Version 3.1.0

Updated CHANGELOG.md, rebuilt the docs and the test executable.
diff --git a/CHANGELOG.md b/CHANGELOG.md
index f8ae061..f26d5f0 100644
--- a/CHANGELOG.md
+++ b/CHANGELOG.md
@@ -1,3 +1,14 @@
+# 3.1.0 (2026-02-23)

+

+- Added supported for resource tight alignment (feature added in Agility SDK 1.618.1). It is used automatically when available.

+  - Added function `Allocator::IsTightAlignmentSupported`.

+  - Added `ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT`.

+- Fixes and improvements in the internal function `AllocatorPimpl::GetResourceAllocationInfo` (which decides when to use small alignment or tight alignment), including:

+  - Added support for 1D and 3D textures when `D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT = 2` (#78, #79).

+  - Fix for cases when `D3D12_TEXTURE_LAYOUT_64KB_*_SWIZZLE` is used (#86).

+- Fixes for build errors in MinGW (#77).

+- Fixes and improvements in documentation and tests.

+

 # 3.0.1 (2025-05-08)

 

 - Fixed macros `D3D12MA_RECOMMENDED_ALLOCATOR_FLAGS`, `D3D12MA_RECOMMENDED_POOL_FLAGS` (#73).

diff --git a/CMakeLists.txt b/CMakeLists.txt
index 831d43f..6d61b21 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -1,6 +1,6 @@
 cmake_minimum_required(VERSION 3.25)
 
-project(D3D12MemoryAllocator VERSION 3.0.2)
+project(D3D12MemoryAllocator VERSION 3.1.0)
 
 set_property(GLOBAL PROPERTY USE_FOLDERS ON)
 
