocation - not necessarily in terms of the smallest offset but the one that is easiest and fastest to find to minimize allocation time, possibly at the expense of allocation quality. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eac30b62e36906b3c6e97b8b1d2ad8709d" name="abbad31a7e0b3d09d77f3fb704b77645eac30b62e36906b3c6e97b8b1d2ad8709d"></a>ALLOCATION_FLAG_STRATEGY_MIN_OFFSET&#160;</td><td class="fielddoc"><p ><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that chooses always the lowest offset in available space. This is not the most efficient strategy but achieves highly packed data. Used internally by defragmentation, not recomended in typical usage. </p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eac30b62e36906b3c6e97b8b1d2ad8709d" name="abbad31a7e0b3d09d77f3fb704b77645eac30b62e36906b3c6e97b8b1d2ad8709d"></a>ALLOCATION_FLAG_STRATEGY_MIN_OFFSET&#160;</td><td class="fielddoc"><p><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that chooses always the lowest offset in available space. This is not the most efficient strategy but achieves highly packed data. Used internally by defragmentation, not recomended in typical usage. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eaaeed6a77f0fe7f33459df593cea44c35" name="abbad31a7e0b3d09d77f3fb704b77645eaaeed6a77f0fe7f33459df593cea44c35"></a>ALLOCATION_FLAG_STRATEGY_BEST_FIT&#160;</td><td class="fielddoc"><p >Alias to <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea4b4fa95bb0daf6a80add7fb292aa63ae">ALLOCATION_FLAG_STRATEGY_MIN_MEMORY</a>. </p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645eaaeed6a77f0fe7f33459df593cea44c35" name="abbad31a7e0b3d09d77f3fb704b77645eaaeed6a77f0fe7f33459df593cea44c35"></a>ALLOCATION_FLAG_STRATEGY_BEST_FIT&#160;</td><td class="fielddoc"><p>Alias to <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea4b4fa95bb0daf6a80add7fb292aa63ae">ALLOCATION_FLAG_STRATEGY_MIN_MEMORY</a>. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea103ff3115f3c2126779c25be435bf6aa" name="abbad31a7e0b3d09d77f3fb704b77645ea103ff3115f3c2126779c25be435bf6aa"></a>ALLOCATION_FLAG_STRATEGY_FIRST_FIT&#160;</td><td class="fielddoc"><p >Alias to <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645eaa3ded8847563c24b4522af0586dbd2cb">ALLOCATION_FLAG_STRATEGY_MIN_TIME</a>. </p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea103ff3115f3c2126779c25be435bf6aa" name="abbad31a7e0b3d09d77f3fb704b77645ea103ff3115f3c2126779c25be435bf6aa"></a>ALLOCATION_FLAG_STRATEGY_FIRST_FIT&#160;</td><td class="fielddoc"><p>Alias to <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645eaa3ded8847563c24b4522af0586dbd2cb">ALLOCATION_FLAG_STRATEGY_MIN_TIME</a>. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea3e29297ad3c6cf9d9bb61b6d27a13ab3" name="abbad31a7e0b3d09d77f3fb704b77645ea3e29297ad3c6cf9d9bb61b6d27a13ab3"></a>ALLOCATION_FLAG_STRATEGY_MASK&#160;</td><td class="fielddoc"><p >A bit mask to extract only <code>STRATEGY</code> bits from entire set of flags. </p>
+<tr><td class="fieldname"><a id="abbad31a7e0b3d09d77f3fb704b77645ea3e29297ad3c6cf9d9bb61b6d27a13ab3" name="abbad31a7e0b3d09d77f3fb704b77645ea3e29297ad3c6cf9d9bb61b6d27a13ab3"></a>ALLOCATION_FLAG_STRATEGY_MASK&#160;</td><td class="fielddoc"><p>A bit mask to extract only <code>STRATEGY</code> bits from entire set of flags. </p>
 </td></tr>
 </table>
 
@@ -352,20 +352,20 @@
 
 <p>Bit flags to be used with <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ad8abad7c80ea0d8df27c85243ce720f3" title="Flags.">ALLOCATOR_DESC::Flags</a>. </p>
 <table class="fieldtable">
-<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f"></a>ALLOCATOR_FLAG_NONE&#160;</td><td class="fielddoc"><p >Zero. </p>
+<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f"></a>ALLOCATOR_FLAG_NONE&#160;</td><td class="fielddoc"><p>Zero. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916a1b06bb21df006f76a9ed1bc41838bc52" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916a1b06bb21df006f76a9ed1bc41838bc52"></a>ALLOCATOR_FLAG_SINGLETHREADED&#160;</td><td class="fielddoc"><p ><a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">Allocator</a> 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.</p>
-<p >Using this flag may increase performance because internal mutexes are not used. </p>
+<tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916a1b06bb21df006f76a9ed1bc41838bc52" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916a1b06bb21df006f76a9ed1bc41838bc52"></a>ALLOCATOR_FLAG_SINGLETHREADED&#160;</td><td class="fielddoc"><p><a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">Allocator</a> 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.</p>
+<p>Using this flag may increase performance because internal mutexes are not used. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb"></a>ALLOCATOR_FLAG_ALWAYS_COMMITTED&#160;</td><td class="fielddoc"><p >Every allocation will have its own memory block. To be used for debugging purposes. </p>
+<tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb"></a>ALLOCATOR_FLAG_ALWAYS_COMMITTED&#160;</td><td class="fielddoc"><p>Every allocation will have its own memory block. To be used for debugging purposes. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335"></a>ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED&#160;</td><td class="fielddoc"><p >Heaps created for the default pools will be created with flag <code>D3D12_HEAP_FLAG_CREATE_NOT_ZEROED</code>, allowing for their memory to be not zeroed by the system if possible, which can speed up allocation.</p>
-<p >Only affects default pools. To use the flag with <a class="el" href="custom_pools.html">Custom memory pools</a>, you need to add it manually:</p>
+<tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335"></a>ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED&#160;</td><td class="fielddoc"><p>Heaps created for the default pools will be created with flag <code>D3D12_HEAP_FLAG_CREATE_NOT_ZEROED</code>, allowing for their memory to be not zeroed by the system if possible, which can speed up allocation.</p>
+<p>Only affects default pools. To use the flag with <a class="el" href="custom_pools.html">Custom memory pools</a>, you need to add it manually:</p>
 <div class="fragment"><div class="line">poolDesc.heapFlags |= D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;</div>
-</div><!-- fragment --><p >Only avaiable if <code>ID3D12Device8</code> is present. Otherwise, the flag is ignored. </p>
+</div><!-- fragment --><p>Only avaiable if <code>ID3D12Device8</code> is present. Otherwise, the flag is ignored. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e"></a>ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED&#160;</td><td class="fielddoc"><p >Optimization, allocate MSAA textures as committed resources always. </p>
-<p >Specify this flag to create MSAA textures with implicit heaps, as if they were created with flag <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a>. Usage of this flags enables all default pools to create its heaps on smaller alignment not suitable for MSAA textures. </p>
+<tr><td class="fieldname"><a id="ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e" name="ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e"></a>ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED&#160;</td><td class="fielddoc"><p>Optimization, allocate MSAA textures as committed resources always. </p>
+<p>Specify this flag to create MSAA textures with implicit heaps, as if they were created with flag <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a>. Usage of this flags enables all default pools to create its heaps on smaller alignment not suitable for MSAA textures. </p>
 </td></tr>
 </table>
 
@@ -385,13 +385,13 @@
 
 <p>Flags to be passed as <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html#aac9a357e679a0afa9ab84cd06057630b" title="Flags.">DEFRAGMENTATION_DESC::Flags</a>. </p>
 <table class="fieldtable">
-<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13" name="ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13"></a>DEFRAGMENTATION_FLAG_ALGORITHM_FAST&#160;</td><td class="fielddoc"><p >Use simple but fast algorithm for defragmentation. May not achieve best results but will require least time to compute and least allocations to copy. </p>
+<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13" name="ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13"></a>DEFRAGMENTATION_FLAG_ALGORITHM_FAST&#160;</td><td class="fielddoc"><p>Use simple but fast algorithm for defragmentation. May not achieve best results but will require least time to compute and least allocations to copy. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="ab433989212ee6736bf9d63c5bc565df4ace3a84861ed6a1b8066fa9c12c7e89b9" name="ab433989212ee6736bf9d63c5bc565df4ace3a84861ed6a1b8066fa9c12c7e89b9"></a>DEFRAGMENTATION_FLAG_ALGORITHM_BALANCED&#160;</td><td class="fielddoc"><p >Default defragmentation algorithm, applied also when no <code>ALGORITHM</code> flag is specified. Offers a balance between defragmentation quality and the amount of allocations and bytes that need to be moved. </p>
+<tr><td class="fieldname"><a id="ab433989212ee6736bf9d63c5bc565df4ace3a84861ed6a1b8066fa9c12c7e89b9" name="ab433989212ee6736bf9d63c5bc565df4ace3a84861ed6a1b8066fa9c12c7e89b9"></a>DEFRAGMENTATION_FLAG_ALGORITHM_BALANCED&#160;</td><td class="fielddoc"><p>Default defragmentation algorithm, applied also when no <code>ALGORITHM</code> flag is specified. Offers a balance between defragmentation quality and the amount of allocations and bytes that need to be moved. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="ab433989212ee6736bf9d63c5bc565df4af205647f08a5c2cddced83ed66892467" name="ab433989212ee6736bf9d63c5bc565df4af205647f08a5c2cddced83ed66892467"></a>DEFRAGMENTATION_FLAG_ALGORITHM_FULL&#160;</td><td class="fielddoc"><p >Perform full defragmentation of memory. Can result in notably more time to compute and allocations to copy, but will achieve best memory packing. </p>
+<tr><td class="fieldname"><a id="ab433989212ee6736bf9d63c5bc565df4af205647f08a5c2cddced83ed66892467" name="ab433989212ee6736bf9d63c5bc565df4af205647f08a5c2cddced83ed66892467"></a>DEFRAGMENTATION_FLAG_ALGORITHM_FULL&#160;</td><td class="fielddoc"><p>Perform full defragmentation of memory. Can result in notably more time to compute and allocations to copy, but will achieve best memory packing. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="ab433989212ee6736bf9d63c5bc565df4a567e0fe890cc07d8dd6576584e8d9f2d" name="ab433989212ee6736bf9d63c5bc565df4a567e0fe890cc07d8dd6576584e8d9f2d"></a>DEFRAGMENTATION_FLAG_ALGORITHM_MASK&#160;</td><td class="fielddoc"><p >A bit mask to extract only <code>ALGORITHM</code> bits from entire set of flags. </p>
+<tr><td class="fieldname"><a id="ab433989212ee6736bf9d63c5bc565df4a567e0fe890cc07d8dd6576584e8d9f2d" name="ab433989212ee6736bf9d63c5bc565df4a567e0fe890cc07d8dd6576584e8d9f2d"></a>DEFRAGMENTATION_FLAG_ALGORITHM_MASK&#160;</td><td class="fielddoc"><p>A bit mask to extract only <code>ALGORITHM</code> bits from entire set of flags. </p>
 </td></tr>
 </table>
 
@@ -411,11 +411,11 @@
 
 <p>Operation performed on single defragmentation move. </p>
 <table class="fieldtable">
-<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a82bb787a69699a877b4166789a30e602a29a5c20322e633f6c34ddebd16bc61ac" name="a82bb787a69699a877b4166789a30e602a29a5c20322e633f6c34ddebd16bc61ac"></a>DEFRAGMENTATION_MOVE_OPERATION_COPY&#160;</td><td class="fielddoc"><p >Resource has been recreated at <code>pDstTmpAllocation</code>, data has been copied, old resource has been destroyed. <code>pSrcAllocation</code> will be changed to point to the new place. This is the default value set by <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">DefragmentationContext::BeginPass()</a>. </p>
+<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a82bb787a69699a877b4166789a30e602a29a5c20322e633f6c34ddebd16bc61ac" name="a82bb787a69699a877b4166789a30e602a29a5c20322e633f6c34ddebd16bc61ac"></a>DEFRAGMENTATION_MOVE_OPERATION_COPY&#160;</td><td class="fielddoc"><p>Resource has been recreated at <code>pDstTmpAllocation</code>, data has been copied, old resource has been destroyed. <code>pSrcAllocation</code> will be changed to point to the new place. This is the default value set by <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">DefragmentationContext::BeginPass()</a>. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6" name="a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6"></a>DEFRAGMENTATION_MOVE_OPERATION_IGNORE&#160;</td><td class="fielddoc"><p >Set this value if you cannot move the allocation. New place reserved at <code>pDstTmpAllocation</code> will be freed. <code>pSrcAllocation</code> will remain unchanged. </p>
+<tr><td class="fieldname"><a id="a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6" name="a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6"></a>DEFRAGMENTATION_MOVE_OPERATION_IGNORE&#160;</td><td class="fielddoc"><p>Set this value if you cannot move the allocation. New place reserved at <code>pDstTmpAllocation</code> will be freed. <code>pSrcAllocation</code> will remain unchanged. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242" name="a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242"></a>DEFRAGMENTATION_MOVE_OPERATION_DESTROY&#160;</td><td class="fielddoc"><p >Set this value if you decide to abandon the allocation and you destroyed the resource. New place reserved <code>pDstTmpAllocation</code> will be freed, along with <code>pSrcAllocation</code>. </p>
+<tr><td class="fieldname"><a id="a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242" name="a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242"></a>DEFRAGMENTATION_MOVE_OPERATION_DESTROY&#160;</td><td class="fielddoc"><p>Set this value if you decide to abandon the allocation and you destroyed the resource. New place reserved <code>pDstTmpAllocation</code> will be freed, along with <code>pSrcAllocation</code>. </p>
 </td></tr>
 </table>
 