diff --git a/bin/D3D12Sample.exe b/bin/D3D12Sample.exe
index 628c38d..8b4bb3d 100644
--- a/bin/D3D12Sample.exe
+++ b/bin/D3D12Sample.exe
Binary files differ
diff --git a/docs/html/_d3_d12_mem_alloc_8h.html b/docs/html/_d3_d12_mem_alloc_8h.html
index 36f1863..2a34c7a 100644
--- a/docs/html/_d3_d12_mem_alloc_8h.html
+++ b/docs/html/_d3_d12_mem_alloc_8h.html
@@ -3,7 +3,7 @@
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-<meta name="generator" content="Doxygen 1.14.0"/>
+<meta name="generator" content="Doxygen 1.16.1"/>
 <meta name="viewport" content="width=device-width, initial-scale=1"/>
 <title>D3D12 Memory Allocator: C:/Code/D3D12MemoryAllocator/REPO/include/D3D12MemAlloc.h File Reference</title>
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@@ -31,7 +31,7 @@
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-<!-- Generated by Doxygen 1.14.0 -->
+<!-- Generated by Doxygen 1.16.1 -->
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@@ -90,88 +90,88 @@
 </div><table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-nested-classes" class="groupheader"><a id="nested-classes" name="nested-classes"></a>
 Classes</h2></td></tr>
-<tr class="memitem:D3D12MA_3A_3AALLOCATION_5FCALLBACKS" id="r_D3D12MA_3A_3AALLOCATION_5FCALLBACKS"><td class="memItemLeft" align="right" valign="top">struct &#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_i_o_n___c_a_l_l_b_a_c_k_s.html">D3D12MA::ALLOCATION_CALLBACKS</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AALLOCATION_5FCALLBACKS" id="r_D3D12MA_3A_3AALLOCATION_5FCALLBACKS"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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">D3D12MA::ALLOCATION_CALLBACKS</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom callbacks to CPU memory allocation functions.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3AALLOCATION_5FDESC" id="r_D3D12MA_3A_3AALLOCATION_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AALLOCATION_5FDESC" id="r_D3D12MA_3A_3AALLOCATION_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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">D3D12MA::ALLOCATION_DESC</a></td></tr>
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-<tr class="memitem:D3D12MA_3A_3AStatistics" id="r_D3D12MA_3A_3AStatistics"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_statistics.html">D3D12MA::Statistics</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AStatistics" id="r_D3D12MA_3A_3AStatistics"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_statistics.html">D3D12MA::Statistics</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group, custom pool, or total.  <a href="struct_d3_d12_m_a_1_1_statistics.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ADetailedStatistics" id="r_D3D12MA_3A_3ADetailedStatistics"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_detailed_statistics.html">D3D12MA::DetailedStatistics</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ADetailedStatistics" id="r_D3D12MA_3A_3ADetailedStatistics"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_detailed_statistics.html">D3D12MA::DetailedStatistics</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_detailed_statistics.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ATotalStatistics" id="r_D3D12MA_3A_3ATotalStatistics"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html">D3D12MA::TotalStatistics</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ATotalStatistics" id="r_D3D12MA_3A_3ATotalStatistics"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html">D3D12MA::TotalStatistics</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">General statistics from current state of the allocator - total memory usage across all memory heaps and segments.  <a href="struct_d3_d12_m_a_1_1_total_statistics.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ABudget" id="r_D3D12MA_3A_3ABudget"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_budget.html">D3D12MA::Budget</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ABudget" id="r_D3D12MA_3A_3ABudget"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_budget.html">D3D12MA::Budget</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Statistics of current memory usage and available budget for a specific memory segment group.  <a href="struct_d3_d12_m_a_1_1_budget.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3AVirtualAllocation" id="r_D3D12MA_3A_3AVirtualAllocation"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AVirtualAllocation" id="r_D3D12MA_3A_3AVirtualAllocation"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_virtual_allocation.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3AAllocation" id="r_D3D12MA_3A_3AAllocation"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AAllocation" id="r_D3D12MA_3A_3AAllocation"><td class="memItemLeft">class &#160;</td><td class="memItemRight"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents single memory allocation.  <a href="class_d3_d12_m_a_1_1_allocation.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ADEFRAGMENTATION_5FDESC" id="r_D3D12MA_3A_3ADEFRAGMENTATION_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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___d_e_s_c.html">D3D12MA::DEFRAGMENTATION_DESC</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ADEFRAGMENTATION_5FDESC" id="r_D3D12MA_3A_3ADEFRAGMENTATION_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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">D3D12MA::DEFRAGMENTATION_DESC</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters for defragmentation.  <a 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#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ADEFRAGMENTATION_5FMOVE" id="r_D3D12MA_3A_3ADEFRAGMENTATION_5FMOVE"><td class="memItemLeft" align="right" valign="top">struct &#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___m_o_v_e.html">D3D12MA::DEFRAGMENTATION_MOVE</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ADEFRAGMENTATION_5FMOVE" id="r_D3D12MA_3A_3ADEFRAGMENTATION_5FMOVE"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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">D3D12MA::DEFRAGMENTATION_MOVE</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Single move of an allocation to be done for defragmentation.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ADEFRAGMENTATION_5FPASS_5FMOVE_5FINFO" id="r_D3D12MA_3A_3ADEFRAGMENTATION_5FPASS_5FMOVE_5FINFO"><td class="memItemLeft" align="right" valign="top">struct &#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">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ADEFRAGMENTATION_5FPASS_5FMOVE_5FINFO" id="r_D3D12MA_3A_3ADEFRAGMENTATION_5FPASS_5FMOVE_5FINFO"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters for incremental defragmentation steps.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ADEFRAGMENTATION_5FSTATS" id="r_D3D12MA_3A_3ADEFRAGMENTATION_5FSTATS"><td class="memItemLeft" align="right" valign="top">struct &#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___s_t_a_t_s.html">D3D12MA::DEFRAGMENTATION_STATS</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ADEFRAGMENTATION_5FSTATS" id="r_D3D12MA_3A_3ADEFRAGMENTATION_5FSTATS"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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___s_t_a_t_s.html">D3D12MA::DEFRAGMENTATION_STATS</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___s_t_a_t_s.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ADefragmentationContext" id="r_D3D12MA_3A_3ADefragmentationContext"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html">D3D12MA::DefragmentationContext</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ADefragmentationContext" id="r_D3D12MA_3A_3ADefragmentationContext"><td class="memItemLeft">class &#160;</td><td class="memItemRight"><a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html">D3D12MA::DefragmentationContext</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents defragmentation process in progress.  <a href="class_d3_d12_m_a_1_1_defragmentation_context.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3APOOL_5FDESC" id="r_D3D12MA_3A_3APOOL_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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">D3D12MA::POOL_DESC</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3APOOL_5FDESC" id="r_D3D12MA_3A_3APOOL_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html">D3D12MA::POOL_DESC</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3APool" id="r_D3D12MA_3A_3APool"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_pool.html">D3D12MA::Pool</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3APool" id="r_D3D12MA_3A_3APool"><td class="memItemLeft">class &#160;</td><td class="memItemRight"><a class="el" href="class_d3_d12_m_a_1_1_pool.html">D3D12MA::Pool</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom memory pool.  <a href="class_d3_d12_m_a_1_1_pool.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3AALLOCATOR_5FDESC" id="r_D3D12MA_3A_3AALLOCATOR_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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">D3D12MA::ALLOCATOR_DESC</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AALLOCATOR_5FDESC" id="r_D3D12MA_3A_3AALLOCATOR_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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">D3D12MA::ALLOCATOR_DESC</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3AAllocator" id="r_D3D12MA_3A_3AAllocator"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AAllocator" id="r_D3D12MA_3A_3AAllocator"><td class="memItemLeft">class &#160;</td><td class="memItemRight"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td></tr>
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-<tr class="memitem:D3D12MA_3A_3AVIRTUAL_5FBLOCK_5FDESC" id="r_D3D12MA_3A_3AVIRTUAL_5FBLOCK_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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">D3D12MA::VIRTUAL_BLOCK_DESC</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AVIRTUAL_5FBLOCK_5FDESC" id="r_D3D12MA_3A_3AVIRTUAL_5FBLOCK_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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">D3D12MA::VIRTUAL_BLOCK_DESC</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3AVIRTUAL_5FALLOCATION_5FDESC" id="r_D3D12MA_3A_3AVIRTUAL_5FALLOCATION_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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___d_e_s_c.html">D3D12MA::VIRTUAL_ALLOCATION_DESC</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AVIRTUAL_5FALLOCATION_5FDESC" id="r_D3D12MA_3A_3AVIRTUAL_5FALLOCATION_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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">D3D12MA::VIRTUAL_ALLOCATION_DESC</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3AVIRTUAL_5FALLOCATION_5FINFO" id="r_D3D12MA_3A_3AVIRTUAL_5FALLOCATION_5FINFO"><td class="memItemLeft" align="right" valign="top">struct &#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">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AVIRTUAL_5FALLOCATION_5FINFO" id="r_D3D12MA_3A_3AVIRTUAL_5FALLOCATION_5FINFO"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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">D3D12MA::VIRTUAL_ALLOCATION_INFO</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3AVirtualBlock" id="r_D3D12MA_3A_3AVirtualBlock"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3AVirtualBlock" id="r_D3D12MA_3A_3AVirtualBlock"><td class="memItemLeft">class &#160;</td><td class="memItemRight"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ACALLOCATION_5FDESC" id="r_D3D12MA_3A_3ACALLOCATION_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_c_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::CALLOCATION_DESC</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ACALLOCATION_5FDESC" id="r_D3D12MA_3A_3ACALLOCATION_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_c_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::CALLOCATION_DESC</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper structure that helps with complete and conscise initialization of the <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> structure.  <a href="struct_d3_d12_m_a_1_1_c_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ACPOOL_5FDESC" id="r_D3D12MA_3A_3ACPOOL_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html">D3D12MA::CPOOL_DESC</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ACPOOL_5FDESC" id="r_D3D12MA_3A_3ACPOOL_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html">D3D12MA::CPOOL_DESC</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper structure that helps with complete and conscise initialization of the <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> structure.  <a href="struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ACVIRTUAL_5FBLOCK_5FDESC" id="r_D3D12MA_3A_3ACVIRTUAL_5FBLOCK_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html">D3D12MA::CVIRTUAL_BLOCK_DESC</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ACVIRTUAL_5FBLOCK_5FDESC" id="r_D3D12MA_3A_3ACVIRTUAL_5FBLOCK_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html">D3D12MA::CVIRTUAL_BLOCK_DESC</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper structure that helps with complete and conscise initialization of the <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> structure.  <a href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#details">More...</a><br /></td></tr>
-<tr class="memitem:D3D12MA_3A_3ACVIRTUAL_5FALLOCATION_5FDESC" id="r_D3D12MA_3A_3ACVIRTUAL_5FALLOCATION_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::CVIRTUAL_ALLOCATION_DESC</a></td></tr>
+<tr class="memitem:D3D12MA_3A_3ACVIRTUAL_5FALLOCATION_5FDESC" id="r_D3D12MA_3A_3ACVIRTUAL_5FALLOCATION_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::CVIRTUAL_ALLOCATION_DESC</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper structure that helps with complete and conscise initialization of the <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.  <a href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#details">More...</a><br /></td></tr>
 </table><table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-namespaces" class="groupheader"><a id="namespaces" name="namespaces"></a>
 Namespaces</h2></td></tr>
-<tr class="memitem:D3D12MA" id="r_D3D12MA"><td class="memItemLeft" align="right" valign="top">namespace &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a></td></tr>
+<tr class="memitem:D3D12MA" id="r_D3D12MA"><td class="memItemLeft">namespace &#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a></td></tr>
 </table><table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-define-members" class="groupheader"><a id="define-members" name="define-members"></a>
 Macros</h2></td></tr>
-<tr class="memitem:aa623643886b8481adb32017e5c748b50" id="r_aa623643886b8481adb32017e5c748b50"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aa623643886b8481adb32017e5c748b50">D3D12MA_DXGI_1_4</a>&#160;&#160;&#160;1</td></tr>
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 <tr class="memdesc:aa623643886b8481adb32017e5c748b50"><td class="mdescLeft">&#160;</td><td class="mdescRight">Define this macro to 0 to disable usage of DXGI 1.4 (which is used for <span class="tt">IDXGIAdapter3</span> and query for memory budget).  <br /></td></tr>
-<tr class="memitem:a6df70df4d9e792713418dd4062b07c3a" id="r_a6df70df4d9e792713418dd4062b07c3a"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a6df70df4d9e792713418dd4062b07c3a">D3D12MA_CREATE_NOT_ZEROED_AVAILABLE</a>&#160;&#160;&#160;1</td></tr>
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 <tr class="memdesc:a6df70df4d9e792713418dd4062b07c3a"><td class="mdescLeft">&#160;</td><td class="mdescRight">This macro is defined to 0 or 1 automatically. Define it to 0 to disable support for <span class="tt">D3D12_HEAP_FLAG_CREATE_NOT_ZEROED</span>.  <br /></td></tr>