@@ -435,14 +435,14 @@
 
 <p>Bit flags to be used with <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#ac4ed93b0191344d68c0b4ac1a4822ff4" title="Flags.">POOL_DESC::Flags</a>. </p>
 <table class="fieldtable">
-<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a919d8545365d6b7209a964f2b99936d1a5d8dc91add3423140809a550c7224d02" name="a919d8545365d6b7209a964f2b99936d1a5d8dc91add3423140809a550c7224d02"></a>POOL_FLAG_NONE&#160;</td><td class="fielddoc"><p >Zero. </p>
+<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a919d8545365d6b7209a964f2b99936d1a5d8dc91add3423140809a550c7224d02" name="a919d8545365d6b7209a964f2b99936d1a5d8dc91add3423140809a550c7224d02"></a>POOL_FLAG_NONE&#160;</td><td class="fielddoc"><p>Zero. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a" name="a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a"></a>POOL_FLAG_ALGORITHM_LINEAR&#160;</td><td class="fielddoc"><p >Enables alternative, linear allocation algorithm in this pool. </p>
-<p >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.</p>
-<p >By using this flag, you can achieve behavior of free-at-once, stack, ring buffer, and double stack. For details, see documentation chapter <a class="el" href="linear_algorithm.html">Linear allocation algorithm</a>. </p>
+<tr><td class="fieldname"><a id="a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a" name="a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a"></a>POOL_FLAG_ALGORITHM_LINEAR&#160;</td><td class="fielddoc"><p>Enables alternative, linear allocation algorithm in this pool. </p>
+<p>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.</p>
+<p>By using this flag, you can achieve behavior of free-at-once, stack, ring buffer, and double stack. For details, see documentation chapter <a class="el" href="linear_algorithm.html">Linear allocation algorithm</a>. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa" name="a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa"></a>POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED&#160;</td><td class="fielddoc"><p >Optimization, allocate MSAA textures as committed resources always. </p>
-<p >Specify this flag to create MSAA textures with implicit heaps, as if they were created with flag <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a>. Usage of this flags enables pool to create its heaps on smaller alignment not suitable for MSAA textures. </p>
+<tr><td class="fieldname"><a id="a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa" name="a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa"></a>POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED&#160;</td><td class="fielddoc"><p>Optimization, allocate MSAA textures as committed resources always. </p>
+<p>Specify this flag to create MSAA textures with implicit heaps, as if they were created with flag <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a>. Usage of this flags enables pool to create its heaps on smaller alignment not suitable for MSAA textures. </p>
 </td></tr>
 <tr><td class="fieldname"><a id="a919d8545365d6b7209a964f2b99936d1aec9d4939b8cc5438545b9df840b5f5f7" name="a919d8545365d6b7209a964f2b99936d1aec9d4939b8cc5438545b9df840b5f5f7"></a>POOL_FLAG_ALGORITHM_MASK&#160;</td><td class="fielddoc"></td></tr>
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@@ -463,19 +463,19 @@
 
 <p>Bit flags to be used with <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab848f8ad39b5bf8a7c8c077e113e7fc9" title="Flags.">VIRTUAL_ALLOCATION_DESC::Flags</a>. </p>
 <table class="fieldtable">
-<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72a03576295004dec9dc8f99a895d232027" name="a7e4152ccaf661f5398b24a23cbe9ae72a03576295004dec9dc8f99a895d232027"></a>VIRTUAL_ALLOCATION_FLAG_NONE&#160;</td><td class="fielddoc"><p >Zero. </p>
+<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72a03576295004dec9dc8f99a895d232027" name="a7e4152ccaf661f5398b24a23cbe9ae72a03576295004dec9dc8f99a895d232027"></a>VIRTUAL_ALLOCATION_FLAG_NONE&#160;</td><td class="fielddoc"><p>Zero. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72a86beebcb80a1a10cb5525e2c9ed1435e" name="a7e4152ccaf661f5398b24a23cbe9ae72a86beebcb80a1a10cb5525e2c9ed1435e"></a>VIRTUAL_ALLOCATION_FLAG_UPPER_ADDRESS&#160;</td><td class="fielddoc"><p ><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> will be created from upper stack in a double stack pool. </p>
-<p >This flag is only allowed for virtual blocks created with <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d" title="Enables alternative, linear allocation algorithm in this virtual block.">VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR</a> flag. </p>
+<tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72a86beebcb80a1a10cb5525e2c9ed1435e" name="a7e4152ccaf661f5398b24a23cbe9ae72a86beebcb80a1a10cb5525e2c9ed1435e"></a>VIRTUAL_ALLOCATION_FLAG_UPPER_ADDRESS&#160;</td><td class="fielddoc"><p><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> will be created from upper stack in a double stack pool. </p>
+<p>This flag is only allowed for virtual blocks created with <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d" title="Enables alternative, linear allocation algorithm in this virtual block.">VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR</a> flag. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72affe589cb8817363fed0d207c3a5f2ad9" name="a7e4152ccaf661f5398b24a23cbe9ae72affe589cb8817363fed0d207c3a5f2ad9"></a>VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_MEMORY&#160;</td><td class="fielddoc"><p ><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that tries to minimize memory usage. </p>
+<tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72affe589cb8817363fed0d207c3a5f2ad9" name="a7e4152ccaf661f5398b24a23cbe9ae72affe589cb8817363fed0d207c3a5f2ad9"></a>VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_MEMORY&#160;</td><td class="fielddoc"><p><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that tries to minimize memory usage. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72ae37ebe327c9d46b5ad68e5a95c888efe" name="a7e4152ccaf661f5398b24a23cbe9ae72ae37ebe327c9d46b5ad68e5a95c888efe"></a>VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_TIME&#160;</td><td class="fielddoc"><p ><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that tries to minimize allocation time. </p>
+<tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72ae37ebe327c9d46b5ad68e5a95c888efe" name="a7e4152ccaf661f5398b24a23cbe9ae72ae37ebe327c9d46b5ad68e5a95c888efe"></a>VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_TIME&#160;</td><td class="fielddoc"><p><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that tries to minimize allocation time. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72abd8063a364dba797e928b6aaa85dd5f0" name="a7e4152ccaf661f5398b24a23cbe9ae72abd8063a364dba797e928b6aaa85dd5f0"></a>VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_OFFSET&#160;</td><td class="fielddoc"><p ><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that chooses always the lowest offset in available space. This is not the most efficient strategy but achieves highly packed data. </p>
+<tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72abd8063a364dba797e928b6aaa85dd5f0" name="a7e4152ccaf661f5398b24a23cbe9ae72abd8063a364dba797e928b6aaa85dd5f0"></a>VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_OFFSET&#160;</td><td class="fielddoc"><p><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">Allocation</a> strategy that chooses always the lowest offset in available space. This is not the most efficient strategy but achieves highly packed data. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72a6a78fdd4c16ef443e9353622caf7efb9" name="a7e4152ccaf661f5398b24a23cbe9ae72a6a78fdd4c16ef443e9353622caf7efb9"></a>VIRTUAL_ALLOCATION_FLAG_STRATEGY_MASK&#160;</td><td class="fielddoc"><p >A bit mask to extract only <code>STRATEGY</code> bits from entire set of flags. </p>
-<p >These strategy flags are binary compatible with equivalent flags in <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645e" title="Bit flags to be used with ALLOCATION_DESC::Flags.">ALLOCATION_FLAGS</a>. </p>
+<tr><td class="fieldname"><a id="a7e4152ccaf661f5398b24a23cbe9ae72a6a78fdd4c16ef443e9353622caf7efb9" name="a7e4152ccaf661f5398b24a23cbe9ae72a6a78fdd4c16ef443e9353622caf7efb9"></a>VIRTUAL_ALLOCATION_FLAG_STRATEGY_MASK&#160;</td><td class="fielddoc"><p>A bit mask to extract only <code>STRATEGY</code> bits from entire set of flags. </p>
+<p>These strategy flags are binary compatible with equivalent flags in <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645e" title="Bit flags to be used with ALLOCATION_DESC::Flags.">ALLOCATION_FLAGS</a>. </p>
 </td></tr>
 </table>
 
@@ -495,11 +495,11 @@
 
 <p>Bit flags to be used with <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#a1c887a732b4db0c68a07902462e0732b" title="Flags.">VIRTUAL_BLOCK_DESC::Flags</a>. </p>
 <table class="fieldtable">
-<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a578329923a103be086ac52e3bed2085dafc882884f8bacd5cab3087567df8c53d" name="a578329923a103be086ac52e3bed2085dafc882884f8bacd5cab3087567df8c53d"></a>VIRTUAL_BLOCK_FLAG_NONE&#160;</td><td class="fielddoc"><p >Zero. </p>
+<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a id="a578329923a103be086ac52e3bed2085dafc882884f8bacd5cab3087567df8c53d" name="a578329923a103be086ac52e3bed2085dafc882884f8bacd5cab3087567df8c53d"></a>VIRTUAL_BLOCK_FLAG_NONE&#160;</td><td class="fielddoc"><p>Zero. </p>
 </td></tr>
-<tr><td class="fieldname"><a id="a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d" name="a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d"></a>VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR&#160;</td><td class="fielddoc"><p >Enables alternative, linear allocation algorithm in this virtual block. </p>
-<p >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.</p>
-<p >By using this flag, you can achieve behavior of free-at-once, stack, ring buffer, and double stack. For details, see documentation chapter <a class="el" href="linear_algorithm.html">Linear allocation algorithm</a>. </p>
+<tr><td class="fieldname"><a id="a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d" name="a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d"></a>VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR&#160;</td><td class="fielddoc"><p>Enables alternative, linear allocation algorithm in this virtual block. </p>
+<p>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.</p>
+<p>By using this flag, you can achieve behavior of free-at-once, stack, ring buffer, and double stack. For details, see documentation chapter <a class="el" href="linear_algorithm.html">Linear allocation algorithm</a>. </p>
 </td></tr>
 <tr><td class="fieldname"><a id="a578329923a103be086ac52e3bed2085da0fee243cbf2902a68123ac85caa21e3e" name="a578329923a103be086ac52e3bed2085da0fee243cbf2902a68123ac85caa21e3e"></a>VIRTUAL_BLOCK_FLAG_ALGORITHM_MASK&#160;</td><td class="fielddoc"></td></tr>
 </table>
@@ -534,7 +534,7 @@
 </div><div class="memdoc">
 
 <p>Creates new main <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> object and returns it through <code>ppAllocator</code>. </p>
-<p >You normally only need to call it once and keep a single <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">Allocator</a> object for your <code>ID3D12Device</code>. </p>
+<p>You normally only need to call it once and keep a single <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">Allocator</a> object for your <code>ID3D12Device</code>. </p>
 
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@@ -565,14 +565,14 @@
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 <p>Creates new <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object and returns it through <code>ppVirtualBlock</code>. </p>
-<p >Note you don't need to create <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> to use virtual blocks. </p>
+<p>Note you don't need to create <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> to use virtual blocks. </p>
 