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+<tr class="memitem:ad04069a2e2bbc53b7d65f85a04a2dcbc" id="r_ad04069a2e2bbc53b7d65f85a04a2dcbc"><td class="memItemLeft">#define&#160;</td><td class="memItemRight"><a class="el" href="#ad04069a2e2bbc53b7d65f85a04a2dcbc">D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT</a>&#160;&#160;&#160;1</td></tr>
 <tr class="memdesc:ad04069a2e2bbc53b7d65f85a04a2dcbc"><td class="mdescLeft">&#160;</td><td class="mdescRight">When defined to value other than 0, the library will try to use <span class="tt">D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT</span> or <span class="tt">D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT</span> for created textures when possible, which can save memory because some small textures may get their alignment 4 KB and their size a multiply of 4 KB instead of 64 KB.  <br /></td></tr>
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+<tr class="memitem:accfbeae642feeacf353ce695e91a5e73" id="r_accfbeae642feeacf353ce695e91a5e73"><td class="memItemLeft">#define&#160;</td><td class="memItemRight"><a class="el" href="#accfbeae642feeacf353ce695e91a5e73">D3D12MA_RECOMMENDED_ALLOCATOR_FLAGS</a>&#160;&#160;&#160;(<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335">D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED</a> | <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e">D3D12MA::ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a>)</td></tr>
 <tr class="memdesc:accfbeae642feeacf353ce695e91a5e73"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set of flags recommended for use 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#ad8abad7c80ea0d8df27c85243ce720f3" title="Flags for the entire allocator.">D3D12MA::ALLOCATOR_DESC::Flags</a> for optimal performance.  <br /></td></tr>
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-<tr class="memitem:a2679d8c9f6d900168bb45450bc88998b" id="r_a2679d8c9f6d900168bb45450bc88998b"><td class="memItemLeft" align="right" valign="top">#define&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a2679d8c9f6d900168bb45450bc88998b">D3D12MA_RECOMMENDED_POOL_FLAGS</a>&#160;&#160;&#160;(<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa">D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a>)</td></tr>
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 <tr class="memdesc:a2679d8c9f6d900168bb45450bc88998b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set of flags recommended for use in <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#ac4ed93b0191344d68c0b4ac1a4822ff4" title="Flags for the heap.">D3D12MA::POOL_DESC::Flags</a> for optimal performance.  <br /></td></tr>
 </table><table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-typedef-members" class="groupheader"><a id="typedef-members" name="typedef-members"></a>
 Typedefs</h2></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>
-<tr class="memitem:ad998d40b4601b84dbc538694b1faf4d5" id="r_ad998d40b4601b84dbc538694b1faf4d5"><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#ad998d40b4601b84dbc538694b1faf4d5">D3D12MA::ALLOCATE_FUNC_PTR</a> = void* (*)(size_t Size, size_t Alignment, void* pPrivateData)</td></tr>
+<tr class="memitem:ad998d40b4601b84dbc538694b1faf4d5" id="r_ad998d40b4601b84dbc538694b1faf4d5"><td class="memItemLeft">using&#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#ad998d40b4601b84dbc538694b1faf4d5">D3D12MA::ALLOCATE_FUNC_PTR</a> = void* (*)(size_t Size, size_t Alignment, void* pPrivateData)</td></tr>
 <tr class="memdesc:ad998d40b4601b84dbc538694b1faf4d5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that allocates CPU memory.  <br /></td></tr>
-<tr class="memitem:a7c61f55eeb64451cb0c08c0461bbe1a3" id="r_a7c61f55eeb64451cb0c08c0461bbe1a3"><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#a7c61f55eeb64451cb0c08c0461bbe1a3">D3D12MA::FREE_FUNC_PTR</a> = void (*)(void* pMemory, void* pPrivateData)</td></tr>
+<tr class="memitem:a7c61f55eeb64451cb0c08c0461bbe1a3" id="r_a7c61f55eeb64451cb0c08c0461bbe1a3"><td class="memItemLeft">using&#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#a7c61f55eeb64451cb0c08c0461bbe1a3">D3D12MA::FREE_FUNC_PTR</a> = void (*)(void* pMemory, void* pPrivateData)</td></tr>
 <tr class="memdesc:a7c61f55eeb64451cb0c08c0461bbe1a3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that deallocates CPU memory.  <br /></td></tr>
 </table><table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-enum-members" class="groupheader"><a id="enum-members" name="enum-members"></a>
 Enumerations</h2></td></tr>
-<tr class="memitem:abbad31a7e0b3d09d77f3fb704b77645e" id="r_abbad31a7e0b3d09d77f3fb704b77645e"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645e">D3D12MA::ALLOCATION_FLAGS</a> { <br />
+<tr class="memitem:abbad31a7e0b3d09d77f3fb704b77645e" id="r_abbad31a7e0b3d09d77f3fb704b77645e"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645e">D3D12MA::ALLOCATION_FLAGS</a> { <br />
 &#160;&#160;<a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea0bf578b096d6ea73cea86b031541733e">D3D12MA::ALLOCATION_FLAG_NONE</a> = 0
 , <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a> = 0x1
 , <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea9a52c6ae694eadcd20896091e77c0628">D3D12MA::ALLOCATION_FLAG_NEVER_ALLOCATE</a> = 0x2
@@ -188,19 +188,19 @@
 , <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea3e29297ad3c6cf9d9bb61b6d27a13ab3">D3D12MA::ALLOCATION_FLAG_STRATEGY_MASK</a>
 <br />
  }</td></tr>
-<tr class="memdesc:abbad31a7e0b3d09d77f3fb704b77645e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with ALLOCATION_DESC::Flags.  <a href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645e">More...</a><br /></td></tr>
-<tr class="memitem:ab433989212ee6736bf9d63c5bc565df4" id="r_ab433989212ee6736bf9d63c5bc565df4"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4">D3D12MA::DEFRAGMENTATION_FLAGS</a> { <a class="el" href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13">D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_FAST</a> = 0x1
+<tr class="memdesc:abbad31a7e0b3d09d77f3fb704b77645e"><td class="mdescLeft">&#160;</td><td class="mdescRight">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 for the allocation.">ALLOCATION_DESC::Flags</a>.  <a href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645e">More...</a><br /></td></tr>
+<tr class="memitem:ab433989212ee6736bf9d63c5bc565df4" id="r_ab433989212ee6736bf9d63c5bc565df4"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4">D3D12MA::DEFRAGMENTATION_FLAGS</a> { <a class="el" href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13">D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_FAST</a> = 0x1
 , <a class="el" href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4ace3a84861ed6a1b8066fa9c12c7e89b9">D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_BALANCED</a> = 0x2
 , <a class="el" href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4af205647f08a5c2cddced83ed66892467">D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_FULL</a> = 0x4
 , <a class="el" href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4a567e0fe890cc07d8dd6576584e8d9f2d">D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_MASK</a>
  }</td></tr>
-<tr class="memdesc:ab433989212ee6736bf9d63c5bc565df4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags to be passed as DEFRAGMENTATION_DESC::Flags.  <a href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4">More...</a><br /></td></tr>
-<tr class="memitem:a82bb787a69699a877b4166789a30e602" id="r_a82bb787a69699a877b4166789a30e602"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION</a> { <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602a29a5c20322e633f6c34ddebd16bc61ac">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_COPY</a> = 0
+<tr class="memdesc:ab433989212ee6736bf9d63c5bc565df4"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4">More...</a><br /></td></tr>
+<tr class="memitem:a82bb787a69699a877b4166789a30e602" id="r_a82bb787a69699a877b4166789a30e602"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION</a> { <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602a29a5c20322e633f6c34ddebd16bc61ac">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_COPY</a> = 0
 , <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE</a> = 1
 , <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY</a> = 2
  }</td></tr>
 <tr class="memdesc:a82bb787a69699a877b4166789a30e602"><td class="mdescLeft">&#160;</td><td class="mdescRight">Operation performed on single defragmentation move.  <a href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602">More...</a><br /></td></tr>
-<tr class="memitem:a919d8545365d6b7209a964f2b99936d1" id="r_a919d8545365d6b7209a964f2b99936d1"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">D3D12MA::POOL_FLAGS</a> { <br />
+<tr class="memitem:a919d8545365d6b7209a964f2b99936d1" id="r_a919d8545365d6b7209a964f2b99936d1"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">D3D12MA::POOL_FLAGS</a> { <br />
 &#160;&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1a5d8dc91add3423140809a550c7224d02">D3D12MA::POOL_FLAG_NONE</a> = 0
 , <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a">D3D12MA::POOL_FLAG_ALGORITHM_LINEAR</a> = 0x1
 , <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa">D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a> = 0x2
@@ -209,8 +209,8 @@
 &#160;&#160;<a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1aec9d4939b8cc5438545b9df840b5f5f7">D3D12MA::POOL_FLAG_ALGORITHM_MASK</a> = POOL_FLAG_ALGORITHM_LINEAR
 <br />
  }</td></tr>
-<tr class="memdesc:a919d8545365d6b7209a964f2b99936d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with POOL_DESC::Flags.  <a href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">More...</a><br /></td></tr>
-<tr class="memitem:ad5ae5a5e42b878f2e18ab5d1fbfb9916" id="r_ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">D3D12MA::ALLOCATOR_FLAGS</a> { <br />
+<tr class="memdesc:a919d8545365d6b7209a964f2b99936d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">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 for the heap.">POOL_DESC::Flags</a>.  <a href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">More...</a><br /></td></tr>
+<tr class="memitem:ad5ae5a5e42b878f2e18ab5d1fbfb9916" id="r_ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">D3D12MA::ALLOCATOR_FLAGS</a> { <br />
 &#160;&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f">D3D12MA::ALLOCATOR_FLAG_NONE</a> = 0
 , <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a1b06bb21df006f76a9ed1bc41838bc52">D3D12MA::ALLOCATOR_FLAG_SINGLETHREADED</a> = 0x1
 , <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb">D3D12MA::ALLOCATOR_FLAG_ALWAYS_COMMITTED</a> = 0x2
@@ -221,13 +221,13 @@
 , <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916af13bc700d7b799c856c6516acac12fed">D3D12MA::ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT</a> = 0x20
 <br />
  }</td></tr>
-<tr class="memdesc:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with ALLOCATOR_DESC::Flags.  <a href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">More...</a><br /></td></tr>
-<tr class="memitem:a578329923a103be086ac52e3bed2085d" id="r_a578329923a103be086ac52e3bed2085d"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085d">D3D12MA::VIRTUAL_BLOCK_FLAGS</a> { <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dafc882884f8bacd5cab3087567df8c53d">D3D12MA::VIRTUAL_BLOCK_FLAG_NONE</a> = 0
+<tr class="memdesc:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="mdescLeft">&#160;</td><td class="mdescRight">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 for the entire allocator.">ALLOCATOR_DESC::Flags</a>.  <a href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">More...</a><br /></td></tr>
+<tr class="memitem:a578329923a103be086ac52e3bed2085d" id="r_a578329923a103be086ac52e3bed2085d"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085d">D3D12MA::VIRTUAL_BLOCK_FLAGS</a> { <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dafc882884f8bacd5cab3087567df8c53d">D3D12MA::VIRTUAL_BLOCK_FLAG_NONE</a> = 0
 , <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d">D3D12MA::VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR</a> = POOL_FLAG_ALGORITHM_LINEAR
 , <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085da0fee243cbf2902a68123ac85caa21e3e">D3D12MA::VIRTUAL_BLOCK_FLAG_ALGORITHM_MASK</a> = POOL_FLAG_ALGORITHM_MASK
  }</td></tr>
-<tr class="memdesc:a578329923a103be086ac52e3bed2085d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with VIRTUAL_BLOCK_DESC::Flags.  <a href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085d">More...</a><br /></td></tr>
-<tr class="memitem:a7e4152ccaf661f5398b24a23cbe9ae72" id="r_a7e4152ccaf661f5398b24a23cbe9ae72"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespace_d3_d12_m_a.html#a7e4152ccaf661f5398b24a23cbe9ae72">D3D12MA::VIRTUAL_ALLOCATION_FLAGS</a> { <br />
+<tr class="memdesc:a578329923a103be086ac52e3bed2085d"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085d">More...</a><br /></td></tr>
+<tr class="memitem:a7e4152ccaf661f5398b24a23cbe9ae72" id="r_a7e4152ccaf661f5398b24a23cbe9ae72"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#a7e4152ccaf661f5398b24a23cbe9ae72">D3D12MA::VIRTUAL_ALLOCATION_FLAGS</a> { <br />
 &#160;&#160;<a class="el" href="namespace_d3_d12_m_a.html#a7e4152ccaf661f5398b24a23cbe9ae72a03576295004dec9dc8f99a895d232027">D3D12MA::VIRTUAL_ALLOCATION_FLAG_NONE</a> = 0
 , <a class="el" href="namespace_d3_d12_m_a.html#a7e4152ccaf661f5398b24a23cbe9ae72a86beebcb80a1a10cb5525e2c9ed1435e">D3D12MA::VIRTUAL_ALLOCATION_FLAG_UPPER_ADDRESS</a> = ALLOCATION_FLAG_UPPER_ADDRESS
 , <a class="el" href="namespace_d3_d12_m_a.html#a7e4152ccaf661f5398b24a23cbe9ae72affe589cb8817363fed0d207c3a5f2ad9">D3D12MA::VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_MEMORY</a> = ALLOCATION_FLAG_STRATEGY_MIN_MEMORY
@@ -237,13 +237,13 @@
 , <a class="el" href="namespace_d3_d12_m_a.html#a7e4152ccaf661f5398b24a23cbe9ae72a6a78fdd4c16ef443e9353622caf7efb9">D3D12MA::VIRTUAL_ALLOCATION_FLAG_STRATEGY_MASK</a> = ALLOCATION_FLAG_STRATEGY_MASK
 <br />
  }</td></tr>
-<tr class="memdesc:a7e4152ccaf661f5398b24a23cbe9ae72"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with VIRTUAL_ALLOCATION_DESC::Flags.  <a href="namespace_d3_d12_m_a.html#a7e4152ccaf661f5398b24a23cbe9ae72">More...</a><br /></td></tr>
+<tr class="memdesc:a7e4152ccaf661f5398b24a23cbe9ae72"><td class="mdescLeft">&#160;</td><td class="mdescRight">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 for the virtual allocation.">VIRTUAL_ALLOCATION_DESC::Flags</a>.  <a href="namespace_d3_d12_m_a.html#a7e4152ccaf661f5398b24a23cbe9ae72">More...</a><br /></td></tr>
 </table><table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-func-members" class="groupheader"><a id="func-members" name="func-members"></a>
 Functions</h2></td></tr>
-<tr class="memitem:ab7a1cd1683986d75ce1488b0920f4cb0" id="r_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 <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="memitem:ab7a1cd1683986d75ce1488b0920f4cb0" id="r_ab7a1cd1683986d75ce1488b0920f4cb0"><td class="memItemLeft">D3D12MA_API HRESULT&#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::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 <span class="tt">ppAllocator</span>.  <br /></td></tr>
-<tr class="memitem:ab024647ae85ee63e2fa2c1c4beac6d98" id="r_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">D3D12MA::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="memitem:ab024647ae85ee63e2fa2c1c4beac6d98" id="r_ab024647ae85ee63e2fa2c1c4beac6d98"><td class="memItemLeft">D3D12MA_API HRESULT&#160;</td><td class="memItemRight"><a class="el" href="namespace_d3_d12_m_a.html#ab024647ae85ee63e2fa2c1c4beac6d98">D3D12MA::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 <span class="tt">ppVirtualBlock</span>.  <br /></td></tr>
 </table>
 <a name="doc-define-members" id="doc-define-members"></a><h2 id="header-doc-define-members" class="groupheader">Macro Definition Documentation</h2>
@@ -341,9 +341,9 @@
 