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-Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.5
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diff --git a/docs/html/namespacemembers.html b/docs/html/namespacemembers.html
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@@ -78,16 +78,16 @@
 <div class="contents">
 <div class="textblock"><h1><a class="anchor" id="quick_start_project_setup"></a>
 Project setup and initialization</h1>
-<p >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).</p>
-<p >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.</p>
-<p >To use the library in your project:</p>
-<p >(1.) Copy files <code>D3D12MemAlloc.cpp</code>, <code>D3D12MemAlloc.h</code> to your project.</p>
-<p >(2.) Make <code>D3D12MemAlloc.cpp</code> compiling as part of the project, as C++ code.</p>
-<p >(3.) Include library header in each CPP file that needs to use the library.</p>
+<p>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).</p>
+<p>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.</p>
+<p>To use the library in your project:</p>
+<p>(1.) Copy files <code>D3D12MemAlloc.cpp</code>, <code>D3D12MemAlloc.h</code> to your project.</p>
+<p>(2.) Make <code>D3D12MemAlloc.cpp</code> compiling as part of the project, as C++ code.</p>
+<p>(3.) Include library header in each CPP file that needs to use the library.</p>
 <div class="fragment"><div class="line"><span class="preprocessor">#include &quot;<a class="code" href="_d3_d12_mem_alloc_8h.html">D3D12MemAlloc.h</a>&quot;</span></div>
 <div class="ttc" id="a_d3_d12_mem_alloc_8h_html"><div class="ttname"><a href="_d3_d12_mem_alloc_8h.html">D3D12MemAlloc.h</a></div></div>
-</div><!-- fragment --><p >(4.) Right after you created <code>ID3D12Device</code>, fill <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html" title="Parameters of created Allocator object. To be used with CreateAllocator().">D3D12MA::ALLOCATOR_DESC</a> structure and call function <a class="el" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0" title="Creates new main D3D12MA::Allocator object and returns it through ppAllocator.">D3D12MA::CreateAllocator</a> to create the main <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> object.</p>
-<p >Please note that all symbols of the library are declared inside <a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a> namespace.</p>
+</div><!-- fragment --><p>(4.) Right after you created <code>ID3D12Device</code>, fill <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html" title="Parameters of created Allocator object. To be used with CreateAllocator().">D3D12MA::ALLOCATOR_DESC</a> structure and call function <a class="el" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0" title="Creates new main D3D12MA::Allocator object and returns it through ppAllocator.">D3D12MA::CreateAllocator</a> to create the main <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> object.</p>
+<p>Please note that all symbols of the library are declared inside <a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a> namespace.</p>
 <div class="fragment"><div class="line">IDXGIAdapter* adapter = (...)</div>
 <div class="line">ID3D12Device* device = (...)</div>
 <div class="line"> </div>
@@ -102,14 +102,14 @@
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1063</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1089</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1071</div></div>
-</div><!-- fragment --><p >(5.) Right before destroying the D3D12 device, destroy the allocator object.</p>
-<p >Objects of this library must be destroyed by calling <code>Release</code> method. They are somewhat compatible with COM: they implement <code>IUnknown</code> interface with its virtual methods: <code>AddRef</code>, <code>Release</code>, <code>QueryInterface</code>, and they are reference-counted internally. You can use smart pointers designed for COM with objects of this library - e.g. <code>CComPtr</code> or <code>Microsoft::WRL::ComPtr</code>. The reference counter is thread-safe. <code>QueryInterface</code> method supports only <code>IUnknown</code>, as classes of this library don't define their own GUIDs.</p>
+</div><!-- fragment --><p>(5.) Right before destroying the D3D12 device, destroy the allocator object.</p>
+<p>Objects of this library must be destroyed by calling <code>Release</code> method. They are somewhat compatible with COM: they implement <code>IUnknown</code> interface with its virtual methods: <code>AddRef</code>, <code>Release</code>, <code>QueryInterface</code>, and they are reference-counted internally. You can use smart pointers designed for COM with objects of this library - e.g. <code>CComPtr</code> or <code>Microsoft::WRL::ComPtr</code>. The reference counter is thread-safe. <code>QueryInterface</code> method supports only <code>IUnknown</code>, as classes of this library don't define their own GUIDs.</p>
 <div class="fragment"><div class="line">allocator-&gt;Release();</div>
 </div><!-- fragment --><h1><a class="anchor" id="quick_start_creating_resources"></a>
 Creating resources</h1>
-<p >To use the library for creating resources (textures and buffers), call method <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource</a> in the place where you would previously call <code>ID3D12Device::CreateCommittedResource</code>.</p>
-<p >The function has similar syntax, but it expects structure <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html" title="Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.">D3D12MA::ALLOCATION_DESC</a> to be passed along with <code>D3D12_RESOURCE_DESC</code> and other parameters for created resource. This structure describes parameters of the desired memory allocation, including choice of <code>D3D12_HEAP_TYPE</code>.</p>
-<p >The function returns a new object of type <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a>. It represents allocated memory and can be queried for size, offset, <code>ID3D12Heap</code>. It also holds a reference to the <code>ID3D12Resource</code>, which can be accessed by calling <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18" title="Returns D3D12 resource associated with this object.">D3D12MA::Allocation::GetResource()</a>.</p>
+<p>To use the library for creating resources (textures and buffers), call method <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource</a> in the place where you would previously call <code>ID3D12Device::CreateCommittedResource</code>.</p>
+<p>The function has similar syntax, but it expects structure <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html" title="Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.">D3D12MA::ALLOCATION_DESC</a> to be passed along with <code>D3D12_RESOURCE_DESC</code> and other parameters for created resource. This structure describes parameters of the desired memory allocation, including choice of <code>D3D12_HEAP_TYPE</code>.</p>
+<p>The function returns a new object of type <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a>. It represents allocated memory and can be queried for size, offset, <code>ID3D12Heap</code>. It also holds a reference to the <code>ID3D12Resource</code>, which can be accessed by calling <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18" title="Returns D3D12 resource associated with this object.">D3D12MA::Allocation::GetResource()</a>.</p>
 <div class="fragment"><div class="line">D3D12_RESOURCE_DESC resourceDesc = {};</div>
 <div class="line">resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;</div>
 <div class="line">resourceDesc.Alignment = 0;</div>
@@ -140,16 +140,16 @@
 <div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html_aa37d6b9fe8ea0864f7a35b9d68e8345a"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">D3D12MA::Allocator::CreateResource</a></div><div class="ttdeci">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)</div><div class="ttdoc">Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:290</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:299</div></div>
-</div><!-- fragment --><p >You need to release the allocation object when no longer needed. This will also release the D3D12 resource.</p>
+</div><!-- fragment --><p>You need to release the allocation object when no longer needed. This will also release the D3D12 resource.</p>
 <div class="fragment"><div class="line">allocation-&gt;Release();</div>
-</div><!-- fragment --><p >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 <code>ID3D12Device::CreateHeap</code> and place multiple resources in it, at different offsets, using <code>ID3D12Device::CreatePlacedResource</code>. 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.</p>
-<p >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 (<code>ClearRenderTargetView</code>), Discard (<code>DiscardResource</code>), or copy (<code>CopyResource</code>).</p>
-<p >The library also automatically handles resource heap tier. When <code>D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier</code> equals <code>D3D12_RESOURCE_HEAP_TIER_1</code>, resources of 3 types: buffers, textures that are render targets or depth-stencil, and other textures must be kept in separate heaps. When <code>D3D12_RESOURCE_HEAP_TIER_2</code>, they can be kept together. By using this library, you don't need to handle this manually.</p>
+</div><!-- fragment --><p>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 <code>ID3D12Device::CreateHeap</code> and place multiple resources in it, at different offsets, using <code>ID3D12Device::CreatePlacedResource</code>. 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.</p>
+<p>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 (<code>ClearRenderTargetView</code>), Discard (<code>DiscardResource</code>), or copy (<code>CopyResource</code>).</p>
+<p>The library also automatically handles resource heap tier. When <code>D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier</code> equals <code>D3D12_RESOURCE_HEAP_TIER_1</code>, resources of 3 types: buffers, textures that are render targets or depth-stencil, and other textures must be kept in separate heaps. When <code>D3D12_RESOURCE_HEAP_TIER_2</code>, they can be kept together. By using this library, you don't need to handle this manually.</p>
 <h1><a class="anchor" id="quick_start_resource_reference_counting"></a>
 Resource reference counting</h1>
-<p ><code>ID3D12Resource</code> 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 <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> remembers the resource (buffer or texture) that was created together with this memory allocation and holds a reference to the <code>ID3D12Resource</code> object. (Note this is a difference to Vulkan Memory Allocator, where a <code>VmaAllocation</code> 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.</p>
-<p ><b>The simplest use case</b> is shown in the code snippet above. When only <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object is obtained from a function call like <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource</a>, it remembers the <code>ID3D12Resource</code> that was created with it and holds a reference to it. The resource can be obtained by calling <code>allocation-&gt;GetResource()</code>, which doesn't increment the resource reference counter. Calling <code>allocation-&gt;Release()</code> will decrease the resource reference counter, which is = 1 in this case, so the resource will be released.</p>
-<p ><b>Second option</b> is to retrieve a pointer to the resource along with <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a>. Last parameters of the resource creation function can be used for this purpose.</p>
+<p><code>ID3D12Resource</code> 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 <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> remembers the resource (buffer or texture) that was created together with this memory allocation and holds a reference to the <code>ID3D12Resource</code> object. (Note this is a difference to Vulkan Memory Allocator, where a <code>VmaAllocation</code> 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.</p>
+<p><b>The simplest use case</b> is shown in the code snippet above. When only <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object is obtained from a function call like <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource</a>, it remembers the <code>ID3D12Resource</code> that was created with it and holds a reference to it. The resource can be obtained by calling <code>allocation-&gt;GetResource()</code>, which doesn't increment the resource reference counter. Calling <code>allocation-&gt;Release()</code> will decrease the resource reference counter, which is = 1 in this case, so the resource will be released.</p>
+<p><b>Second option</b> is to retrieve a pointer to the resource along with <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a>. Last parameters of the resource creation function can be used for this purpose.</p>
 <div class="fragment"><div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a>* allocation;</div>
 <div class="line">ID3D12Resource* resource;</div>
 <div class="line">HRESULT hr = allocator-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">CreateResource</a>(</div>
@@ -161,15 +161,15 @@
 <div class="line">    IID_PPV_ARGS(&amp;resource));</div>
 <div class="line"> </div>
 <div class="line"><span class="comment">// Use resource...</span></div>
-</div><!-- fragment --><p >In this case, returned pointer <code>resource</code> is equal to <code>allocation-&gt;GetResource()</code>, but the creation function additionally increases resource reference counter for the purpose of returning it from this call (it actually calls <code>QueryInterface</code> 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.</p>
+</div><!-- fragment --><p>In this case, returned pointer <code>resource</code> is equal to <code>allocation-&gt;GetResource()</code>, but the creation function additionally increases resource reference counter for the purpose of returning it from this call (it actually calls <code>QueryInterface</code> 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.</p>
 <div class="fragment"><div class="line">resource-&gt;Release();</div>
 <div class="line">allocation-&gt;Release();</div>
-</div><!-- fragment --><p ><b>More advanced use cases</b> are possible when we consider that an <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object can just hold a reference to any resource. It can be changed by calling <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a414a088c22bae0f29b1038f5f9346d14" title="Releases the resource currently pointed by the allocation (if any), sets it to new one,...">D3D12MA::Allocation::SetResource</a>. This function releases the old resource and calls <code>AddRef</code> on the new one.</p>
-<p >Special care must be taken when performing <b>defragmentation</b>. The new resource created at the destination place should be set as <code>pass.pMoves[i].pDstTmpAllocation-&gt;SetResource(newRes)</code>, but it is moved to the source allocation at end of the defragmentation pass, while the old resource accessible through <code>pass.pMoves[i].pSrcAllocation-&gt;GetResource()</code> is then released. For more information, see documentation chapter <a class="el" href="defragmentation.html">Defragmentation</a>.</p>
+</div><!-- fragment --><p><b>More advanced use cases</b> are possible when we consider that an <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object can just hold a reference to any resource. It can be changed by calling <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a414a088c22bae0f29b1038f5f9346d14" title="Releases the resource currently pointed by the allocation (if any), sets it to new one,...">D3D12MA::Allocation::SetResource</a>. This function releases the old resource and calls <code>AddRef</code> on the new one.</p>
+<p>Special care must be taken when performing <b>defragmentation</b>. The new resource created at the destination place should be set as <code>pass.pMoves[i].pDstTmpAllocation-&gt;SetResource(newRes)</code>, but it is moved to the source allocation at end of the defragmentation pass, while the old resource accessible through <code>pass.pMoves[i].pSrcAllocation-&gt;GetResource()</code> is then released. For more information, see documentation chapter <a class="el" href="defragmentation.html">Defragmentation</a>.</p>
 <h1><a class="anchor" id="quick_start_mapping_memory"></a>
 Mapping memory</h1>
-<p >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 <code>ID3D12Resource::Map</code> method.</p>
-<p >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 <code>Map</code> function says:</p>
+<p>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 <code>ID3D12Resource::Map</code> method.</p>
+<p>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 <code>Map</code> function says:</p>
 <ul>
 <li>Returned pointer refers to data of particular subresource, not entire memory heap.</li>
 <li>You can map same resource multiple times. It is ref-counted internally.</li>
@@ -177,8 +177,8 @@
 <li>Unmapping is not required before resource destruction.</li>
 <li>Unmapping may not be required before using written data - some heap types on some platforms support resources persistently mapped.</li>
 </ul>
-<p >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.</p>
-<p >Example for buffer created and filled in <code>UPLOAD</code> heap type:</p>
+<p>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.</p>
+<p>Example for buffer created and filled in <code>UPLOAD</code> heap type:</p>
 <div class="fragment"><div class="line"><span class="keyword">const</span> UINT64 bufSize = 65536;</div>
 <div class="line"><span class="keyword">const</span> <span class="keywordtype">float</span>* bufData = (...);</div>
 <div class="line"> </div>
@@ -218,7 +218,7 @@
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-Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.5
+Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.6
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 </body>
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diff --git a/docs/html/resource_aliasing.html b/docs/html/resource_aliasing.html
index 2086233..57ce825 100644
--- a/docs/html/resource_aliasing.html
+++ b/docs/html/resource_aliasing.html
@@ -3,7 +3,7 @@
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-<meta name="generator" content="Doxygen 1.9.5"/>
+<meta name="generator" content="Doxygen 1.9.6"/>
 <meta name="viewport" content="width=device-width, initial-scale=1"/>
 <title>Direct3D 12 Memory Allocator: Resource aliasing (overlap)</title>
 <link href="tabs.css" rel="stylesheet" type="text/css"/>
@@ -29,7 +29,7 @@
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-<!-- Generated by Doxygen 1.9.5 -->
+<!-- Generated by Doxygen 1.9.6 -->
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@@ -76,15 +76,15 @@
   <div class="headertitle"><div class="title">Resource aliasing (overlap) </div></div>
 </div><!--header-->
 <div class="contents">
-<div class="textblock"><p >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.</p>
-<p >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.).</p>
-<p ><img src="../gfx/Aliasing.png" alt="Resource aliasing (overlap)" class="inline"/></p>
-<p >Such scenario is possible using <a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>, but you need to create your resources using special function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717" title="Creates a new resource in place of an existing allocation. This is useful for memory aliasing.">D3D12MA::Allocator::CreateAliasingResource</a>. Before that, you need to allocate memory with parameters calculated using formula:</p>
+<div class="textblock"><p>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.</p>
+<p>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.).</p>
+<p><img src="../gfx/Aliasing.png" alt="Resource aliasing (overlap)" class="inline"/></p>
+<p>Such scenario is possible using <a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a>, but you need to create your resources using special function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717" title="Creates a new resource in place of an existing allocation. This is useful for memory aliasing.">D3D12MA::Allocator::CreateAliasingResource</a>. Before that, you need to allocate memory with parameters calculated using formula:</p>
 <ul>
 <li>allocation size = max(size of each resource)</li>
 <li>allocation alignment = max(alignment of each resource)</li>
 </ul>
-<p >Following example shows two different textures created in the same place in memory, allocated to fit largest of them.</p>
+<p>Following example shows two different textures created in the same place in memory, allocated to fit largest of them.</p>
 <div class="fragment"><div class="line">D3D12_RESOURCE_DESC resDesc1 = {};</div>
 <div class="line">resDesc1.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;</div>
 <div class="line">resDesc1.Alignment = 0;</div>
@@ -156,8 +156,8 @@
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:290</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_a97878838f976b2d1e6b1a76881035690"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a97878838f976b2d1e6b1a76881035690">D3D12MA::ALLOCATION_DESC::ExtraHeapFlags</a></div><div class="ttdeci">D3D12_HEAP_FLAGS ExtraHeapFlags</div><div class="ttdoc">Additional heap flags to be used when allocating memory.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:315</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:299</div></div>
-</div><!-- fragment --><p >Remember that using resouces that alias in memory requires proper synchronization. You need to issue a special barrier of type <code>D3D12_RESOURCE_BARRIER_TYPE_ALIASING</code>. You also need to treat a resource after aliasing as uninitialized - containing garbage data. For example, if you use <code>res1</code> and then want to use <code>res2</code>, you need to first initialize <code>res2</code> using either Clear, Discard, or Copy to the entire resource.</p>
-<p >Additional considerations:</p>
+</div><!-- fragment --><p>Remember that using resouces that alias in memory requires proper synchronization. You need to issue a special barrier of type <code>D3D12_RESOURCE_BARRIER_TYPE_ALIASING</code>. You also need to treat a resource after aliasing as uninitialized - containing garbage data. For example, if you use <code>res1</code> and then want to use <code>res2</code>, you need to first initialize <code>res2</code> using either Clear, Discard, or Copy to the entire resource.</p>
+<p>Additional considerations:</p>
 <ul>
 <li>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".</li>
 <li>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 <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#ab45536f92410aedb7be44ea36b1b4717" title="Creates a new resource in place of an existing allocation. This is useful for memory aliasing.">D3D12MA::Allocator::CreateAliasingResource</a> with appropriate value of <code>AllocationLocalOffset</code> parameter.</li>
@@ -167,7 +167,7 @@
 </div><!-- PageDoc -->
 <!-- start footer part -->
 <hr class="footer"/><address class="footer"><small>
-Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.5
+Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.6
 </small></address>
 </body>
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diff --git a/docs/html/statistics.html b/docs/html/statistics.html
index b03b037..07f2e67 100644
--- a/docs/html/statistics.html
+++ b/docs/html/statistics.html
@@ -3,7 +3,7 @@
 <head>
 <meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/>
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-<meta name="generator" content="Doxygen 1.9.5"/>
+<meta name="generator" content="Doxygen 1.9.6"/>
 <meta name="viewport" content="width=device-width, initial-scale=1"/>
 <title>Direct3D 12 Memory Allocator: Statistics</title>
 <link href="tabs.css" rel="stylesheet" type="text/css"/>
@@ -29,7 +29,7 @@
 </table>
 </div>
 <!-- end header part -->
-<!-- Generated by Doxygen 1.9.5 -->
+<!-- Generated by Doxygen 1.9.6 -->
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 /* @license magnet:?xt=urn:btih:d3d9a9a6595521f9666a5e94cc830dab83b65699&amp;dn=expat.txt MIT */
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@@ -76,10 +76,10 @@
   <div class="headertitle"><div class="title">Statistics </div></div>
 </div><!--header-->
 <div class="contents">
-<div class="textblock"><p >This library contains several functions that return information about its internal state, especially the amount of memory allocated from D3D12.</p>
+<div class="textblock"><p>This library contains several functions that return information about its internal state, especially the amount of memory allocated from D3D12.</p>
 <h1><a class="anchor" id="statistics_numeric_statistics"></a>
 Numeric statistics</h1>
-<p >If you need to obtain basic statistics about memory usage per memory segment group, together with current budget, you can call function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a1ac113daec5f6ef28ecb1786cf544144" title="Retrieves information about current memory usage and budget.">D3D12MA::Allocator::GetBudget()</a> and inspect structure <a class="el" href="struct_d3_d12_m_a_1_1_budget.html" title="Statistics of current memory usage and available budget for a specific memory segment group.">D3D12MA::Budget</a>. This is useful to keep track of memory usage and stay withing budget. Example:</p>
+<p>If you need to obtain basic statistics about memory usage per memory segment group, together with current budget, you can call function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a1ac113daec5f6ef28ecb1786cf544144" title="Retrieves information about current memory usage and budget.">D3D12MA::Allocator::GetBudget()</a> and inspect structure <a class="el" href="struct_d3_d12_m_a_1_1_budget.html" title="Statistics of current memory usage and available budget for a specific memory segment group.">D3D12MA::Budget</a>. This is useful to keep track of memory usage and stay withing budget. Example:</p>
 <div class="fragment"><div class="line"><a class="code hl_struct" href="struct_d3_d12_m_a_1_1_budget.html">D3D12MA::Budget</a> localBudget;</div>
 <div class="line">allocator-&gt;GetBudget(&amp;localBudget, NULL);</div>
 <div class="line"> </div>
@@ -95,19 +95,19 @@
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html">D3D12MA::Budget</a></div><div class="ttdoc">Statistics of current memory usage and available budget for a specific memory segment group.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:424</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a326515f08d89ee2e31dcfdd5c1e8ac71"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a326515f08d89ee2e31dcfdd5c1e8ac71">D3D12MA::Budget::BudgetBytes</a></div><div class="ttdeci">UINT64 BudgetBytes</div><div class="ttdoc">Estimated amount of memory available to the program.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:447</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a77a8c9e32d6602f95b7d1c285cddd253"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253">D3D12MA::Budget::UsageBytes</a></div><div class="ttdeci">UINT64 UsageBytes</div><div class="ttdoc">Estimated current memory usage of the program.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:436</div></div>
-</div><!-- fragment --><p >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 <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22" title="Retrieves statistics from current state of the allocator.">D3D12MA::Allocator::CalculateStatistics()</a> and inspecting structure <a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html" title="General statistics from current state of the allocator - total memory usage across all memory heaps a...">D3D12MA::TotalStatistics</a>. This function is slower though, as it has to traverse all the internal data structures, so it should be used only for debugging purposes.</p>
-<p >You can query for statistics of a custom pool using function <a class="el" href="class_d3_d12_m_a_1_1_pool.html#aa9d849dc4667314b2a53eddf02f5af91" title="Retrieves basic statistics of the custom pool that are fast to calculate.">D3D12MA::Pool::GetStatistics()</a> or <a class="el" href="class_d3_d12_m_a_1_1_pool.html#ad07999ac5dc8f0c63187afd45d551910" title="Retrieves detailed statistics of the custom pool that are slower to calculate.">D3D12MA::Pool::CalculateStatistics()</a>.</p>
-<p >You can query for information about a specific allocation using functions of the <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> class, e.g. <code>GetSize()</code>, <code>GetOffset()</code>, <code>GetHeap()</code>.</p>
+</div><!-- fragment --><p>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 <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22" title="Retrieves statistics from current state of the allocator.">D3D12MA::Allocator::CalculateStatistics()</a> and inspecting structure <a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html" title="General statistics from current state of the allocator - total memory usage across all memory heaps a...">D3D12MA::TotalStatistics</a>. This function is slower though, as it has to traverse all the internal data structures, so it should be used only for debugging purposes.</p>
+<p>You can query for statistics of a custom pool using function <a class="el" href="class_d3_d12_m_a_1_1_pool.html#aa9d849dc4667314b2a53eddf02f5af91" title="Retrieves basic statistics of the custom pool that are fast to calculate.">D3D12MA::Pool::GetStatistics()</a> or <a class="el" href="class_d3_d12_m_a_1_1_pool.html#ad07999ac5dc8f0c63187afd45d551910" title="Retrieves detailed statistics of the custom pool that are slower to calculate.">D3D12MA::Pool::CalculateStatistics()</a>.</p>
+<p>You can query for information about a specific allocation using functions of the <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> class, e.g. <code>GetSize()</code>, <code>GetOffset()</code>, <code>GetHeap()</code>.</p>
 <h1><a class="anchor" id="statistics_json_dump"></a>
 JSON dump</h1>
-<p >You can dump internal state of the allocator to a string in JSON format using function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a29716b3084916abed7793bf2ec4b65db" title="Builds and returns statistics as a string in JSON format.">D3D12MA::Allocator::BuildStatsString()</a>. The result is guaranteed to be correct JSON. It uses Windows Unicode (UTF-16) encoding. Any strings provided by user (see <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#af9e643276b577aa7f21937f75d4b82ac" title="Associates a name with the allocation object. This name is for use in debug diagnostics and tools.">D3D12MA::Allocation::SetName()</a>) are copied as-is and properly escaped for JSON. It must be freed using function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a8392663494384c16d8bfa12b827b4f9c" title="Frees memory of a string returned from Allocator::BuildStatsString.">D3D12MA::Allocator::FreeStatsString()</a>.</p>
-<p >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.</p>
-<p >The JSON string contains all the data that can be obtained using <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22" title="Retrieves statistics from current state of the allocator.">D3D12MA::Allocator::CalculateStatistics()</a>. 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. </p>
+<p>You can dump internal state of the allocator to a string in JSON format using function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a29716b3084916abed7793bf2ec4b65db" title="Builds and returns statistics as a string in JSON format.">D3D12MA::Allocator::BuildStatsString()</a>. The result is guaranteed to be correct JSON. It uses Windows Unicode (UTF-16) encoding. Any strings provided by user (see <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#af9e643276b577aa7f21937f75d4b82ac" title="Associates a name with the allocation object. This name is for use in debug diagnostics and tools.">D3D12MA::Allocation::SetName()</a>) are copied as-is and properly escaped for JSON. It must be freed using function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a8392663494384c16d8bfa12b827b4f9c" title="Frees memory of a string returned from Allocator::BuildStatsString.">D3D12MA::Allocator::FreeStatsString()</a>.</p>
+<p>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.</p>
+<p>The JSON string contains all the data that can be obtained using <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22" title="Retrieves statistics from current state of the allocator.">D3D12MA::Allocator::CalculateStatistics()</a>. 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. </p>
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-<tr class="memdesc:af4d6436455728696fefd503869226436"><td class="mdescLeft">&#160;</td><td class="mdescRight">Allocation function.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html#af4d6436455728696fefd503869226436">More...</a><br /></td></tr>
+<tr class="memdesc:af4d6436455728696fefd503869226436"><td class="mdescLeft">&#160;</td><td class="mdescRight">Allocation function.  <br /></td></tr>
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-<tr class="memdesc:a114e6c4d63d6b020e01f526a975d6849"><td class="mdescLeft">&#160;</td><td class="mdescRight">Dellocation function.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html#a114e6c4d63d6b020e01f526a975d6849">More...</a><br /></td></tr>
+<tr class="memdesc:a114e6c4d63d6b020e01f526a975d6849"><td class="mdescLeft">&#160;</td><td class="mdescRight">Dellocation function.  <br /></td></tr>
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-<tr class="memdesc:a98173cc9e239a84c2ce369854966e1e3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom data that will be passed to allocation and deallocation functions as <code>pUserData</code> parameter.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html#a98173cc9e239a84c2ce369854966e1e3">More...</a><br /></td></tr>
+<tr class="memdesc:a98173cc9e239a84c2ce369854966e1e3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom data that will be passed to allocation and deallocation functions as <code>pUserData</code> parameter.  <br /></td></tr>
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-<div class="textblock"><p >Custom callbacks to CPU memory allocation functions. </p>
+<div class="textblock"><p>Custom callbacks to CPU memory allocation functions. </p>
 </div><h2 class="groupheader">Member Data Documentation</h2>
 <a id="af4d6436455728696fefd503869226436" name="af4d6436455728696fefd503869226436"></a>
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html b/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html b/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html
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-<tr class="memdesc:aa46b3c0456e5a23edef3328607ebf4d7"><td class="mdescLeft">&#160;</td><td class="mdescRight">The type of memory heap where the new allocation should be placed.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">More...</a><br /></td></tr>
+<tr class="memdesc:aa46b3c0456e5a23edef3328607ebf4d7"><td class="mdescLeft">&#160;</td><td class="mdescRight">The type of memory heap where the new allocation should be placed.  <br /></td></tr>
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-<tr class="memdesc:a97878838f976b2d1e6b1a76881035690"><td class="mdescLeft">&#160;</td><td class="mdescRight">Additional heap flags to be used when allocating memory.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a97878838f976b2d1e6b1a76881035690">More...</a><br /></td></tr>
+<tr class="memdesc:a97878838f976b2d1e6b1a76881035690"><td class="mdescLeft">&#160;</td><td class="mdescRight">Additional heap flags to be used when allocating memory.  <br /></td></tr>
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-<tr class="memdesc:ab06b85f3cf3254f855b29264477e3934"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom pool to place the new resource in. Optional.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934">More...</a><br /></td></tr>
+<tr class="memdesc:ab06b85f3cf3254f855b29264477e3934"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom pool to place the new resource in. Optional.  <br /></td></tr>
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-<tr class="memdesc:ac638dd987f1326e2fdab91892d994d35"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom general-purpose pointer that will be stored in <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a>.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ac638dd987f1326e2fdab91892d994d35">More...</a><br /></td></tr>
+<tr class="memdesc:ac638dd987f1326e2fdab91892d994d35"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom general-purpose pointer that will be stored in <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a>.  <br /></td></tr>
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+<div class="textblock"><p>Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object. To be used with <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">Allocator::CreateResource</a>. </p>
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 <p>Custom pool to place the new resource in. Optional. </p>
-<p >When not NULL, the resource will be created inside specified custom pool. </p>
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 <p>Additional heap flags to be used when allocating memory. </p>
-<p >In most cases it can be 0.</p>
+<p>In most cases it can be 0.</p>
 <ul>
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 <li>You can specify additional flags if needed. Then the memory will always be allocated as separate block using <code>D3D12Device::CreateCommittedResource</code> or <code>CreateHeap</code>, not as part of an existing larget block.</li>
 </ul>
-<p >When <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a> != NULL this member is ignored. </p>
+<p>When <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a> != NULL this member is ignored. </p>
 
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 <p>The type of memory heap where the new allocation should be placed. </p>
-<p >It must be one of: <code>D3D12_HEAP_TYPE_DEFAULT</code>, <code>D3D12_HEAP_TYPE_UPLOAD</code>, <code>D3D12_HEAP_TYPE_READBACK</code>.</p>
-<p >When <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a> != NULL this member is ignored. </p>
+<p>It must be one of: <code>D3D12_HEAP_TYPE_DEFAULT</code>, <code>D3D12_HEAP_TYPE_UPLOAD</code>, <code>D3D12_HEAP_TYPE_READBACK</code>.</p>
+<p>When <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a> != NULL this member is ignored. </p>
 
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 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
 Public Attributes</h2></td></tr>
 <tr class="memitem:ad8abad7c80ea0d8df27c85243ce720f3"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">ALLOCATOR_FLAGS</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ad8abad7c80ea0d8df27c85243ce720f3">Flags</a></td></tr>
-<tr class="memdesc:ad8abad7c80ea0d8df27c85243ce720f3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ad8abad7c80ea0d8df27c85243ce720f3">More...</a><br /></td></tr>
+<tr class="memdesc:ad8abad7c80ea0d8df27c85243ce720f3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags.  <br /></td></tr>
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 <tr class="memitem:ada1bf21205065b3aa0284b5a9ee1cb3c"><td class="memItemLeft" align="right" valign="top">ID3D12Device *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">pDevice</a></td></tr>
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-<tr class="memdesc:a97149c9559deae943c2cfa49aeeff8a6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Preferred size of a single <code>ID3D12Heap</code> block to be allocated.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a97149c9559deae943c2cfa49aeeff8a6">More...</a><br /></td></tr>
+<tr class="memdesc:a97149c9559deae943c2cfa49aeeff8a6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Preferred size of a single <code>ID3D12Heap</code> block to be allocated.  <br /></td></tr>
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 <tr class="memitem:a773ecc1945eb47c20e06455c3759e4ef"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html">ALLOCATION_CALLBACKS</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a773ecc1945eb47c20e06455c3759e4ef">pAllocationCallbacks</a></td></tr>
-<tr class="memdesc:a773ecc1945eb47c20e06455c3759e4ef"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom CPU memory allocation callbacks. Optional.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a773ecc1945eb47c20e06455c3759e4ef">More...</a><br /></td></tr>
+<tr class="memdesc:a773ecc1945eb47c20e06455c3759e4ef"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom CPU memory allocation callbacks. Optional.  <br /></td></tr>
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 <tr class="memitem:abf9a9f87f0ffea52816efd363c5fcd7b"><td class="memItemLeft" align="right" valign="top">IDXGIAdapter *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">pAdapter</a></td></tr>
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 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">Allocator</a> object. To be used with <a class="el" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0" title="Creates new main D3D12MA::Allocator object and returns it through ppAllocator.">CreateAllocator()</a>. </p>
+<div class="textblock"><p>Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">Allocator</a> object. To be used with <a class="el" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0" title="Creates new main D3D12MA::Allocator object and returns it through ppAllocator.">CreateAllocator()</a>. </p>
 </div><h2 class="groupheader">Member Data Documentation</h2>
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-<p >DXGI Adapter object that you use for D3D12 and this allocator.</p>
-<p ><a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">Allocator</a> is doing <code>AddRef</code>/<code>Release</code> on this object. </p>
+<p>DXGI Adapter object that you use for D3D12 and this allocator.</p>
+<p><a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">Allocator</a> is doing <code>AddRef</code>/<code>Release</code> on this object. </p>
 