 <p>When defined to value other than 0, the library will try to use <span class="tt">D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT</span> or <span class="tt">D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT</span> for created textures when possible, which can save memory because some small textures may get their alignment 4 KB and their size a multiply of 4 KB instead of 64 KB. </p>
 <ul>
-<li><span class="tt">#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 0</span> - Disables small texture alignment.</li>
-<li><span class="tt">#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1</span> (the default) - Enables conservative algorithm that will use small alignment only for some textures that are surely known to support it.</li>
-<li><span class="tt">#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 2</span> - Enables query for small alignment to D3D12 (based on Microsoft sample) which will enable small alignment for more textures, but will also generate D3D Debug Layer error #721 on call to <span class="tt">ID3D12Device::GetResourceAllocationInfo</span>, which you should just ignore. </li>
+<li><span class="tt">#define <a class="el" href="#ad04069a2e2bbc53b7d65f85a04a2dcbc" title="When defined to value other than 0, the library will try to use D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNM...">D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT</a> 0</span> - Disables small texture alignment.</li>
+<li><span class="tt">#define <a class="el" href="#ad04069a2e2bbc53b7d65f85a04a2dcbc" title="When defined to value other than 0, the library will try to use D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNM...">D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT</a> 1</span> (the default) - Enables conservative algorithm that will use small alignment only for some textures that are surely known to support it.</li>
+<li><span class="tt">#define <a class="el" href="#ad04069a2e2bbc53b7d65f85a04a2dcbc" title="When defined to value other than 0, the library will try to use D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNM...">D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT</a> 2</span> - Enables query for small alignment to D3D12 (based on Microsoft sample) which will enable small alignment for more textures, but will also generate D3D Debug Layer error #721 on call to <span class="tt">ID3D12Device::GetResourceAllocationInfo</span>, which you should just ignore. </li>
 </ul>
 