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 <p>Custom CPU memory allocation callbacks. Optional. </p>
-<p >Optional, can be null. When specified, will be used for all CPU-side memory allocations. </p>
+<p>Optional, can be null. When specified, will be used for all CPU-side memory allocations. </p>
 
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-<p >Direct3D device object that the allocator should be attached to.</p>
-<p ><a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">Allocator</a> is doing <code>AddRef</code>/<code>Release</code> on this object. </p>
+<p>Direct3D device object that the allocator should be attached to.</p>
+<p><a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">Allocator</a> is doing <code>AddRef</code>/<code>Release</code> on this object. </p>
 
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 <p>Preferred size of a single <code>ID3D12Heap</code> block to be allocated. </p>
-<p >Set to 0 to use default, which is currently 64 MiB. </p>
+<p>Set to 0 to use default, which is currently 64 MiB. </p>
 
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+<tr class="memdesc:a1255508930766db238cfb1312b15f1cf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Statistics fetched from the library.  <br /></td></tr>
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+<tr class="memdesc:a77a8c9e32d6602f95b7d1c285cddd253"><td class="mdescLeft">&#160;</td><td class="mdescRight">Estimated current memory usage of the program.  <br /></td></tr>
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+<tr class="memdesc:a326515f08d89ee2e31dcfdd5c1e8ac71"><td class="mdescLeft">&#160;</td><td class="mdescRight">Estimated amount of memory available to the program.  <br /></td></tr>
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+<div class="textblock"><p>Statistics of current memory usage and available budget for a specific memory segment group. </p>
+<p>These are fast to calculate. See function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a1ac113daec5f6ef28ecb1786cf544144" title="Retrieves information about current memory usage and budget.">D3D12MA::Allocator::GetBudget()</a>. </p>
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-<p >Fetched from system using <code>IDXGIAdapter3::QueryVideoMemoryInfo</code> if possible.</p>
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+<p>Fetched from system using <code>IDXGIAdapter3::QueryVideoMemoryInfo</code> if possible.</p>
+<p>It might be different (most probably smaller) than memory capacity returned by <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a434ae3147209953253da26687bfd62dc" title="Returns total amount of memory of specific segment group, in bytes.">D3D12MA::Allocator::GetMemoryCapacity()</a> due to factors external to the program, decided by the operating system. Difference <code>BudgetBytes - UsageBytes</code> is the amount of additional memory that can probably be allocated without problems. Exceeding the budget may result in various problems. </p>
 
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+<p>Fetched from system using <code>IDXGIAdapter3::QueryVideoMemoryInfo</code> if possible.</p>
+<p>It might be different than <code>BlockBytes</code> (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. </p>
 
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+<tr class="memdesc:ad8d224e0687a35898970d0a5688c6343"><td class="mdescLeft">&#160;</td><td class="mdescRight">Maximum numbers of bytes that can be copied during single pass, while moving allocations to different places.  <br /></td></tr>
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+<tr class="memdesc:a83bfb404f387863eafdd6703483aed89"><td class="mdescLeft">&#160;</td><td class="mdescRight">Maximum number of allocations that can be moved during single pass to a different place.  <br /></td></tr>
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 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Parameters for defragmentation. </p>
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+<div class="textblock"><p>Parameters for defragmentation. </p>
+<p>To be used with functions <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a08e1468f1dbb63ce3bf6680e592b2143" title="Begins defragmentation process of the default pools.">Allocator::BeginDefragmentation()</a> and <a class="el" href="class_d3_d12_m_a_1_1_pool.html#adc87bb49c192de8f5a9ca0484c499575" title="Begins defragmentation process of the current pool.">Pool::BeginDefragmentation()</a>. </p>
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+<tr class="memdesc:a5ba8d6894267ae59df4efb9972af5d81"><td class="mdescLeft">&#160;</td><td class="mdescRight">Operation to be performed on the allocation by <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a>. Default value is <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602a29a5c20322e633f6c34ddebd16bc61ac">DEFRAGMENTATION_MOVE_OPERATION_COPY</a>. You can modify it.  <br /></td></tr>
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-<tr class="memdesc:a4946b874c958a71c21fac25b515cf5f7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Allocation that should be moved.  <a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a4946b874c958a71c21fac25b515cf5f7">More...</a><br /></td></tr>
+<tr class="memdesc:a4946b874c958a71c21fac25b515cf5f7"><td class="mdescLeft">&#160;</td><td class="mdescRight">Allocation that should be moved.  <br /></td></tr>
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-<tr class="memdesc:aec0c7f51ccc870c6a88af7c7390d8eda"><td class="mdescLeft">&#160;</td><td class="mdescRight">Temporary allocation pointing to destination memory that will replace <code>pSrcAllocation</code>.  <a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#aec0c7f51ccc870c6a88af7c7390d8eda">More...</a><br /></td></tr>
+<tr class="memdesc:aec0c7f51ccc870c6a88af7c7390d8eda"><td class="mdescLeft">&#160;</td><td class="mdescRight">Temporary allocation pointing to destination memory that will replace <code>pSrcAllocation</code>.  <br /></td></tr>
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 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Single move of an allocation to be done for defragmentation. </p>
+<div class="textblock"><p>Single move of an allocation to be done for defragmentation. </p>
 </div><h2 class="groupheader">Member Data Documentation</h2>
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@@ -129,7 +129,7 @@
 </div><div class="memdoc">
 
 <p>Temporary allocation pointing to destination memory that will replace <code>pSrcAllocation</code>. </p>
-<p >Use it to retrieve new <code>ID3D12Heap</code> and offset to create new <code>ID3D12Resource</code> and then store it here via <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a414a088c22bae0f29b1038f5f9346d14" title="Releases the resource currently pointed by the allocation (if any), sets it to new one,...">Allocation::SetResource()</a>.</p>
+<p>Use it to retrieve new <code>ID3D12Heap</code> and offset to create new <code>ID3D12Resource</code> and then store it here via <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a414a088c22bae0f29b1038f5f9346d14" title="Releases the resource currently pointed by the allocation (if any), sets it to new one,...">Allocation::SetResource()</a>.</p>
 <dl class="section warning"><dt>Warning</dt><dd>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. <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a> will destroy it and make <code>pSrcAllocation</code> point to this memory. </dd></dl>
 
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html b/docs/html/struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html
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@@ -88,15 +88,15 @@
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
 Public Attributes</h2></td></tr>
 <tr class="memitem:a8df22d990c318d82fe9fcc5f04132c04"><td class="memItemLeft" align="right" valign="top">UINT32&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a8df22d990c318d82fe9fcc5f04132c04">MoveCount</a></td></tr>
-<tr class="memdesc:a8df22d990c318d82fe9fcc5f04132c04"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of elements in the <code>pMoves</code> array.  <a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a8df22d990c318d82fe9fcc5f04132c04">More...</a><br /></td></tr>
+<tr class="memdesc:a8df22d990c318d82fe9fcc5f04132c04"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of elements in the <code>pMoves</code> array.  <br /></td></tr>
 <tr class="separator:a8df22d990c318d82fe9fcc5f04132c04"><td class="memSeparator" colspan="2">&#160;</td></tr>
 <tr class="memitem:a719fbdaae54251759605c41baeb24dc4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html">DEFRAGMENTATION_MOVE</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a719fbdaae54251759605c41baeb24dc4">pMoves</a></td></tr>
-<tr class="memdesc:a719fbdaae54251759605c41baeb24dc4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Array of moves to be performed by the user in the current defragmentation pass.  <a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a719fbdaae54251759605c41baeb24dc4">More...</a><br /></td></tr>
+<tr class="memdesc:a719fbdaae54251759605c41baeb24dc4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Array of moves to be performed by the user in the current defragmentation pass.  <br /></td></tr>
 <tr class="separator:a719fbdaae54251759605c41baeb24dc4"><td class="memSeparator" colspan="2">&#160;</td></tr>
 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Parameters for incremental defragmentation steps. </p>
-<p >To be used with function <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">DefragmentationContext::BeginPass()</a>. </p>
+<div class="textblock"><p>Parameters for incremental defragmentation steps. </p>
+<p>To be used with function <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">DefragmentationContext::BeginPass()</a>. </p>
 </div><h2 class="groupheader">Member Data Documentation</h2>
 <a id="a8df22d990c318d82fe9fcc5f04132c04" name="a8df22d990c318d82fe9fcc5f04132c04"></a>
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@@ -127,17 +127,17 @@
 </div><div class="memdoc">
 
 <p>Array of moves to be performed by the user in the current defragmentation pass. </p>
-<p >Pointer to an array of <code>MoveCount</code> elements, owned by D3D12MA, created in <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">DefragmentationContext::BeginPass()</a>, destroyed in <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a>.</p>
-<p >For each element, you should:</p>
+<p>Pointer to an array of <code>MoveCount</code> elements, owned by D3D12MA, created in <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">DefragmentationContext::BeginPass()</a>, destroyed in <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a>.</p>
+<p>For each element, you should:</p>
 <ol type="1">
 <li>Create a new resource in the place pointed by <code>pMoves[i].pDstTmpAllocation-&gt;GetHeap()</code> + <code>pMoves[i].pDstTmpAllocation-&gt;GetOffset()</code>.</li>
 <li>Store new resource in <code>pMoves[i].pDstTmpAllocation</code> by using <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a414a088c22bae0f29b1038f5f9346d14" title="Releases the resource currently pointed by the allocation (if any), sets it to new one,...">Allocation::SetResource()</a>. It will later replace old resource from <code>pMoves[i].pSrcAllocation</code>.</li>
 <li>Copy data from the <code>pMoves[i].pSrcAllocation</code> e.g. using <code>D3D12GraphicsCommandList::CopyResource</code>.</li>
 <li>Make sure these commands finished executing on the GPU.</li>
 </ol>
-<p >Only then you can finish defragmentation pass by calling <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a>. After this call, the allocation will point to the new place in memory.</p>
-<p >Alternatively, if you cannot move specific allocation, you can set <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a5ba8d6894267ae59df4efb9972af5d81" title="Operation to be performed on the allocation by DefragmentationContext::EndPass(). Default value is DE...">DEFRAGMENTATION_MOVE::Operation</a> to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6" title="Set this value if you cannot move the allocation. New place reserved at pDstTmpAllocation will be fre...">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE</a>.</p>
-<p >Alternatively, if you decide you want to completely remove the allocation, set <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a5ba8d6894267ae59df4efb9972af5d81" title="Operation to be performed on the allocation by DefragmentationContext::EndPass(). Default value is DE...">DEFRAGMENTATION_MOVE::Operation</a> to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242" title="Set this value if you decide to abandon the allocation and you destroyed the resource....">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY</a>. Then, after <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a> the allocation will be released. </p>
+<p>Only then you can finish defragmentation pass by calling <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a>. After this call, the allocation will point to the new place in memory.</p>
+<p>Alternatively, if you cannot move specific allocation, you can set <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a5ba8d6894267ae59df4efb9972af5d81" title="Operation to be performed on the allocation by DefragmentationContext::EndPass(). Default value is DE...">DEFRAGMENTATION_MOVE::Operation</a> to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6" title="Set this value if you cannot move the allocation. New place reserved at pDstTmpAllocation will be fre...">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE</a>.</p>
+<p>Alternatively, if you decide you want to completely remove the allocation, set <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a5ba8d6894267ae59df4efb9972af5d81" title="Operation to be performed on the allocation by DefragmentationContext::EndPass(). Default value is DE...">DEFRAGMENTATION_MOVE::Operation</a> to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242" title="Set this value if you decide to abandon the allocation and you destroyed the resource....">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY</a>. Then, after <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a> the allocation will be released. </p>
 