 </div>
@@ -351,7 +351,7 @@
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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> 1.14.0
+Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.16.1
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index 1566741..7b7e1fd 100644
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@@ -31,7 +31,7 @@
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@@ -77,37 +77,37 @@
 <div class="textblock">Here are the classes, structs, unions and interfaces with brief descriptions:</div><div class="directory">
 <div class="levels">[detail level <span onclick="javascript:dynsection.toggleLevel(1);">1</span><span onclick="javascript:dynsection.toggleLevel(2);">2</span>]</div><table class="directory">
 <tr id="row_0_" class="even"><td class="entry"><span style="width:0px;display:inline-block;">&#160;</span><span id="arr_0_" class="arrow" onclick="dynsection.toggleFolder('0_')"><span class="arrowhead opened"></span></span><span class="icona"><span class="icon">N</span></span><a class="el" href="namespace_d3_d12_m_a.html" target="_self">D3D12MA</a></td><td class="desc"></td></tr>
-<tr id="row_0_0_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_d3_d12_m_a_1_1_allocation.html" target="_self">Allocation</a></td><td class="desc">Represents single memory allocation </td></tr>
-<tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">ALLOCATION_CALLBACKS</a></td><td class="desc">Custom callbacks to CPU memory allocation functions </td></tr>
-<tr id="row_0_2_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">ALLOCATION_DESC</a></td><td class="desc">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> </td></tr>
-<tr id="row_0_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_d3_d12_m_a_1_1_allocator.html" target="_self">Allocator</a></td><td class="desc">Represents main object of this library initialized for particular <span class="tt">ID3D12Device</span> </td></tr>
-<tr id="row_0_4_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">ALLOCATOR_DESC</a></td><td class="desc">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> </td></tr>
+<tr id="row_0_0_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">ALLOCATION_CALLBACKS</a></td><td class="desc">Custom callbacks to CPU memory allocation functions </td></tr>
+<tr id="row_0_1_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">ALLOCATION_DESC</a></td><td class="desc">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> </td></tr>
+<tr id="row_0_2_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_statistics.html" target="_self">Statistics</a></td><td class="desc">Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group, custom pool, or total </td></tr>
+<tr id="row_0_3_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_detailed_statistics.html" target="_self">DetailedStatistics</a></td><td class="desc">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> </td></tr>
+<tr id="row_0_4_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html" target="_self">TotalStatistics</a></td><td class="desc">General statistics from current state of the allocator - total memory usage across all memory heaps and segments </td></tr>
 <tr id="row_0_5_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_budget.html" target="_self">Budget</a></td><td class="desc">Statistics of current memory usage and available budget for a specific memory segment group </td></tr>
-<tr id="row_0_6_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_c_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html" target="_self">CALLOCATION_DESC</a></td><td class="desc">Helper structure that helps with complete and conscise initialization of the <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> structure </td></tr>
-<tr id="row_0_7_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html" target="_self">CPOOL_DESC</a></td><td class="desc">Helper structure that helps with complete and conscise initialization of the <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> structure </td></tr>
-<tr id="row_0_8_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html" target="_self">CVIRTUAL_ALLOCATION_DESC</a></td><td class="desc">Helper structure that helps with complete and conscise initialization of the <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 </td></tr>
-<tr id="row_0_9_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html" target="_self">CVIRTUAL_BLOCK_DESC</a></td><td class="desc">Helper structure that helps with complete and conscise initialization of the <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> structure </td></tr>
-<tr id="row_0_10_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">DEFRAGMENTATION_DESC</a></td><td class="desc">Parameters for defragmentation </td></tr>
-<tr id="row_0_11_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">DEFRAGMENTATION_MOVE</a></td><td class="desc">Single move of an allocation to be done for defragmentation </td></tr>
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-<tr id="row_0_15_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_detailed_statistics.html" target="_self">DetailedStatistics</a></td><td class="desc">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> </td></tr>
-<tr id="row_0_16_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="class_d3_d12_m_a_1_1_pool.html" target="_self">Pool</a></td><td class="desc">Custom memory pool </td></tr>
-<tr id="row_0_17_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html" target="_self">POOL_DESC</a></td><td class="desc">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> </td></tr>
-<tr id="row_0_18_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_statistics.html" target="_self">Statistics</a></td><td class="desc">Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group, custom pool, or total </td></tr>
-<tr id="row_0_19_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html" target="_self">TotalStatistics</a></td><td class="desc">General statistics from current state of the allocator - total memory usage across all memory heaps and segments </td></tr>
-<tr id="row_0_20_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><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" target="_self">VIRTUAL_ALLOCATION_DESC</a></td><td class="desc">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> </td></tr>
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+<tr id="row_0_6_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html" target="_self">VirtualAllocation</a></td><td class="desc">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> </td></tr>
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+<tr id="row_0_22_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html" target="_self">CPOOL_DESC</a></td><td class="desc">Helper structure that helps with complete and conscise initialization of the <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> structure </td></tr>
+<tr id="row_0_23_" class="even"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html" target="_self">CVIRTUAL_BLOCK_DESC</a></td><td class="desc">Helper structure that helps with complete and conscise initialization of the <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> structure </td></tr>
+<tr id="row_0_24_" class="odd"><td class="entry"><span style="width:32px;display:inline-block;">&#160;</span><span class="icona"><span class="icon">C</span></span><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html" target="_self">CVIRTUAL_ALLOCATION_DESC</a></td><td class="desc">Helper structure that helps with complete and conscise initialization of the <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 </td></tr>
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 <table class="memberdecls">
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 Public Member Functions</h2></td></tr>
-<tr class="memitem:a47be9557d441797b65de177a3d5cdf60" id="r_a47be9557d441797b65de177a3d5cdf60"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a47be9557d441797b65de177a3d5cdf60">GetOffset</a> () const</td></tr>
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 <tr class="memdesc:a7a1c79c79a7a573c438aa45c4a531b96"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="#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 <span class="tt">D3D12_RESOURCE_DESC1</span>.  <br /></td></tr>
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 <tr class="memdesc:ab34796ba12e0aa05f4db80d8be5989a5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="#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>
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+<tr class="memitem:ad3b83cc5707cb4ed92bc277069c4ddd6" id="r_ad3b83cc5707cb4ed92bc277069c4ddd6"><td class="memItemLeft">HRESULT&#160;</td><td class="memItemRight"><a class="el" href="#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="#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 <span class="tt">D3D12_RESOURCE_DESC1</span>.  <br /></td></tr>
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 <tr class="memdesc:a8af77401efadf6b81f0b50bdb7d0475a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Similar to <a class="el" href="#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>
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+<tr class="memitem:aac7b1f6bf53cbf4c4ce2264cb72ca515" id="r_aac7b1f6bf53cbf4c4ce2264cb72ca515"><td class="memItemLeft">HRESULT&#160;</td><td class="memItemRight"><a class="el" href="#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="#aaa45caad0db0173735281fcdf9aa5e8b">Pool</a> **ppPool)</td></tr>
 <tr class="memdesc:aac7b1f6bf53cbf4c4ce2264cb72ca515"><td class="mdescLeft">&#160;</td><td class="mdescRight">Creates custom pool.  <br /></td></tr>
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+<tr class="memitem:a468ba0c93121eaaee402b08775f1dd11" id="r_a468ba0c93121eaaee402b08775f1dd11"><td class="memItemLeft">void&#160;</td><td class="memItemRight"><a class="el" href="#a468ba0c93121eaaee402b08775f1dd11">SetCurrentFrameIndex</a> (UINT frameIndex)</td></tr>
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+<tr class="memitem:a1ac113daec5f6ef28ecb1786cf544144" id="r_a1ac113daec5f6ef28ecb1786cf544144"><td class="memItemLeft">void&#160;</td><td class="memItemRight"><a class="el" href="#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.  <br /></td></tr>
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+<tr class="memitem:a99db00df909963573a976c203b107d22" id="r_a99db00df909963573a976c203b107d22"><td class="memItemLeft">void&#160;</td><td class="memItemRight"><a class="el" href="#a99db00df909963573a976c203b107d22">CalculateStatistics</a> (<a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html">TotalStatistics</a> *pStats)</td></tr>
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+<tr class="memitem:a29716b3084916abed7793bf2ec4b65db" id="r_a29716b3084916abed7793bf2ec4b65db"><td class="memItemLeft">void&#160;</td><td class="memItemRight"><a class="el" href="#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.  <br /></td></tr>
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+<tr class="memitem:a8392663494384c16d8bfa12b827b4f9c" id="r_a8392663494384c16d8bfa12b827b4f9c"><td class="memItemLeft">void&#160;</td><td class="memItemRight"><a class="el" href="#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="#a29716b3084916abed7793bf2ec4b65db" title="Builds and returns statistics as a string in JSON format.">Allocator::BuildStatsString</a>.  <br /></td></tr>
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+<tr class="memitem:a08e1468f1dbb63ce3bf6680e592b2143" id="r_a08e1468f1dbb63ce3bf6680e592b2143"><td class="memItemLeft">void&#160;</td><td class="memItemRight"><a class="el" href="#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="#ad6c67376cbcb356093df35717d783026">DefragmentationContext</a> **ppContext)</td></tr>
 <tr class="memdesc:a08e1468f1dbb63ce3bf6680e592b2143"><td class="mdescLeft">&#160;</td><td class="mdescRight">Begins defragmentation process of the default pools.  <br /></td></tr>
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@@ -187,7 +187,7 @@
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+          <td class="paramtype"><a class="el" href="#ad6c67376cbcb356093df35717d783026">DefragmentationContext</a> **</td>          <td class="paramname"><span class="paramname"><em>ppContext</em></span>&#160;)</td>
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-<p>For more information about defragmentation, see documentation chapter: <a class="el" href="defragmentation.html">Defragmentation</a>. </p>
+<p>For more information about defragmentation, see documentation chapter: <a class="el" href="defragmentation.html" title="Defragmentation">Defragmentation</a>. </p>
 
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@@ -440,7 +440,7 @@
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-          <td class="paramtype"><a class="el" href="class_d3_d12_m_a_1_1_pool.html">Pool</a> **</td>          <td class="paramname"><span class="paramname"><em>ppPool</em></span>&#160;)</td>
+          <td class="paramtype"><a class="el" href="#aaa45caad0db0173735281fcdf9aa5e8b">Pool</a> **</td>          <td class="paramname"><span class="paramname"><em>ppPool</em></span>&#160;)</td>
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-<dl class="section note"><dt>Note</dt><dd>This function creates a new resource. Sub-allocation of parts of one large buffer, although recommended as a good practice, is out of scope of this library and could be implemented by the user as a higher-level logic on top of it, e.g. using the <a class="el" href="virtual_allocator.html">Virtual allocator</a> feature. </dd></dl>
+<dl class="section note"><dt>Note</dt><dd>This function creates a new resource. Sub-allocation of parts of one large buffer, although recommended as a good practice, is out of scope of this library and could be implemented by the user as a higher-level logic on top of it, e.g. using the <a class="el" href="virtual_allocator.html" title="Virtual allocator">Virtual allocator</a> feature. </dd></dl>
 