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@@ -88,20 +88,20 @@
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+<tr class="memdesc:a7ed1bf228f39989ff3419ce3f50002c9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Total number of bytes that have been released to the system by freeing empty heaps.  <br /></td></tr>
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+<tr class="memdesc:a708fa1b14c35da8d5d6abd4a457ef0c2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of allocations that have been moved to different places.  <br /></td></tr>
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+<div class="textblock"><p>Statistics returned for defragmentation process by function <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1c21c26f47dcbf8f4e562063a3e25f38" title="Returns statistics of the defragmentation performed so far.">DefragmentationContext::GetStats()</a>. </p>
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+<tr class="memdesc:a2f47015bebf9a30ce221aef88fe11991"><td class="mdescLeft">&#160;</td><td class="mdescRight">Largest allocation size. 0 if there are 0 allocations.  <br /></td></tr>
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+<tr class="memdesc:a5fae01864d6e6595cb9c416a9f365e7c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Largest empty range size. 0 if there are 0 empty ranges.  <br /></td></tr>
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+<div class="textblock"><p>More detailed statistics than <a class="el" href="struct_d3_d12_m_a_1_1_statistics.html" title="Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group,...">D3D12MA::Statistics</a>. </p>
+<p>These are slower to calculate. Use for debugging purposes. See functions: <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22" title="Retrieves statistics from current state of the allocator.">D3D12MA::Allocator::CalculateStatistics()</a>, <a class="el" href="class_d3_d12_m_a_1_1_pool.html#ad07999ac5dc8f0c63187afd45d551910" title="Retrieves detailed statistics of the custom pool that are slower to calculate.">D3D12MA::Pool::CalculateStatistics()</a>.</p>
+<p>Averages are not provided because they can be easily calculated as:</p>
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 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
 Public Attributes</h2></td></tr>
 <tr class="memitem:ac4ed93b0191344d68c0b4ac1a4822ff4"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">POOL_FLAGS</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#ac4ed93b0191344d68c0b4ac1a4822ff4">Flags</a></td></tr>
-<tr class="memdesc:ac4ed93b0191344d68c0b4ac1a4822ff4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#ac4ed93b0191344d68c0b4ac1a4822ff4">More...</a><br /></td></tr>
+<tr class="memdesc:ac4ed93b0191344d68c0b4ac1a4822ff4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags.  <br /></td></tr>
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-<tr class="memdesc:a06e06813bcb5206e9f7a8b0564bf1d6a"><td class="mdescLeft">&#160;</td><td class="mdescRight">The parameters of memory heap where allocations of this pool should be placed.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a06e06813bcb5206e9f7a8b0564bf1d6a">More...</a><br /></td></tr>
+<tr class="memdesc:a06e06813bcb5206e9f7a8b0564bf1d6a"><td class="mdescLeft">&#160;</td><td class="mdescRight">The parameters of memory heap where allocations of this pool should be placed.  <br /></td></tr>
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-<tr class="memdesc:a3795956e4fbfe7c3a23546e02e5d28dc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Heap flags to be used when allocating heaps of this pool.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a3795956e4fbfe7c3a23546e02e5d28dc">More...</a><br /></td></tr>
+<tr class="memdesc:a3795956e4fbfe7c3a23546e02e5d28dc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Heap flags to be used when allocating heaps of this pool.  <br /></td></tr>
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 <tr class="memitem:af7284cc51a8ed5b551075584256de23c"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#af7284cc51a8ed5b551075584256de23c">BlockSize</a></td></tr>
-<tr class="memdesc:af7284cc51a8ed5b551075584256de23c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size of a single heap (memory block) to be allocated as part of this pool, in bytes. Optional.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#af7284cc51a8ed5b551075584256de23c">More...</a><br /></td></tr>
+<tr class="memdesc:af7284cc51a8ed5b551075584256de23c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size of a single heap (memory block) to be allocated as part of this pool, in bytes. Optional.  <br /></td></tr>
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-<tr class="memdesc:a6f10db3911a3bea1becfc9a0dfa5bac8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Minimum number of heaps (memory blocks) to be always allocated in this pool, even if they stay empty. Optional.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a6f10db3911a3bea1becfc9a0dfa5bac8">More...</a><br /></td></tr>
+<tr class="memdesc:a6f10db3911a3bea1becfc9a0dfa5bac8"><td class="mdescLeft">&#160;</td><td class="mdescRight">Minimum number of heaps (memory blocks) to be always allocated in this pool, even if they stay empty. Optional.  <br /></td></tr>
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-<tr class="memdesc:abbce3a99f253928f9c3c09fa16015f9e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#abbce3a99f253928f9c3c09fa16015f9e">More...</a><br /></td></tr>
+<tr class="memdesc:abbce3a99f253928f9c3c09fa16015f9e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional.  <br /></td></tr>
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-<tr class="memdesc:a0a6283eeb1f3f99d8c4ae264aec7f749"><td class="mdescLeft">&#160;</td><td class="mdescRight">Additional minimum alignment to be used for all allocations created from this pool. Can be 0.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a0a6283eeb1f3f99d8c4ae264aec7f749">More...</a><br /></td></tr>
+<tr class="memdesc:a0a6283eeb1f3f99d8c4ae264aec7f749"><td class="mdescLeft">&#160;</td><td class="mdescRight">Additional minimum alignment to be used for all allocations created from this pool. Can be 0.  <br /></td></tr>
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 <tr class="memitem:a475840ec05c19732c8d5aa8bb27270f4"><td class="memItemLeft" align="right" valign="top">ID3D12ProtectedResourceSession *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a475840ec05c19732c8d5aa8bb27270f4">pProtectedSession</a></td></tr>
-<tr class="memdesc:a475840ec05c19732c8d5aa8bb27270f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Additional parameter allowing pool to create resources with passed protected session.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a475840ec05c19732c8d5aa8bb27270f4">More...</a><br /></td></tr>
+<tr class="memdesc:a475840ec05c19732c8d5aa8bb27270f4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Additional parameter allowing pool to create resources with passed protected session.  <br /></td></tr>
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 <tr class="memitem:a2e6074af8c8ff7b957fe8d4b5036a5e6"><td class="memItemLeft" align="right" valign="top">D3D12_RESIDENCY_PRIORITY&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a2e6074af8c8ff7b957fe8d4b5036a5e6">ResidencyPriority</a></td></tr>
-<tr class="memdesc:a2e6074af8c8ff7b957fe8d4b5036a5e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Residency priority to be set for all allocations made in this pool. Optional.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a2e6074af8c8ff7b957fe8d4b5036a5e6">More...</a><br /></td></tr>
+<tr class="memdesc:a2e6074af8c8ff7b957fe8d4b5036a5e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Residency priority to be set for all allocations made in this pool. Optional.  <br /></td></tr>
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 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_pool.html" title="Custom memory pool.">D3D12MA::Pool</a> object. To be used with <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a>. </p>
+<div class="textblock"><p>Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_pool.html" title="Custom memory pool.">D3D12MA::Pool</a> object. To be used with <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aac7b1f6bf53cbf4c4ce2264cb72ca515" title="Creates custom pool.">D3D12MA::Allocator::CreatePool</a>. </p>
 </div><h2 class="groupheader">Member Data Documentation</h2>
 <a id="af7284cc51a8ed5b551075584256de23c" name="af7284cc51a8ed5b551075584256de23c"></a>
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 <p>Size of a single heap (memory block) to be allocated as part of this pool, in bytes. Optional. </p>
-<p >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. </p>
+<p>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. </p>
 
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 <p>Heap flags to be used when allocating heaps of this pool. </p>
-<p >It should contain one of these values, depending on type of resources you are going to create in this heap: <code>D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS</code>, <code>D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES</code>, <code>D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES</code>. Except if ResourceHeapTier = 2, then it may be <code>D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES</code> = 0.</p>
-<p >You can specify additional flags if needed. </p>
+<p>It should contain one of these values, depending on type of resources you are going to create in this heap: <code>D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS</code>, <code>D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES</code>, <code>D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES</code>. Except if ResourceHeapTier = 2, then it may be <code>D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES</code> = 0.</p>
+<p>You can specify additional flags if needed. </p>
 
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 <p>The parameters of memory heap where allocations of this pool should be placed. </p>
-<p >In the simplest case, just fill it with zeros and set <code>Type</code> to one of: <code>D3D12_HEAP_TYPE_DEFAULT</code>, <code>D3D12_HEAP_TYPE_UPLOAD</code>, <code>D3D12_HEAP_TYPE_READBACK</code>. Additional parameters can be used e.g. to utilize UMA. </p>
+<p>In the simplest case, just fill it with zeros and set <code>Type</code> to one of: <code>D3D12_HEAP_TYPE_DEFAULT</code>, <code>D3D12_HEAP_TYPE_UPLOAD</code>, <code>D3D12_HEAP_TYPE_READBACK</code>. Additional parameters can be used e.g. to utilize UMA. </p>
 
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 <p>Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional. </p>
-<p >Set to 0 to use default, which is <code>UINT64_MAX</code>, which means no limit.</p>
-<p >Set to same value as <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a6f10db3911a3bea1becfc9a0dfa5bac8" title="Minimum number of heaps (memory blocks) to be always allocated in this pool, even if they stay empty....">D3D12MA::POOL_DESC::MinBlockCount</a> to have fixed amount of memory allocated throughout whole lifetime of this pool. </p>
+<p>Set to 0 to use default, which is <code>UINT64_MAX</code>, which means no limit.</p>
+<p>Set to same value as <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a6f10db3911a3bea1becfc9a0dfa5bac8" title="Minimum number of heaps (memory blocks) to be always allocated in this pool, even if they stay empty....">D3D12MA::POOL_DESC::MinBlockCount</a> to have fixed amount of memory allocated throughout whole lifetime of this pool. </p>
 
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 <p>Additional minimum alignment to be used for all allocations created from this pool. Can be 0. </p>
-<p >Leave 0 (default) not to impose any additional alignment. If not 0, it must be a power of two. </p>
+<p>Leave 0 (default) not to impose any additional alignment. If not 0, it must be a power of two. </p>
 
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@@ -234,7 +234,7 @@
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 <p>Minimum number of heaps (memory blocks) to be always allocated in this pool, even if they stay empty. Optional. </p>
-<p >Set to 0 to have no preallocated blocks and allow the pool be completely empty. </p>
+<p>Set to 0 to have no preallocated blocks and allow the pool be completely empty. </p>
 
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 <p>Additional parameter allowing pool to create resources with passed protected session. </p>
-<p >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! </p>
+<p>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! </p>
 
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 <p>Residency priority to be set for all allocations made in this pool. Optional. </p>
-<p >Set this parameter to one of the possible enum values e.g. <code>D3D12_RESIDENCY_PRIORITY_HIGH</code> to apply specific residency priority to all allocations made in this pool: <code>ID3D12Heap</code> memory blocks used to sub-allocate for placed resources, as well as committed resources or heaps created when <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> 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.</p>
-<p >Priority is set using function <code>ID3D12Device1::SetResidencyPriority</code>. It is performed only when <code>ID3D12Device1</code> interface is defined and successfully obtained. Otherwise, this parameter is ignored.</p>
-<p >This parameter is optional. If you set it to <code>D3D12_RESIDENCY_PRIORITY(0)</code>, residency priority will not be set for allocations made in this pool.</p>
-<p >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 <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> and call <code>ID3D12Device1::SetResidencyPriority</code>, passing <code>allocation-&gt;GetResource()</code>. </p>
+<p>Set this parameter to one of the possible enum values e.g. <code>D3D12_RESIDENCY_PRIORITY_HIGH</code> to apply specific residency priority to all allocations made in this pool: <code>ID3D12Heap</code> memory blocks used to sub-allocate for placed resources, as well as committed resources or heaps created when <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> 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.</p>
+<p>Priority is set using function <code>ID3D12Device1::SetResidencyPriority</code>. It is performed only when <code>ID3D12Device1</code> interface is defined and successfully obtained. Otherwise, this parameter is ignored.</p>
+<p>This parameter is optional. If you set it to <code>D3D12_RESIDENCY_PRIORITY(0)</code>, residency priority will not be set for allocations made in this pool.</p>
+<p>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 <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> and call <code>ID3D12Device1::SetResidencyPriority</code>, passing <code>allocation-&gt;GetResource()</code>. </p>
 
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+<p>Always less or equal than <code>BlockBytes</code>. Difference <code>(BlockBytes - AllocationBytes)</code> is the amount of memory allocated from D3D12 but unused by any <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a>. </p>
 
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-<p >Committed allocations have their own blocks, so each one adds 1 to <code>AllocationCount</code> as well as <code>BlockCount</code>. </p>
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+<div class="textblock"><p>General statistics from current state of the allocator - total memory usage across all memory heaps and segments. </p>
+<p>These are slower to calculate. Use for debugging purposes. See function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22" title="Retrieves statistics from current state of the allocator.">D3D12MA::Allocator::CalculateStatistics()</a>. </p>
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-<p >Meaning of these segment groups is:</p>
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+<tr class="memdesc:ab848f8ad39b5bf8a7c8c077e113e7fc9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags.  <br /></td></tr>
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+<tr class="memdesc:a976b649e45abdd0769da0d79acde4bac"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size of the allocation.  <br /></td></tr>
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+<tr class="memdesc:aaa95e62f2f399339a09dcbb312a42de0"><td class="mdescLeft">&#160;</td><td class="mdescRight">Required alignment of the allocation.  <br /></td></tr>
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+<tr class="memdesc:aa1281297154e3823e98a7cc7e23b5d6b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom pointer to be associated with the allocation.  <br /></td></tr>
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 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Parameters of created virtual allocation to be passed to <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">VirtualBlock::Allocate()</a>. </p>
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 <p>Required alignment of the allocation. </p>
-<p >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. </p>
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 <p>Custom pointer to be associated with the allocation. </p>
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 <p>Size of the allocation. </p>
-<p >Cannot be zero. </p>
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html b/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html
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@@ -88,17 +88,17 @@
 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
 Public Attributes</h2></td></tr>
 <tr class="memitem:aa125871ef3fcc8af81fc831cd386dc2e"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html#aa125871ef3fcc8af81fc831cd386dc2e">Offset</a></td></tr>
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+<tr class="memdesc:aa125871ef3fcc8af81fc831cd386dc2e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Offset of the allocation.  <br /></td></tr>
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-<tr class="memdesc:ac265159500190e35ebef8e4784c73a09"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size of the allocation.  <a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html#ac265159500190e35ebef8e4784c73a09">More...</a><br /></td></tr>
+<tr class="memdesc:ac265159500190e35ebef8e4784c73a09"><td class="mdescLeft">&#160;</td><td class="mdescRight">Size of the allocation.  <br /></td></tr>
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+<tr class="memdesc:a05c258ea40ea47667ddcc395b13a47a5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom pointer associated with the allocation.  <br /></td></tr>
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 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">VirtualBlock::GetAllocationInfo()</a>. </p>
+<div class="textblock"><p>Parameters of an existing virtual allocation, returned by <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">VirtualBlock::GetAllocationInfo()</a>. </p>
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 <p>Custom pointer associated with the allocation. </p>
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+<p>Same value as passed in <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa1281297154e3823e98a7cc7e23b5d6b" title="Custom pointer to be associated with the allocation.">VIRTUAL_ALLOCATION_DESC::pPrivateData</a> or <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ab96e34500b75a83a09d73b4585669114" title="Changes custom pointer for an allocation to a new value.">VirtualBlock::SetAllocationPrivateData()</a>. </p>
 
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 <p>Size of the allocation. </p>
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+<p>Same value as passed in <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a976b649e45abdd0769da0d79acde4bac" title="Size of the allocation.">VIRTUAL_ALLOCATION_DESC::Size</a>. </p>
 
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-<tr class="memdesc:a1c887a732b4db0c68a07902462e0732b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags.  <a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#a1c887a732b4db0c68a07902462e0732b">More...</a><br /></td></tr>
+<tr class="memdesc:a1c887a732b4db0c68a07902462e0732b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags.  <br /></td></tr>
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 <tr class="memitem:ac56491679f276a5a9956ed99bc4654e4"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4">Size</a></td></tr>
-<tr class="memdesc:ac56491679f276a5a9956ed99bc4654e4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Total size of the block.  <a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4">More...</a><br /></td></tr>
+<tr class="memdesc:ac56491679f276a5a9956ed99bc4654e4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Total size of the block.  <br /></td></tr>
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 <tr class="memitem:aa8ea08ad0ee64cb2d29c03b85008317f"><td class="memItemLeft" align="right" valign="top">const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html">ALLOCATION_CALLBACKS</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#aa8ea08ad0ee64cb2d29c03b85008317f">pAllocationCallbacks</a></td></tr>
-<tr class="memdesc:aa8ea08ad0ee64cb2d29c03b85008317f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom CPU memory allocation callbacks. Optional.  <a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#aa8ea08ad0ee64cb2d29c03b85008317f">More...</a><br /></td></tr>
+<tr class="memdesc:aa8ea08ad0ee64cb2d29c03b85008317f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom CPU memory allocation callbacks. Optional.  <br /></td></tr>
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 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object to be passed to <a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a>. </p>
+<div class="textblock"><p>Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object to be passed to <a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a>. </p>
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 </div><div class="memdoc">
 