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@@ -859,7 +859,7 @@
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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> 1.14.0
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diff --git a/docs/html/class_d3_d12_m_a_1_1_defragmentation_context-members.html b/docs/html/class_d3_d12_m_a_1_1_defragmentation_context-members.html
index 6cfb1dd..38e4511 100644
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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> 1.14.0
+Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.16.1
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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 7ab0038..067d8ba 100644
--- a/docs/html/class_d3_d12_m_a_1_1_defragmentation_context.html
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@@ -3,7 +3,7 @@
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+<tr class="memitem:a1606c015d02edc094bb246986159d592" id="r_a1606c015d02edc094bb246986159d592"><td class="memItemLeft">HRESULT&#160;</td><td class="memItemRight"><a class="el" href="#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.  <br /></td></tr>
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@@ -193,7 +193,7 @@
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diff --git a/docs/html/class_d3_d12_m_a_1_1_pool-members.html b/docs/html/class_d3_d12_m_a_1_1_pool-members.html
index 9acf601..7a7ad20 100644
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@@ -31,7 +31,7 @@
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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> 1.14.0
+Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.16.1
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 </div><!-- doc-content -->
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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
index 07742d9..2caed56 100644
--- a/docs/html/class_d3_d12_m_a_1_1_pool.html
+++ b/docs/html/class_d3_d12_m_a_1_1_pool.html
@@ -3,7 +3,7 @@
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@@ -31,7 +31,7 @@
 </table>
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 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-pub-methods" class="groupheader"><a id="pub-methods" name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
-<tr class="memitem:aaab59af46d922d6b81fce8d8be987028" id="r_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="#aaab59af46d922d6b81fce8d8be987028">GetDesc</a> () const</td></tr>
+<tr class="memitem:aaab59af46d922d6b81fce8d8be987028" id="r_aaab59af46d922d6b81fce8d8be987028"><td class="memItemLeft"><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"><a class="el" href="#aaab59af46d922d6b81fce8d8be987028">GetDesc</a> () const</td></tr>
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-<tr class="memitem:aa9d849dc4667314b2a53eddf02f5af91" id="r_aa9d849dc4667314b2a53eddf02f5af91"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aa9d849dc4667314b2a53eddf02f5af91">GetStatistics</a> (<a class="el" href="struct_d3_d12_m_a_1_1_statistics.html">Statistics</a> *pStats)</td></tr>
+<tr class="memitem:aa9d849dc4667314b2a53eddf02f5af91" id="r_aa9d849dc4667314b2a53eddf02f5af91"><td class="memItemLeft">void&#160;</td><td class="memItemRight"><a class="el" href="#aa9d849dc4667314b2a53eddf02f5af91">GetStatistics</a> (<a class="el" href="struct_d3_d12_m_a_1_1_statistics.html">Statistics</a> *pStats)</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="memitem:ad07999ac5dc8f0c63187afd45d551910" id="r_ad07999ac5dc8f0c63187afd45d551910"><td class="memItemLeft">void&#160;</td><td class="memItemRight"><a class="el" href="#ad07999ac5dc8f0c63187afd45d551910">CalculateStatistics</a> (<a class="el" href="struct_d3_d12_m_a_1_1_detailed_statistics.html">DetailedStatistics</a> *pStats)</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>
-<tr class="memitem:a20617cfec0461cf8c2b92115b5140c5b" id="r_a20617cfec0461cf8c2b92115b5140c5b"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a20617cfec0461cf8c2b92115b5140c5b">SetName</a> (LPCWSTR Name)</td></tr>
+<tr class="memitem:a20617cfec0461cf8c2b92115b5140c5b" id="r_a20617cfec0461cf8c2b92115b5140c5b"><td class="memItemLeft">void&#160;</td><td class="memItemRight"><a class="el" href="#a20617cfec0461cf8c2b92115b5140c5b">SetName</a> (LPCWSTR Name)</td></tr>
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 </table>
 <a name="details" id="details"></a><h2 id="header-details" class="groupheader">Detailed Description</h2>
@@ -145,7 +145,7 @@
 <li><span class="tt">E_NOINTERFACE</span> if defragmentation is not supported.</li>
 </ul>
 </dd></dl>
-<p>For more information about defragmentation, see documentation chapter: <a class="el" href="defragmentation.html">Defragmentation</a>. </p>
+<p>For more information about defragmentation, see documentation chapter: <a class="el" href="defragmentation.html" title="Defragmentation">Defragmentation</a>. </p>
 
 </div>
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@@ -267,7 +267,7 @@
 </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> 1.14.0
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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
index 1e40ead..968aeb2 100644
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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> 1.14.0
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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 0cb9114..de58557 100644
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 <table class="memberdecls">
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 <tr class="memdesc:aab44e46bd122054c894fc84740f1e8fb"><td class="mdescLeft">&#160;</td><td class="mdescRight">Frees the allocation.  <br /></td></tr>
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 <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>
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@@ -674,6 +661,11 @@
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+div.embeddoc {
+	font-family: var(--font-family-monospace);
+	padding-left: 10px;
+}
+
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 dl.el {
@@ -681,15 +673,35 @@
 }
 
 ul.check {
-	list-style:none;
-	text-indent: -16px;
-	padding-left: 38px;
+	list-style: none;
+	padding-left: 40px;
+	margin: 0;
 }
-li.unchecked:before {
-	content: "\2610\A0";
+
+ul.check li {
+	position: relative;
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-li.checked:before {
-	content: "\2611\A0";
+
+li.unchecked::before, li.checked::before {
+	position: absolute;
+	left: -18px;
+	top: 0;
+}
+
+li.unchecked::before {
+	content: "☐";
+}
+
+li.checked::before {
+	content: "☑";
+}
+
+ul.check li > p {
+	display: inline;
+}
+
+ul.check li > p:not(:first-child) {
+	display: block;
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 ol {
@@ -744,6 +756,7 @@
 span.tt {
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 	font-family: var(--font-family-monospace);
+	background-color: var(--fragment-background-color);
 }
 
 .clipboard {
@@ -1159,6 +1172,8 @@
 	border-bottom: 1px solid var(--memdecl-border-color);
 	padding-left: 10px;
 	transition: none;
+	vertical-align: top;
+	text-align: right;
 }
 
 .memItemRight {
@@ -1167,6 +1182,7 @@
 	border-bottom: 1px solid var(--memdecl-border-color);
 	padding-right: 10px;
 	transition: none;
+	vertical-align: bottom;
 }
 
 tr.heading        + tr[class^='memitem'] td.memItemLeft,
@@ -1720,7 +1736,6 @@
 	text-align: right;
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 	border-bottom: 1px solid var(--memdef-border-color);
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@@ -1750,6 +1765,41 @@
 	border-bottom: 1px solid var(--memdef-border-color);
 }
 
+/* style requirements page */
+
+div.req_title {
+        text-decoration-line: underline;
+        text-decoration-style: solid;
+        text-decoration-color: var(--table-cell-border-color);
+        text-decoration-thickness: 1px;
+        font-weight: bold;
+}
+
+table.reqlist tr > td:first-child {
+        text-align: right;
+        font-weight: bold;
+}
+
+div.missing_satisfies {
+        border-left: 8px solid var(--satisfies-color-hl);
+	border-radius: 4px;
+	background: var(--satisfies-color-bg);
+        padding: 10px;
+        margin: 10px 0px;
+        overflow: hidden;
+        margin-left: 0;
+}
+
+div.missing_verifies {
+        border-left: 8px solid var(--verifies-color-hl);
+	border-radius: 4px;
+	background: var(--verifies-color-bg);
+        padding: 10px;
+        margin: 10px 0px;
+        overflow: hidden;
+        margin-left: 0;
+}
+
 /* ----------- navigation breadcrumb styling ----------- */
 
 #nav-path ul {
@@ -1914,6 +1964,10 @@
 	color: var(--warning-color-hl);
 }
 
+dl.warning .tt, dl.attention .tt, dl.important .tt {
+	background-color: hsl(from var(--warning-color-bg) h s calc(l + var(--fragment-highlight-filter)));
+}
+
 dl.note, dl.remark {
 	background: var(--note-color-bg);
 	border-left: 8px solid var(--note-color-hl);
@@ -1924,6 +1978,10 @@
 	color: var(--note-color-hl);
 }
 
+dl.note .tt, dl.remark .tt {
+	background-color: hsl(from var(--note-color-bg) h s calc(l + var(--fragment-highlight-filter)));
+}
+
 dl.todo {
 	background: var(--todo-color-bg);
 	border-left: 8px solid var(--todo-color-hl);
@@ -1934,6 +1992,10 @@
 	color: var(--todo-color-hl);
 }
 
+dl.todo .tt {
+	background-color: hsl(from var(--todo-color-bg) h s calc(l + var(--fragment-highlight-filter)));
+}
+
 dl.test {
 	background: var(--test-color-bg);
 	border-left: 8px solid var(--test-color-hl);
@@ -1944,6 +2006,10 @@
 	color: var(--test-color-hl);
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+dl.test .tt {
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+}
+
 dl.bug dt a {
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@@ -1958,6 +2024,10 @@
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+dl.bug .tt {
+	background-color: hsl(from var(--bug-color-bg) h s calc(l + var(--fragment-highlight-filter)));
+}
+
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-dl.bug dd, dl.deprecated dd, dl.todo dd, dl.test dd {
-	margin-inline-start: 0px;
+dl.deprecated .tt {
+	background-color: hsl(from var(--deprecated-color-bg) h s calc(l + var(--fragment-highlight-filter)));
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+
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@@ -1984,6 +2053,16 @@
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+dl.invariant .tt, dl.pre .tt, dl.post .tt {
+	background-color: hsl(from var(--invariant-color-bg) h s calc(l + var(--fragment-highlight-filter)));
+}
+
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+
 