 <p>Custom CPU memory allocation callbacks. Optional. </p>
-<p >Optional, can be null. When specified, will be used for all CPU-side memory allocations. </p>
+<p>Optional, can be null. When specified, will be used for all CPU-side memory allocations. </p>
 
 </div>
 </div>
@@ -146,7 +146,7 @@
 </div><div class="memdoc">
 
 <p>Total size of the block. </p>
-<p >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. </p>
+<p>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. </p>
 
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 <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
 Public Attributes</h2></td></tr>
 <tr class="memitem:a5d3166cf1f284fbbea4d0b169c4dba13"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_d3_d12_m_a.html#a15e349adce86a40e0417d405aef1af80">AllocHandle</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html#a5d3166cf1f284fbbea4d0b169c4dba13">AllocHandle</a></td></tr>
-<tr class="memdesc:a5d3166cf1f284fbbea4d0b169c4dba13"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unique idenitfier of current allocation. 0 means null/invalid.  <a href="struct_d3_d12_m_a_1_1_virtual_allocation.html#a5d3166cf1f284fbbea4d0b169c4dba13">More...</a><br /></td></tr>
+<tr class="memdesc:a5d3166cf1f284fbbea4d0b169c4dba13"><td class="mdescLeft">&#160;</td><td class="mdescRight">Unique idenitfier of current allocation. 0 means null/invalid.  <br /></td></tr>
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 </table>
 <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
-<div class="textblock"><p >Represents single memory allocation done inside <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">VirtualBlock</a>. </p>
+<div class="textblock"><p>Represents single memory allocation done inside <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">VirtualBlock</a>. </p>
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@@ -76,15 +76,15 @@
   <div class="headertitle"><div class="title">Virtual allocator </div></div>
 </div><!--header-->
 <div class="contents">
-<div class="textblock"><p >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.</p>
+<div class="textblock"><p>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.</p>
 <h1><a class="anchor" id="virtual_allocator_creating_virtual_block"></a>
 Creating virtual block</h1>
-<p >To use this functionality, there is no main "allocator" object. You don't need to have <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> object created. All you need to do is to create a separate <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object for each block of memory you want to be managed by the allocator:</p>
+<p>To use this functionality, there is no main "allocator" object. You don't need to have <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> object created. All you need to do is to create a separate <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object for each block of memory you want to be managed by the allocator:</p>
 <ol type="1">
 <li>Fill in <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html" title="Parameters of created Allocator object. To be used with CreateAllocator().">D3D12MA::ALLOCATOR_DESC</a> structure.</li>
 <li>Call <a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">D3D12MA::CreateVirtualBlock</a>. Get new <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object.</li>
 </ol>
-<p >Example:</p>
+<p>Example:</p>
 <div class="fragment"><div class="line"><a class="code hl_struct" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html">D3D12MA::VIRTUAL_BLOCK_DESC</a> blockDesc = {};</div>
 <div class="line">blockDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4">Size</a> = 1048576; <span class="comment">// 1 MB</span></div>
 <div class="line"> </div>
@@ -95,13 +95,13 @@
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c_html_ac56491679f276a5a9956ed99bc4654e4"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4">D3D12MA::VIRTUAL_BLOCK_DESC::Size</a></div><div class="ttdeci">UINT64 Size</div><div class="ttdoc">Total size of the block.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1421</div></div>
 </div><!-- fragment --><h1><a class="anchor" id="virtual_allocator_making_virtual_allocations"></a>
 Making virtual allocations</h1>
-<p ><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> 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 <a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html" title="Represents single memory allocation done inside VirtualBlock.">D3D12MA::VirtualAllocation</a>. You will also likely want to know the offset at which the allocation was made in the block.</p>
-<p >In order to make an allocation:</p>
+<p><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> 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 <a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html" title="Represents single memory allocation done inside VirtualBlock.">D3D12MA::VirtualAllocation</a>. You will also likely want to know the offset at which the allocation was made in the block.</p>
+<p>In order to make an allocation:</p>
 <ol type="1">
 <li>Fill in <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html" title="Parameters of created virtual allocation to be passed to VirtualBlock::Allocate().">D3D12MA::VIRTUAL_ALLOCATION_DESC</a> structure.</li>
 <li>Call <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179" title="Creates new allocation.">D3D12MA::VirtualBlock::Allocate</a>. Get new <a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html" title="Represents single memory allocation done inside VirtualBlock.">D3D12MA::VirtualAllocation</a> value that identifies the allocation.</li>
 </ol>
-<p >Example:</p>
+<p>Example:</p>
 <div class="fragment"><div class="line"><a class="code hl_struct" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::VIRTUAL_ALLOCATION_DESC</a> allocDesc = {};</div>
 <div class="line">allocDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a976b649e45abdd0769da0d79acde4bac">Size</a> = 4096; <span class="comment">// 4 KB</span></div>
 <div class="line"> </div>
@@ -122,15 +122,15 @@
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_virtual_allocation_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a></div><div class="ttdoc">Represents single memory allocation done inside VirtualBlock.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:453</div></div>
 </div><!-- fragment --><h1><a class="anchor" id="virtual_allocator_deallocation"></a>
 Deallocation</h1>
-<p >When no longer needed, an allocation can be freed by calling <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb" title="Frees the allocation.">D3D12MA::VirtualBlock::FreeAllocation</a>.</p>
-<p >When whole block is no longer needed, the block object can be released by calling <code>block-&gt;Release()</code>. 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 <code>block-&gt;FreeAllocation</code> for each allocation, you can use <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189" title="Frees all the allocations.">D3D12MA::VirtualBlock::Clear</a> to free them all at once - a feature not available in normal D3D12 memory allocator.</p>
-<p >Example:</p>
+<p>When no longer needed, an allocation can be freed by calling <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb" title="Frees the allocation.">D3D12MA::VirtualBlock::FreeAllocation</a>.</p>
+<p>When whole block is no longer needed, the block object can be released by calling <code>block-&gt;Release()</code>. 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 <code>block-&gt;FreeAllocation</code> for each allocation, you can use <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ae22b18c0b7c31b44c1d740f886369189" title="Frees all the allocations.">D3D12MA::VirtualBlock::Clear</a> to free them all at once - a feature not available in normal D3D12 memory allocator.</p>
+<p>Example:</p>
 <div class="fragment"><div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">FreeAllocation</a>(alloc);</div>
 <div class="line">block-&gt;Release();</div>
 <div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_aab44e46bd122054c894fc84740f1e8fb"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb">D3D12MA::VirtualBlock::FreeAllocation</a></div><div class="ttdeci">void FreeAllocation(VirtualAllocation allocation)</div><div class="ttdoc">Frees the allocation.</div></div>
 </div><!-- fragment --><h1><a class="anchor" id="virtual_allocator_allocation_parameters"></a>
 Allocation parameters</h1>
-<p >You can attach a custom pointer to each allocation by using <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ab96e34500b75a83a09d73b4585669114" title="Changes custom pointer for an allocation to a new value.">D3D12MA::VirtualBlock::SetAllocationPrivateData</a>. Its default value is <code>NULL</code>. 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:</p>
+<p>You can attach a custom pointer to each allocation by using <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ab96e34500b75a83a09d73b4585669114" title="Changes custom pointer for an allocation to a new value.">D3D12MA::VirtualBlock::SetAllocationPrivateData</a>. Its default value is <code>NULL</code>. 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:</p>
 <div class="fragment"><div class="line"><span class="keyword">struct </span>CustomAllocData</div>
 <div class="line">{</div>
 <div class="line">    std::string m_AllocName;</div>
@@ -139,7 +139,7 @@
 <div class="line">allocData-&gt;m_AllocName = <span class="stringliteral">&quot;My allocation 1&quot;</span>;</div>
 <div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#ab96e34500b75a83a09d73b4585669114">SetAllocationPrivateData</a>(alloc, allocData);</div>
 <div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_ab96e34500b75a83a09d73b4585669114"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#ab96e34500b75a83a09d73b4585669114">D3D12MA::VirtualBlock::SetAllocationPrivateData</a></div><div class="ttdeci">void SetAllocationPrivateData(VirtualAllocation allocation, void *pPrivateData)</div><div class="ttdoc">Changes custom pointer for an allocation to a new value.</div></div>
-</div><!-- fragment --><p >The pointer can later be fetched, along with allocation offset and size, by passing the allocation handle to function <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">D3D12MA::VirtualBlock::GetAllocationInfo</a> and inspecting returned structure <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html" title="Parameters of an existing virtual allocation, returned by VirtualBlock::GetAllocationInfo().">D3D12MA::VIRTUAL_ALLOCATION_INFO</a>. 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:</p>
+</div><!-- fragment --><p>The pointer can later be fetched, along with allocation offset and size, by passing the allocation handle to function <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1" title="Returns information about an allocation - its offset, size and custom pointer.">D3D12MA::VirtualBlock::GetAllocationInfo</a> and inspecting returned structure <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html" title="Parameters of an existing virtual allocation, returned by VirtualBlock::GetAllocationInfo().">D3D12MA::VIRTUAL_ALLOCATION_INFO</a>. 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:</p>
 <div class="fragment"><div class="line">VIRTUAL_ALLOCATION_INFO allocInfo;</div>
 <div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1">GetAllocationInfo</a>(alloc, &amp;allocInfo);</div>
 <div class="line"><span class="keyword">delete</span> (CustomAllocData*)allocInfo.pPrivateData;</div>
@@ -148,7 +148,7 @@
 <div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_ac605dce05ca0d411e46079f0bad765d1"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#ac605dce05ca0d411e46079f0bad765d1">D3D12MA::VirtualBlock::GetAllocationInfo</a></div><div class="ttdeci">void GetAllocationInfo(VirtualAllocation allocation, VIRTUAL_ALLOCATION_INFO *pInfo) const</div><div class="ttdoc">Returns information about an allocation - its offset, size and custom pointer.</div></div>
 </div><!-- fragment --><h1><a class="anchor" id="virtual_allocator_alignment_and_units"></a>
 Alignment and units</h1>
-<p >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 <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aaa95e62f2f399339a09dcbb312a42de0" title="Required alignment of the allocation.">D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment</a> to request it. Example:</p>
+<p>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 <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aaa95e62f2f399339a09dcbb312a42de0" title="Required alignment of the allocation.">D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment</a> to request it. Example:</p>
 <div class="fragment"><div class="line"><a class="code hl_struct" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::VIRTUAL_ALLOCATION_DESC</a> allocDesc = {};</div>
 <div class="line">allocDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a976b649e45abdd0769da0d79acde4bac">Size</a> = 4096; <span class="comment">// 4 KB</span></div>
 <div class="line">allocDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aaa95e62f2f399339a09dcbb312a42de0">Alignment</a> = 4; <span class="comment">// Returned offset must be a multiply of 4 B</span></div>
@@ -157,7 +157,7 @@
 <div class="line">UINT64 allocOffset;</div>
 <div class="line">hr = block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">Allocate</a>(&amp;allocDesc, &amp;alloc, &amp;allocOffset);</div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aaa95e62f2f399339a09dcbb312a42de0"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aaa95e62f2f399339a09dcbb312a42de0">D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment</a></div><div class="ttdeci">UINT64 Alignment</div><div class="ttdoc">Required alignment of the allocation.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:1470</div></div>
-</div><!-- fragment --><p >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 <code>sizeof(MyDataStruct)</code>, 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:</p>
+</div><!-- fragment --><p>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 <code>sizeof(MyDataStruct)</code>, 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:</p>
 <ul>
 <li><a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4" title="Total size of the block.">D3D12MA::VIRTUAL_BLOCK_DESC::Size</a></li>
 <li><a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a976b649e45abdd0769da0d79acde4bac" title="Size of the allocation.">D3D12MA::VIRTUAL_ALLOCATION_DESC::Size</a> and <a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aaa95e62f2f399339a09dcbb312a42de0" title="Required alignment of the allocation.">D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment</a></li>
@@ -165,7 +165,7 @@
 </ul>
 <h1><a class="anchor" id="virtual_allocator_statistics"></a>
 Statistics</h1>
-<p >You can obtain brief statistics of a virtual block using <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0f1dda0e019e218b021f64987a74b110" title="Retrieves basic statistics of the virtual block that are fast to calculate.">D3D12MA::VirtualBlock::GetStatistics()</a>. The function fills structure <a class="el" href="struct_d3_d12_m_a_1_1_statistics.html" title="Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group,...">D3D12MA::Statistics</a> - same as used by the normal D3D12 memory allocator. Example:</p>
+<p>You can obtain brief statistics of a virtual block using <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a0f1dda0e019e218b021f64987a74b110" title="Retrieves basic statistics of the virtual block that are fast to calculate.">D3D12MA::VirtualBlock::GetStatistics()</a>. The function fills structure <a class="el" href="struct_d3_d12_m_a_1_1_statistics.html" title="Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group,...">D3D12MA::Statistics</a> - same as used by the normal D3D12 memory allocator. Example:</p>
 <div class="fragment"><div class="line"><a class="code hl_struct" href="struct_d3_d12_m_a_1_1_statistics.html">D3D12MA::Statistics</a> stats;</div>
 <div class="line">block-&gt;<a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#a0f1dda0e019e218b021f64987a74b110">GetStatistics</a>(&amp;stats);</div>
 <div class="line">printf(<span class="stringliteral">&quot;My virtual block has %llu bytes used by %u virtual allocations\n&quot;</span>,</div>
@@ -174,17 +174,17 @@
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html">D3D12MA::Statistics</a></div><div class="ttdoc">Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group,...</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:332</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html_a53cfe3d241124b5a8e8058871a4b50e8"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html#a53cfe3d241124b5a8e8058871a4b50e8">D3D12MA::Statistics::AllocationBytes</a></div><div class="ttdeci">UINT64 AllocationBytes</div><div class="ttdoc">Total number of bytes occupied by all D3D12MA::Allocation objects.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:350</div></div>
 <div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html_aef88ac53531db43a8888ad2be4a06c68"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html#aef88ac53531db43a8888ad2be4a06c68">D3D12MA::Statistics::AllocationCount</a></div><div class="ttdeci">UINT AllocationCount</div><div class="ttdoc">Number of D3D12MA::Allocation objects allocated.</div><div class="ttdef"><b>Definition:</b> D3D12MemAlloc.h:340</div></div>
-</div><!-- fragment --><p >More detailed statistics can be obtained using function <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a614a82247ce6cf29c38895e16eb971d9" title="Retrieves detailed statistics of the virtual block that are slower to calculate.">D3D12MA::VirtualBlock::CalculateStatistics()</a>, but they are slower to calculate.</p>
-<p >You can also request a full list of allocations and free regions as a string in JSON format by calling <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a828a27070bfa762cae796d4c8f2ef703" title="Builds and returns statistics as a string in JSON format, including the list of allocations with thei...">D3D12MA::VirtualBlock::BuildStatsString</a>. Returned string must be later freed using <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a6f78ddaa7da194e239089e52093e68a9" title="Frees memory of a string returned from VirtualBlock::BuildStatsString.">D3D12MA::VirtualBlock::FreeStatsString</a>. The format of this string may differ from the one returned by the main D3D12 allocator, but it is similar.</p>
+</div><!-- fragment --><p>More detailed statistics can be obtained using function <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a614a82247ce6cf29c38895e16eb971d9" title="Retrieves detailed statistics of the virtual block that are slower to calculate.">D3D12MA::VirtualBlock::CalculateStatistics()</a>, but they are slower to calculate.</p>
+<p>You can also request a full list of allocations and free regions as a string in JSON format by calling <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a828a27070bfa762cae796d4c8f2ef703" title="Builds and returns statistics as a string in JSON format, including the list of allocations with thei...">D3D12MA::VirtualBlock::BuildStatsString</a>. Returned string must be later freed using <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a6f78ddaa7da194e239089e52093e68a9" title="Frees memory of a string returned from VirtualBlock::BuildStatsString.">D3D12MA::VirtualBlock::FreeStatsString</a>. The format of this string may differ from the one returned by the main D3D12 allocator, but it is similar.</p>
 <h1><a class="anchor" id="virtual_allocator_additional_considerations"></a>
 Additional considerations</h1>
-<p >Alternative, linear algorithm can be used with virtual allocator - see flag <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d" title="Enables alternative, linear allocation algorithm in this virtual block.">D3D12MA::VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR</a> and documentation: <a class="el" href="linear_algorithm.html">Linear allocation algorithm</a>.</p>
-<p >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. </p>
+<p>Alternative, linear algorithm can be used with virtual allocator - see flag <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d" title="Enables alternative, linear allocation algorithm in this virtual block.">D3D12MA::VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR</a> and documentation: <a class="el" href="linear_algorithm.html">Linear allocation algorithm</a>.</p>
+<p>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. </p>
 </div></div><!-- contents -->
 </div><!-- PageDoc -->
 <!-- start footer part -->
 <hr class="footer"/><address class="footer"><small>
-Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.5
+Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.9.6
 </small></address>
 </body>
 </html>
diff --git a/src/Doxyfile b/src/Doxyfile
index 31e43f0..a93bdbb 100644
--- a/src/Doxyfile
+++ b/src/Doxyfile
@@ -1,4 +1,4 @@
-# Doxyfile 1.9.4
+# Doxyfile 1.9.6
 
 # This file describes the settings to be used by the documentation system
 # doxygen (www.doxygen.org) for a project.
@@ -19,7 +19,8 @@
 # configuration file:
 # doxygen -x [configFile]
 # Use doxygen to compare the used configuration file with the template
-# configuration file without replacing the environment variables:
+# configuration file without replacing the environment variables or CMake type
+# replacement variables:
 # doxygen -x_noenv [configFile]
 
 #---------------------------------------------------------------------------
@@ -85,7 +86,7 @@
 # level increment doubles the number of directories, resulting in 4096
 # directories at level 8 which is the default and also the maximum value. The
 # sub-directories are organized in 2 levels, the first level always has a fixed
-# numer of 16 directories.
+# number of 16 directories.
 # Minimum value: 0, maximum value: 8, default value: 8.
 # This tag requires that the tag CREATE_SUBDIRS is set to YES.
 
@@ -567,7 +568,8 @@
 # If the HIDE_UNDOC_CLASSES tag is set to YES, doxygen will hide all
 # undocumented classes that are normally visible in the class hierarchy. If set
 # to NO, these classes will be included in the various overviews. This option
-# has no effect if EXTRACT_ALL is enabled.
+# will also hide undocumented C++ concepts if enabled. This option has no effect
+# if EXTRACT_ALL is enabled.
 # The default value is: NO.
 
 HIDE_UNDOC_CLASSES     = NO
@@ -605,7 +607,8 @@
 # Windows (including Cygwin) and MacOS, users should typically set this option
 # to NO, whereas on Linux or other Unix flavors it should typically be set to
 # YES.
-# The default value is: system dependent.
+# Possible values are: SYSTEM, NO and YES.
+# The default value is: SYSTEM.
 
 CASE_SENSE_NAMES       = NO
 
@@ -857,6 +860,14 @@
 
 WARN_NO_PARAMDOC       = NO
 
+# If WARN_IF_UNDOC_ENUM_VAL option is set to YES, doxygen will warn about
+# undocumented enumeration values. If set to NO, doxygen will accept
+# undocumented enumeration values. If EXTRACT_ALL is set to YES then this flag
+# will automatically be disabled.
+# The default value is: NO.
+
+WARN_IF_UNDOC_ENUM_VAL = NO
+
 # If the WARN_AS_ERROR tag is set to YES then doxygen will immediately stop when
 # a warning is encountered. If the WARN_AS_ERROR tag is set to FAIL_ON_WARNINGS
 # then doxygen will continue running as if WARN_AS_ERROR tag is set to NO, but
@@ -913,10 +924,21 @@
 # libiconv (or the iconv built into libc) for the transcoding. See the libiconv
 # documentation (see:
 # https://www.gnu.org/software/libiconv/) for the list of possible encodings.
+# See also: INPUT_FILE_ENCODING
 # The default value is: UTF-8.
 
 INPUT_ENCODING         = UTF-8
 
+# This tag can be used to specify the character encoding of the source files
+# that doxygen parses The INPUT_FILE_ENCODING tag can be used to specify
+# character encoding on a per file pattern basis. Doxygen will compare the file
+# name with each pattern and apply the encoding instead of the default
+# INPUT_ENCODING) if there is a match. The character encodings are a list of the
+# form: pattern=encoding (like *.php=ISO-8859-1). See cfg_input_encoding
+# "INPUT_ENCODING" for further information on supported encodings.
+
+INPUT_FILE_ENCODING    =
+
 # If the value of the INPUT tag contains directories, you can use the
 # FILE_PATTERNS tag to specify one or more wildcard patterns (like *.cpp and
 # *.h) to filter out the source-files in the directories.
@@ -1063,6 +1085,11 @@
 # code is scanned, but not when the output code is generated. If lines are added
 # or removed, the anchors will not be placed correctly.
 #
+# Note that doxygen will use the data processed and written to standard output
+# for further processing, therefore nothing else, like debug statements or used
+# commands (so in case of a Windows batch file always use @echo OFF), should be
+# written to standard output.
+#
 # Note that for custom extensions or not directly supported extensions you also
 # need to set EXTENSION_MAPPING for the extension otherwise the files are not
 # properly processed by doxygen.
@@ -1104,6 +1131,15 @@
 
 USE_MDFILE_AS_MAINPAGE =
 
+# The Fortran standard specifies that for fixed formatted Fortran code all
+# characters from position 72 are to be considered as comment. A common
+# extension is to allow longer lines before the automatic comment starts. The
+# setting FORTRAN_COMMENT_AFTER will also make it possible that longer lines can
+# be processed before the automatic comment starts.
+# Minimum value: 7, maximum value: 10000, default value: 72.
+
+FORTRAN_COMMENT_AFTER  = 72
+
 #---------------------------------------------------------------------------
 # Configuration options related to source browsing
 #---------------------------------------------------------------------------
@@ -1241,10 +1277,11 @@
 
 ALPHABETICAL_INDEX     = YES
 
-# In case all classes in a project start with a common prefix, all classes will
-# be put under the same header in the alphabetical index. The IGNORE_PREFIX tag
-# can be used to specify a prefix (or a list of prefixes) that should be ignored
-# while generating the index headers.
+# The IGNORE_PREFIX tag can be used to specify a prefix (or a list of prefixes)
+# that should be ignored while generating the index headers. The IGNORE_PREFIX
+# tag works for classes, function and member names. The entity will be placed in
+# the alphabetical list under the first letter of the entity name that remains
+# after removing the prefix.
 # This tag requires that the tag ALPHABETICAL_INDEX is set to YES.
 
 IGNORE_PREFIX          =
@@ -1323,7 +1360,12 @@
 # Doxygen will copy the style sheet files to the output directory.
 # Note: The order of the extra style sheet files is of importance (e.g. the last
 # style sheet in the list overrules the setting of the previous ones in the
-# list). For an example see the documentation.
+# list).
+# Note: Since the styling of scrollbars can currently not be overruled in
+# Webkit/Chromium, the styling will be left out of the default doxygen.css if
+# one or more extra stylesheets have been specified. So if scrollbar
+# customization is desired it has to be added explicitly. For an example see the
+# documentation.
 # This tag requires that the tag GENERATE_HTML is set to YES.
 
 HTML_EXTRA_STYLESHEET  =
@@ -1338,6 +1380,19 @@
 
 HTML_EXTRA_FILES       =
 
+# The HTML_COLORSTYLE tag can be used to specify if the generated HTML output
+# should be rendered with a dark or light theme.
+# Possible values are: LIGHT always generate light mode output, DARK always
+# generate dark mode output, AUTO_LIGHT automatically set the mode according to
+# the user preference, use light mode if no preference is set (the default),
+# AUTO_DARK automatically set the mode according to the user preference, use
+# dark mode if no preference is set and TOGGLE allow to user to switch between
+# light and dark mode via a button.
+# The default value is: AUTO_LIGHT.
+# This tag requires that the tag GENERATE_HTML is set to YES.
+
+HTML_COLORSTYLE        = AUTO_LIGHT
+
 # The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen
 # will adjust the colors in the style sheet and background images according to
 # this color. Hue is specified as an angle on a color-wheel, see
@@ -1701,17 +1756,6 @@
 
 FORMULA_FONTSIZE       = 10
 
-# Use the FORMULA_TRANSPARENT tag to determine whether or not the images
-# generated for formulas are transparent PNGs. Transparent PNGs are not
-# supported properly for IE 6.0, but are supported on all modern browsers.
-#
-# Note that when changing this option you need to delete any form_*.png files in
-# the HTML output directory before the changes have effect.
-# The default value is: YES.
-# This tag requires that the tag GENERATE_HTML is set to YES.
-
-FORMULA_TRANSPARENT    = YES
-
 # The FORMULA_MACROFILE can contain LaTeX \newcommand and \renewcommand commands
 # to create new LaTeX commands to be used in formulas as building blocks. See
 # the section "Including formulas" for details.
@@ -2431,26 +2475,38 @@
 
 DOT_NUM_THREADS        = 0
 
-# When you want a differently looking font in the dot files that doxygen
-# generates you can specify the font name using DOT_FONTNAME. You need to make
-# sure dot is able to find the font, which can be done by putting it in a
-# standard location or by setting the DOTFONTPATH environment variable or by
-# setting DOT_FONTPATH to the directory containing the font.
-# The default value is: Helvetica.
+# DOT_COMMON_ATTR is common attributes for nodes, edges and labels of
+# subgraphs. When you want a differently looking font in the dot files that
+# doxygen generates you can specify fontname, fontcolor and fontsize attributes.
+# For details please see <a href=https://graphviz.org/doc/info/attrs.html>Node,
+# Edge and Graph Attributes specification</a> You need to make sure dot is able
+# to find the font, which can be done by putting it in a standard location or by
+# setting the DOTFONTPATH environment variable or by setting DOT_FONTPATH to the
+# directory containing the font. Default graphviz fontsize is 14.
+# The default value is: fontname=Helvetica,fontsize=10.
 # This tag requires that the tag HAVE_DOT is set to YES.
 
-DOT_FONTNAME           = Helvetica
+DOT_COMMON_ATTR        = "fontname=Helvetica,fontsize=10"
 
-# The DOT_FONTSIZE tag can be used to set the size (in points) of the font of
-# dot graphs.
-# Minimum value: 4, maximum value: 24, default value: 10.
+# DOT_EDGE_ATTR is concatenated with DOT_COMMON_ATTR. For elegant style you can
+# add 'arrowhead=open, arrowtail=open, arrowsize=0.5'. <a
+# href=https://graphviz.org/doc/info/arrows.html>Complete documentation about
+# arrows shapes.</a>
+# The default value is: labelfontname=Helvetica,labelfontsize=10.
 # This tag requires that the tag HAVE_DOT is set to YES.
 
-DOT_FONTSIZE           = 10
+DOT_EDGE_ATTR          = "labelfontname=Helvetica,labelfontsize=10"
 
-# By default doxygen will tell dot to use the default font as specified with
-# DOT_FONTNAME. If you specify a different font using DOT_FONTNAME you can set
-# the path where dot can find it using this tag.
+# DOT_NODE_ATTR is concatenated with DOT_COMMON_ATTR. For view without boxes
+# around nodes set 'shape=plain' or 'shape=plaintext' <a
+# href=https://www.graphviz.org/doc/info/shapes.html>Shapes specification</a>
+# The default value is: shape=box,height=0.2,width=0.4.
+# This tag requires that the tag HAVE_DOT is set to YES.
+
+DOT_NODE_ATTR          = "shape=box,height=0.2,width=0.4"
+
+# You can set the path where dot can find font specified with fontname in
+# DOT_COMMON_ATTR and others dot attributes.
 # This tag requires that the tag HAVE_DOT is set to YES.
 
 DOT_FONTPATH           =
@@ -2693,18 +2749,6 @@
 
 MAX_DOT_GRAPH_DEPTH    = 0
 
-# Set the DOT_TRANSPARENT tag to YES to generate images with a transparent
-# background. This is disabled by default, because dot on Windows does not seem
-# to support this out of the box.
-#
-# Warning: Depending on the platform used, enabling this option may lead to
-# badly anti-aliased labels on the edges of a graph (i.e. they become hard to
-# read).
-# The default value is: NO.
-# This tag requires that the tag HAVE_DOT is set to YES.
-
-DOT_TRANSPARENT        = NO
-
 # Set the DOT_MULTI_TARGETS tag to YES to allow dot to generate multiple output
 # files in one run (i.e. multiple -o and -T options on the command line). This
 # makes dot run faster, but since only newer versions of dot (>1.8.10) support