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index c4ffff1..6f07608 100644
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diff --git a/docs/html/faq.html b/docs/html/faq.html
index 4948020..ec4be52 100644
--- a/docs/html/faq.html
+++ b/docs/html/faq.html
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+<meta name="generator" content="Doxygen 1.16.1"/>
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@@ -31,7 +31,7 @@
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+<!-- Generated by Doxygen 1.16.1 -->
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@@ -86,7 +86,7 @@
 <p>D3D12MA helps with handling one aspect of DX12 usage, which is GPU memory management - allocation of <span class="tt">ID3D12Heap</span> objects and creation of <span class="tt">ID3D12Resource</span> objects - buffers and textures.</p>
 <p><b>Do I need to use D3D12MA?</b></p>
 <p>You don't need to, but it may be beneficial in many cases. DX12 is a complex and low-level API, so libraries like this that abstract certain aspects of the API and bring them to a higher level are useful. When developing any non-trivial graphics application, you may benefit from using a memory allocator. Using D3D12MA can save time compared to implementing your own.</p>
-<p>In DX12 you can create each resource separately with its own implicit memory heap by calling <span class="tt">CreateCommittedResource</span>, but this may not be the optimal solution. For more information, see <a class="el" href="optimal_allocation.html#optimal_allocation_committed_vs_placed">Committed versus placed resources</a>.</p>
+<p>In DX12 you can create each resource separately with its own implicit memory heap by calling <span class="tt">CreateCommittedResource</span>, but this may not be the optimal solution. For more information, see <a class="el" href="optimal_allocation.html#optimal_allocation_committed_vs_placed" title="Committed versus placed resources">Committed versus placed resources</a>.</p>
 <p><b>When should I not use D3D12MA?</b></p>
 <p>While D3D12MA is useful for many applications that use the DX12 API, there are cases when it may be a better choice not to use it. For example, if the application is very simple, e.g. serving as a sample or a learning exercise to help you understand or teach others the basics of DX12, and it creates only a small number of buffers and textures, then including D3D12MA may be an overkill. Developing your own memory allocator may also be a good learning exercise.</p>
 <p><b>What are the benefits of using D3D12MA?</b></p>
@@ -145,13 +145,13 @@
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 </ul>
 <p><b>I found some compilation warnings. How can we fix them?</b></p>
-<p>Seeing compiler warnings may be annoying to some developers, but it is a design decision to not fix all of them. Due to the nature of the C++ language, certain preprocessor macros can make some variables unused, function parameters unreferenced, or conditional expressions constant in some configurations. The code of this library should not be bigger or more complicated just to silence these warnings. It is recommended to disable such warnings instead. For more information, see <a class="el" href="general_considerations.html#general_considerations_features_not_supported">Features not supported</a>.</p>
+<p>Seeing compiler warnings may be annoying to some developers, but it is a design decision to not fix all of them. Due to the nature of the C++ language, certain preprocessor macros can make some variables unused, function parameters unreferenced, or conditional expressions constant in some configurations. The code of this library should not be bigger or more complicated just to silence these warnings. It is recommended to disable such warnings instead. For more information, see <a class="el" href="general_considerations.html#general_considerations_features_not_supported" title="Features not supported">Features not supported</a>.</p>
 <p>However, if you observe a warning that is really dangerous, e.g., about an implicit conversion from a larger to a smaller integer type, please report it and it will be fixed ASAP. </p>
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diff --git a/docs/html/general_considerations.html b/docs/html/general_considerations.html
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 Features not supported</h1>
 <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>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" title="Virtual allocator">Virtual allocator</a> to manage descriptors and their ranges inside a descriptor heap.</li>
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 <li>Support for <span class="tt">ID3D12Device::Evict</span> and <span class="tt">MakeResident</span>. We don't recommend using them. You can call them on the D3D12 objects manually. Plese keep in mind, however, that eviction happens on the level of entire <span class="tt">ID3D12Heap</span> memory blocks and not individual buffers or textures which may be placed inside them.</li>
 <li><b>Handling CPU memory allocation failures.</b> When dynamically creating small C++ objects in CPU memory (not the GPU memory), allocation failures are not handled gracefully, because that would complicate code significantly and is usually not needed in desktop PC applications anyway. Success of an allocation is just checked with an assert.</li>
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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> 1.14.0
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diff --git a/docs/html/hierarchy.html b/docs/html/hierarchy.html
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@@ -74,47 +74,47 @@
   <div class="headertitle"><div class="title">D3D12 Memory Allocator </div></div>
 </div><!--header-->
 <div class="contents">
-<div class="textblock"><p><b>Version 3.1.0-development</b> (2025-XX-XX)</p>
-<p>Copyright (c) 2019-2025 Advanced Micro Devices, Inc. All rights reserved. <br  />
+<div class="textblock"><p><b>Version 3.1.0</b> (2026-02-23)</p>
+<p>Copyright (c) 2019-2026 Advanced Micro Devices, Inc. All rights reserved. <br  />
 License: MIT</p>
-<p>Documentation of all members: D3D12MemAlloc.h</p>
+<p>Documentation of all members: <a class="el" href="_d3_d12_mem_alloc_8h.html">D3D12MemAlloc.h</a></p>
 <h1 class="doxsection"><a class="anchor" id="main_table_of_contents"></a>
 Table of contents</h1>
 <ul>
-<li><a class="el" href="faq.html">Frequently asked questions</a></li>
-<li><a class="el" href="quick_start.html">Quick start</a><ul>
-<li><a class="el" href="quick_start.html#quick_start_project_setup">Project setup</a></li>
-<li><a class="el" href="quick_start.html#quick_start_creating_resources">Creating resources</a></li>
-<li><a class="el" href="quick_start.html#quick_start_resource_reference_counting">Resource reference counting</a></li>
-<li><a class="el" href="quick_start.html#quick_start_mapping_memory">Mapping memory</a></li>
-<li><a class="el" href="quick_start.html#quick_start_helper_structures">Helper structures</a></li>
+<li><a class="el" href="faq.html" title="Frequently asked questions">Frequently asked questions</a></li>
+<li><a class="el" href="quick_start.html" title="Quick start">Quick start</a><ul>
+<li><a class="el" href="quick_start.html#quick_start_project_setup" title="Project setup and initialization">Project setup</a></li>
+<li><a class="el" href="quick_start.html#quick_start_creating_resources" title="Creating resources">Creating resources</a></li>
+<li><a class="el" href="quick_start.html#quick_start_resource_reference_counting" title="Resource reference counting">Resource reference counting</a></li>
+<li><a class="el" href="quick_start.html#quick_start_mapping_memory" title="Mapping memory">Mapping memory</a></li>
+<li><a class="el" href="quick_start.html#quick_start_helper_structures" title="Helper structures">Helper structures</a></li>
 </ul>
 </li>
-<li><a class="el" href="custom_pools.html">Custom memory pools</a></li>
-<li><a class="el" href="optimal_allocation.html">Optimal resource allocation</a><ul>
-<li><a class="el" href="optimal_allocation.html#optimal_allocation_avoiding_running_out_of_memory">Avoiding running out of memory</a></li>
-<li><a class="el" href="optimal_allocation.html#optimal_allocation_allocation_Performance">Allocation performance</a></li>
-<li><a class="el" href="optimal_allocation.html#optimal_allocation_suballocating_buffers">Sub-allocating buffers</a></li>
-<li><a class="el" href="optimal_allocation.html#optimal_allocation_residency_priority">Residency priority</a></li>
-<li><a class="el" href="optimal_allocation.html#optimal_allocation_gpu_upload_heap">GPU upload heap</a></li>
-<li><a class="el" href="optimal_allocation.html#optimal_allocation_committed_vs_placed">Committed versus placed resources</a></li>
-<li><a class="el" href="optimal_allocation.html#optimal_allocation_resource_alignment">Resource alignment</a></li>
+<li><a class="el" href="custom_pools.html" title="Custom memory pools">Custom memory pools</a></li>
+<li><a class="el" href="optimal_allocation.html" title="Optimal resource allocation">Optimal resource allocation</a><ul>
+<li><a class="el" href="optimal_allocation.html#optimal_allocation_avoiding_running_out_of_memory" title="Avoiding running out of memory">Avoiding running out of memory</a></li>
+<li><a class="el" href="optimal_allocation.html#optimal_allocation_allocation_Performance" title="Allocation performance">Allocation performance</a></li>
+<li><a class="el" href="optimal_allocation.html#optimal_allocation_suballocating_buffers" title="Sub-allocating buffers">Sub-allocating buffers</a></li>
+<li><a class="el" href="optimal_allocation.html#optimal_allocation_residency_priority" title="Residency priority">Residency priority</a></li>
+<li><a class="el" href="optimal_allocation.html#optimal_allocation_gpu_upload_heap" title="GPU upload heap">GPU upload heap</a></li>
+<li><a class="el" href="optimal_allocation.html#optimal_allocation_committed_vs_placed" title="Committed versus placed resources">Committed versus placed resources</a></li>
+<li><a class="el" href="optimal_allocation.html#optimal_allocation_resource_alignment" title="Resource alignment">Resource alignment</a></li>
 </ul>
 </li>
-<li><a class="el" href="defragmentation.html">Defragmentation</a></li>
-<li><a class="el" href="statistics.html">Statistics</a></li>
-<li><a class="el" href="resource_aliasing.html">Resource aliasing (overlap)</a></li>
-<li><a class="el" href="linear_algorithm.html">Linear allocation algorithm</a></li>
-<li><a class="el" href="virtual_allocator.html">Virtual allocator</a></li>
-<li><a class="el" href="configuration.html">Configuration</a><ul>
-<li><a class="el" href="configuration.html#custom_memory_allocator">Custom CPU memory allocator</a></li>
-<li><a class="el" href="configuration.html#debug_margins">Debug margins</a></li>
+<li><a class="el" href="defragmentation.html" title="Defragmentation">Defragmentation</a></li>
+<li><a class="el" href="statistics.html" title="Statistics">Statistics</a></li>
+<li><a class="el" href="resource_aliasing.html" title="Resource aliasing (overlap)">Resource aliasing (overlap)</a></li>
+<li><a class="el" href="linear_algorithm.html" title="Linear allocation algorithm">Linear allocation algorithm</a></li>
+<li><a class="el" href="virtual_allocator.html" title="Virtual allocator">Virtual allocator</a></li>
+<li><a class="el" href="configuration.html" title="Configuration">Configuration</a><ul>
+<li><a class="el" href="configuration.html#custom_memory_allocator" title="Custom CPU memory allocator">Custom CPU memory allocator</a></li>
+<li><a class="el" href="configuration.html#debug_margins" title="Debug margins">Debug margins</a></li>
 </ul>
 </li>
-<li><a class="el" href="general_considerations.html">General considerations</a><ul>
-<li><a class="el" href="general_considerations.html#general_considerations_thread_safety">Thread safety</a></li>
-<li><a class="el" href="general_considerations.html#general_considerations_versioning_and_compatibility">Versioning and compatibility</a></li>
-<li><a class="el" href="general_considerations.html#general_considerations_features_not_supported">Features not supported</a></li>
+<li><a class="el" href="general_considerations.html" title="General considerations">General considerations</a><ul>
+<li><a class="el" href="general_considerations.html#general_considerations_thread_safety" title="Thread safety">Thread safety</a></li>
+<li><a class="el" href="general_considerations.html#general_considerations_versioning_and_compatibility" title="Versioning and compatibility">Versioning and compatibility</a></li>
+<li><a class="el" href="general_considerations.html#general_considerations_features_not_supported" title="Features not supported">Features not supported</a></li>
 </ul>
 </li>
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diff --git a/docs/html/linear_algorithm.html b/docs/html/linear_algorithm.html
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 <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 class="doxsection"><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" title="Virtual allocator">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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-Generated by&#160;<a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.14.0
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-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents single memory allocation.  <a href="class_d3_d12_m_a_1_1_allocation.html#details">More...</a><br /></td></tr>
-<tr class="memitem:ALLOCATION_5FCALLBACKS" id="r_ALLOCATION_5FCALLBACKS"><td class="memItemLeft" align="right" valign="top">struct &#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_i_o_n___c_a_l_l_b_a_c_k_s.html">ALLOCATION_CALLBACKS</a></td></tr>
+<tr class="memitem:ALLOCATION_5FCALLBACKS" id="r_ALLOCATION_5FCALLBACKS"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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></td></tr>
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-<tr class="memitem:ALLOCATION_5FDESC" id="r_ALLOCATION_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a></td></tr>
+<tr class="memitem:ALLOCATION_5FDESC" id="r_ALLOCATION_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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></td></tr>
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-<tr class="memitem:Allocator" id="r_Allocator"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">Allocator</a></td></tr>
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-<tr class="memitem:CPOOL_5FDESC" id="r_CPOOL_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html">CPOOL_DESC</a></td></tr>
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-<tr class="memitem:CVIRTUAL_5FALLOCATION_5FDESC" id="r_CVIRTUAL_5FALLOCATION_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">CVIRTUAL_ALLOCATION_DESC</a></td></tr>
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-<tr class="memitem:CVIRTUAL_5FBLOCK_5FDESC" id="r_CVIRTUAL_5FBLOCK_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html">CVIRTUAL_BLOCK_DESC</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper structure that helps with complete and conscise initialization of the <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> structure.  <a href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#details">More...</a><br /></td></tr>
-<tr class="memitem:DEFRAGMENTATION_5FDESC" id="r_DEFRAGMENTATION_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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___d_e_s_c.html">DEFRAGMENTATION_DESC</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters for defragmentation.  <a 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#details">More...</a><br /></td></tr>
-<tr class="memitem:DEFRAGMENTATION_5FMOVE" id="r_DEFRAGMENTATION_5FMOVE"><td class="memItemLeft" align="right" valign="top">struct &#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___m_o_v_e.html">DEFRAGMENTATION_MOVE</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Single move of an allocation to be done for defragmentation.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:DEFRAGMENTATION_5FPASS_5FMOVE_5FINFO" id="r_DEFRAGMENTATION_5FPASS_5FMOVE_5FINFO"><td class="memItemLeft" align="right" valign="top">struct &#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">DEFRAGMENTATION_PASS_MOVE_INFO</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters for incremental defragmentation steps.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:DEFRAGMENTATION_5FSTATS" id="r_DEFRAGMENTATION_5FSTATS"><td class="memItemLeft" align="right" valign="top">struct &#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___s_t_a_t_s.html">DEFRAGMENTATION_STATS</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___s_t_a_t_s.html#details">More...</a><br /></td></tr>
-<tr class="memitem:DefragmentationContext" id="r_DefragmentationContext"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html">DefragmentationContext</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents defragmentation process in progress.  <a href="class_d3_d12_m_a_1_1_defragmentation_context.html#details">More...</a><br /></td></tr>
-<tr class="memitem:DetailedStatistics" id="r_DetailedStatistics"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_detailed_statistics.html">DetailedStatistics</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_detailed_statistics.html#details">More...</a><br /></td></tr>
-<tr class="memitem:Pool" id="r_Pool"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_pool.html">Pool</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom memory pool.  <a href="class_d3_d12_m_a_1_1_pool.html#details">More...</a><br /></td></tr>
-<tr class="memitem:POOL_5FDESC" id="r_POOL_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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">POOL_DESC</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#details">More...</a><br /></td></tr>
-<tr class="memitem:Statistics" id="r_Statistics"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_statistics.html">Statistics</a></td></tr>
+<tr class="memitem:Statistics" id="r_Statistics"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_statistics.html">Statistics</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group, custom pool, or total.  <a href="struct_d3_d12_m_a_1_1_statistics.html#details">More...</a><br /></td></tr>
-<tr class="memitem:TotalStatistics" id="r_TotalStatistics"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html">TotalStatistics</a></td></tr>
+<tr class="memitem:DetailedStatistics" id="r_DetailedStatistics"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_detailed_statistics.html">DetailedStatistics</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_detailed_statistics.html#details">More...</a><br /></td></tr>
+<tr class="memitem:TotalStatistics" id="r_TotalStatistics"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html">TotalStatistics</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">General statistics from current state of the allocator - total memory usage across all memory heaps and segments.  <a href="struct_d3_d12_m_a_1_1_total_statistics.html#details">More...</a><br /></td></tr>
-<tr class="memitem:VIRTUAL_5FALLOCATION_5FDESC" id="r_VIRTUAL_5FALLOCATION_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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___d_e_s_c.html">VIRTUAL_ALLOCATION_DESC</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:VIRTUAL_5FALLOCATION_5FINFO" id="r_VIRTUAL_5FALLOCATION_5FINFO"><td class="memItemLeft" align="right" valign="top">struct &#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">VIRTUAL_ALLOCATION_INFO</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:VIRTUAL_5FBLOCK_5FDESC" id="r_VIRTUAL_5FBLOCK_5FDESC"><td class="memItemLeft" align="right" valign="top">struct &#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">VIRTUAL_BLOCK_DESC</a></td></tr>
-<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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="#ab024647ae85ee63e2fa2c1c4beac6d98" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a>.  <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#details">More...</a><br /></td></tr>
-<tr class="memitem:VirtualAllocation" id="r_VirtualAllocation"><td class="memItemLeft" align="right" valign="top">struct &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a></td></tr>
+<tr class="memitem:Budget" id="r_Budget"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_budget.html">Budget</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Statistics of current memory usage and available budget for a specific memory segment group.  <a href="struct_d3_d12_m_a_1_1_budget.html#details">More...</a><br /></td></tr>
+<tr class="memitem:VirtualAllocation" id="r_VirtualAllocation"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">VirtualAllocation</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_virtual_allocation.html#details">More...</a><br /></td></tr>
-<tr class="memitem:VirtualBlock" id="r_VirtualBlock"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">VirtualBlock</a></td></tr>
+<tr class="memitem:Allocation" id="r_Allocation"><td class="memItemLeft">class &#160;</td><td class="memItemRight"><a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents single memory allocation.  <a href="class_d3_d12_m_a_1_1_allocation.html#details">More...</a><br /></td></tr>
+<tr class="memitem:DEFRAGMENTATION_5FDESC" id="r_DEFRAGMENTATION_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters for defragmentation.  <a 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#details">More...</a><br /></td></tr>
+<tr class="memitem:DEFRAGMENTATION_5FMOVE" id="r_DEFRAGMENTATION_5FMOVE"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Single move of an allocation to be done for defragmentation.  <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#details">More...</a><br /></td></tr>
+<tr class="memitem:DEFRAGMENTATION_5FPASS_5FMOVE_5FINFO" id="r_DEFRAGMENTATION_5FPASS_5FMOVE_5FINFO"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Parameters for incremental defragmentation steps.  <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#details">More...</a><br /></td></tr>
+<tr class="memitem:DEFRAGMENTATION_5FSTATS" id="r_DEFRAGMENTATION_5FSTATS"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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___s_t_a_t_s.html">DEFRAGMENTATION_STATS</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___s_t_a_t_s.html#details">More...</a><br /></td></tr>
+<tr class="memitem:DefragmentationContext" id="r_DefragmentationContext"><td class="memItemLeft">class &#160;</td><td class="memItemRight"><a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html">DefragmentationContext</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents defragmentation process in progress.  <a href="class_d3_d12_m_a_1_1_defragmentation_context.html#details">More...</a><br /></td></tr>
+<tr class="memitem:POOL_5FDESC" id="r_POOL_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html">POOL_DESC</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#details">More...</a><br /></td></tr>
+<tr class="memitem:Pool" id="r_Pool"><td class="memItemLeft">class &#160;</td><td class="memItemRight"><a class="el" href="class_d3_d12_m_a_1_1_pool.html">Pool</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom memory pool.  <a href="class_d3_d12_m_a_1_1_pool.html#details">More...</a><br /></td></tr>
+<tr class="memitem:ALLOCATOR_5FDESC" id="r_ALLOCATOR_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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="#ab7a1cd1683986d75ce1488b0920f4cb0" title="Creates new main D3D12MA::Allocator object and returns it through ppAllocator.">CreateAllocator()</a>.  <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#details">More...</a><br /></td></tr>
+<tr class="memitem:Allocator" id="r_Allocator"><td class="memItemLeft">class &#160;</td><td class="memItemRight"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">Allocator</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents main object of this library initialized for particular <span class="tt">ID3D12Device</span>.  <a href="class_d3_d12_m_a_1_1_allocator.html#details">More...</a><br /></td></tr>
+<tr class="memitem:VIRTUAL_5FBLOCK_5FDESC" id="r_VIRTUAL_5FBLOCK_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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="#ab024647ae85ee63e2fa2c1c4beac6d98" title="Creates new D3D12MA::VirtualBlock object and returns it through ppVirtualBlock.">CreateVirtualBlock()</a>.  <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#details">More...</a><br /></td></tr>
+<tr class="memitem:VIRTUAL_5FALLOCATION_5FDESC" id="r_VIRTUAL_5FALLOCATION_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <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#details">More...</a><br /></td></tr>
+<tr class="memitem:VIRTUAL_5FALLOCATION_5FINFO" id="r_VIRTUAL_5FALLOCATION_5FINFO"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><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">VIRTUAL_ALLOCATION_INFO</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <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#details">More...</a><br /></td></tr>
+<tr class="memitem:VirtualBlock" id="r_VirtualBlock"><td class="memItemLeft">class &#160;</td><td class="memItemRight"><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html">VirtualBlock</a></td></tr>
 <tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory.  <a href="class_d3_d12_m_a_1_1_virtual_block.html#details">More...</a><br /></td></tr>
+<tr class="memitem:CALLOCATION_5FDESC" id="r_CALLOCATION_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_c_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">CALLOCATION_DESC</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper structure that helps with complete and conscise initialization of the <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> structure.  <a href="struct_d3_d12_m_a_1_1_c_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#details">More...</a><br /></td></tr>
+<tr class="memitem:CPOOL_5FDESC" id="r_CPOOL_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html">CPOOL_DESC</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper structure that helps with complete and conscise initialization of the <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> structure.  <a href="struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html#details">More...</a><br /></td></tr>
+<tr class="memitem:CVIRTUAL_5FBLOCK_5FDESC" id="r_CVIRTUAL_5FBLOCK_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html">CVIRTUAL_BLOCK_DESC</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper structure that helps with complete and conscise initialization of the <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> structure.  <a href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#details">More...</a><br /></td></tr>
+<tr class="memitem:CVIRTUAL_5FALLOCATION_5FDESC" id="r_CVIRTUAL_5FALLOCATION_5FDESC"><td class="memItemLeft">struct &#160;</td><td class="memItemRight"><a class="el" href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">CVIRTUAL_ALLOCATION_DESC</a></td></tr>
+<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Helper structure that helps with complete and conscise initialization of the <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.  <a href="struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#details">More...</a><br /></td></tr>
 </table><table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-typedef-members" class="groupheader"><a id="typedef-members" name="typedef-members"></a>
 Typedefs</h2></td></tr>
-<tr class="memitem:a15e349adce86a40e0417d405aef1af80" id="r_a15e349adce86a40e0417d405aef1af80"><td class="memItemLeft" align="right" valign="top">typedef UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a15e349adce86a40e0417d405aef1af80">AllocHandle</a></td></tr>
+<tr class="memitem:a15e349adce86a40e0417d405aef1af80" id="r_a15e349adce86a40e0417d405aef1af80"><td class="memItemLeft">typedef UINT64&#160;</td><td class="memItemRight"><a class="el" href="#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.  <br /></td></tr>
-<tr class="memitem:ad998d40b4601b84dbc538694b1faf4d5" id="r_ad998d40b4601b84dbc538694b1faf4d5"><td class="memItemLeft" align="right" valign="top">using&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ad998d40b4601b84dbc538694b1faf4d5">ALLOCATE_FUNC_PTR</a> = void* (*)(size_t Size, size_t Alignment, void* pPrivateData)</td></tr>
+<tr class="memitem:ad998d40b4601b84dbc538694b1faf4d5" id="r_ad998d40b4601b84dbc538694b1faf4d5"><td class="memItemLeft">using&#160;</td><td class="memItemRight"><a class="el" href="#ad998d40b4601b84dbc538694b1faf4d5">ALLOCATE_FUNC_PTR</a> = void* (*)(size_t Size, size_t Alignment, void* pPrivateData)</td></tr>
 <tr class="memdesc:ad998d40b4601b84dbc538694b1faf4d5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that allocates CPU memory.  <br /></td></tr>
-<tr class="memitem:a7c61f55eeb64451cb0c08c0461bbe1a3" id="r_a7c61f55eeb64451cb0c08c0461bbe1a3"><td class="memItemLeft" align="right" valign="top">using&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a7c61f55eeb64451cb0c08c0461bbe1a3">FREE_FUNC_PTR</a> = void (*)(void* pMemory, void* pPrivateData)</td></tr>
+<tr class="memitem:a7c61f55eeb64451cb0c08c0461bbe1a3" id="r_a7c61f55eeb64451cb0c08c0461bbe1a3"><td class="memItemLeft">using&#160;</td><td class="memItemRight"><a class="el" href="#a7c61f55eeb64451cb0c08c0461bbe1a3">FREE_FUNC_PTR</a> = void (*)(void* pMemory, void* pPrivateData)</td></tr>
 <tr class="memdesc:a7c61f55eeb64451cb0c08c0461bbe1a3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Pointer to custom callback function that deallocates CPU memory.  <br /></td></tr>
 </table><table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-enum-members" class="groupheader"><a id="enum-members" name="enum-members"></a>
 Enumerations</h2></td></tr>
-<tr class="memitem:abbad31a7e0b3d09d77f3fb704b77645e" id="r_abbad31a7e0b3d09d77f3fb704b77645e"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#abbad31a7e0b3d09d77f3fb704b77645e">ALLOCATION_FLAGS</a> { <br />
+<tr class="memitem:abbad31a7e0b3d09d77f3fb704b77645e" id="r_abbad31a7e0b3d09d77f3fb704b77645e"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="#abbad31a7e0b3d09d77f3fb704b77645e">ALLOCATION_FLAGS</a> { <br />
 &#160;&#160;<a class="el" href="#abbad31a7e0b3d09d77f3fb704b77645ea0bf578b096d6ea73cea86b031541733e">ALLOCATION_FLAG_NONE</a> = 0
 , <a class="el" href="#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">ALLOCATION_FLAG_COMMITTED</a> = 0x1
 , <a class="el" href="#abbad31a7e0b3d09d77f3fb704b77645ea9a52c6ae694eadcd20896091e77c0628">ALLOCATION_FLAG_NEVER_ALLOCATE</a> = 0x2
@@ -161,19 +161,19 @@
 , <a class="el" href="#abbad31a7e0b3d09d77f3fb704b77645ea3e29297ad3c6cf9d9bb61b6d27a13ab3">ALLOCATION_FLAG_STRATEGY_MASK</a>
 <br />
  }</td></tr>
-<tr class="memdesc:abbad31a7e0b3d09d77f3fb704b77645e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with ALLOCATION_DESC::Flags.  <a href="#abbad31a7e0b3d09d77f3fb704b77645e">More...</a><br /></td></tr>
-<tr class="memitem:ab433989212ee6736bf9d63c5bc565df4" id="r_ab433989212ee6736bf9d63c5bc565df4"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ab433989212ee6736bf9d63c5bc565df4">DEFRAGMENTATION_FLAGS</a> { <a class="el" href="#ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13">DEFRAGMENTATION_FLAG_ALGORITHM_FAST</a> = 0x1
+<tr class="memdesc:abbad31a7e0b3d09d77f3fb704b77645e"><td class="mdescLeft">&#160;</td><td class="mdescRight">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 for the allocation.">ALLOCATION_DESC::Flags</a>.  <a href="#abbad31a7e0b3d09d77f3fb704b77645e">More...</a><br /></td></tr>
+<tr class="memitem:ab433989212ee6736bf9d63c5bc565df4" id="r_ab433989212ee6736bf9d63c5bc565df4"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="#ab433989212ee6736bf9d63c5bc565df4">DEFRAGMENTATION_FLAGS</a> { <a class="el" href="#ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13">DEFRAGMENTATION_FLAG_ALGORITHM_FAST</a> = 0x1
 , <a class="el" href="#ab433989212ee6736bf9d63c5bc565df4ace3a84861ed6a1b8066fa9c12c7e89b9">DEFRAGMENTATION_FLAG_ALGORITHM_BALANCED</a> = 0x2
 , <a class="el" href="#ab433989212ee6736bf9d63c5bc565df4af205647f08a5c2cddced83ed66892467">DEFRAGMENTATION_FLAG_ALGORITHM_FULL</a> = 0x4
 , <a class="el" href="#ab433989212ee6736bf9d63c5bc565df4a567e0fe890cc07d8dd6576584e8d9f2d">DEFRAGMENTATION_FLAG_ALGORITHM_MASK</a>
  }</td></tr>
-<tr class="memdesc:ab433989212ee6736bf9d63c5bc565df4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags to be passed as DEFRAGMENTATION_DESC::Flags.  <a href="#ab433989212ee6736bf9d63c5bc565df4">More...</a><br /></td></tr>
-<tr class="memitem:a82bb787a69699a877b4166789a30e602" id="r_a82bb787a69699a877b4166789a30e602"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a82bb787a69699a877b4166789a30e602">DEFRAGMENTATION_MOVE_OPERATION</a> { <a class="el" href="#a82bb787a69699a877b4166789a30e602a29a5c20322e633f6c34ddebd16bc61ac">DEFRAGMENTATION_MOVE_OPERATION_COPY</a> = 0
+<tr class="memdesc:ab433989212ee6736bf9d63c5bc565df4"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="#ab433989212ee6736bf9d63c5bc565df4">More...</a><br /></td></tr>
+<tr class="memitem:a82bb787a69699a877b4166789a30e602" id="r_a82bb787a69699a877b4166789a30e602"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="#a82bb787a69699a877b4166789a30e602">DEFRAGMENTATION_MOVE_OPERATION</a> { <a class="el" href="#a82bb787a69699a877b4166789a30e602a29a5c20322e633f6c34ddebd16bc61ac">DEFRAGMENTATION_MOVE_OPERATION_COPY</a> = 0
 , <a class="el" href="#a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6">DEFRAGMENTATION_MOVE_OPERATION_IGNORE</a> = 1
 , <a class="el" href="#a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242">DEFRAGMENTATION_MOVE_OPERATION_DESTROY</a> = 2
  }</td></tr>
 <tr class="memdesc:a82bb787a69699a877b4166789a30e602"><td class="mdescLeft">&#160;</td><td class="mdescRight">Operation performed on single defragmentation move.  <a href="#a82bb787a69699a877b4166789a30e602">More...</a><br /></td></tr>
-<tr class="memitem:a919d8545365d6b7209a964f2b99936d1" id="r_a919d8545365d6b7209a964f2b99936d1"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a919d8545365d6b7209a964f2b99936d1">POOL_FLAGS</a> { <br />
+<tr class="memitem:a919d8545365d6b7209a964f2b99936d1" id="r_a919d8545365d6b7209a964f2b99936d1"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="#a919d8545365d6b7209a964f2b99936d1">POOL_FLAGS</a> { <br />
 &#160;&#160;<a class="el" href="#a919d8545365d6b7209a964f2b99936d1a5d8dc91add3423140809a550c7224d02">POOL_FLAG_NONE</a> = 0
 , <a class="el" href="#a919d8545365d6b7209a964f2b99936d1aa37a0103f511954ea42a1d0bba286b6a">POOL_FLAG_ALGORITHM_LINEAR</a> = 0x1
 , <a class="el" href="#a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa">POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a> = 0x2
@@ -182,8 +182,8 @@
 &#160;&#160;<a class="el" href="#a919d8545365d6b7209a964f2b99936d1aec9d4939b8cc5438545b9df840b5f5f7">POOL_FLAG_ALGORITHM_MASK</a> = POOL_FLAG_ALGORITHM_LINEAR
 <br />
  }</td></tr>
-<tr class="memdesc:a919d8545365d6b7209a964f2b99936d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with POOL_DESC::Flags.  <a href="#a919d8545365d6b7209a964f2b99936d1">More...</a><br /></td></tr>
-<tr class="memitem:ad5ae5a5e42b878f2e18ab5d1fbfb9916" id="r_ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ad5ae5a5e42b878f2e18ab5d1fbfb9916">ALLOCATOR_FLAGS</a> { <br />
+<tr class="memdesc:a919d8545365d6b7209a964f2b99936d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">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 for the heap.">POOL_DESC::Flags</a>.  <a href="#a919d8545365d6b7209a964f2b99936d1">More...</a><br /></td></tr>
+<tr class="memitem:ad5ae5a5e42b878f2e18ab5d1fbfb9916" id="r_ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="#ad5ae5a5e42b878f2e18ab5d1fbfb9916">ALLOCATOR_FLAGS</a> { <br />
 &#160;&#160;<a class="el" href="#ad5ae5a5e42b878f2e18ab5d1fbfb9916a2fb30967b492c27823a80b5de3aea26f">ALLOCATOR_FLAG_NONE</a> = 0
 , <a class="el" href="#ad5ae5a5e42b878f2e18ab5d1fbfb9916a1b06bb21df006f76a9ed1bc41838bc52">ALLOCATOR_FLAG_SINGLETHREADED</a> = 0x1
 , <a class="el" href="#ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb">ALLOCATOR_FLAG_ALWAYS_COMMITTED</a> = 0x2
@@ -194,13 +194,13 @@
 , <a class="el" href="#ad5ae5a5e42b878f2e18ab5d1fbfb9916af13bc700d7b799c856c6516acac12fed">ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT</a> = 0x20
 <br />
  }</td></tr>
-<tr class="memdesc:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with ALLOCATOR_DESC::Flags.  <a href="#ad5ae5a5e42b878f2e18ab5d1fbfb9916">More...</a><br /></td></tr>
-<tr class="memitem:a578329923a103be086ac52e3bed2085d" id="r_a578329923a103be086ac52e3bed2085d"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a578329923a103be086ac52e3bed2085d">VIRTUAL_BLOCK_FLAGS</a> { <a class="el" href="#a578329923a103be086ac52e3bed2085dafc882884f8bacd5cab3087567df8c53d">VIRTUAL_BLOCK_FLAG_NONE</a> = 0
+<tr class="memdesc:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="mdescLeft">&#160;</td><td class="mdescRight">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 for the entire allocator.">ALLOCATOR_DESC::Flags</a>.  <a href="#ad5ae5a5e42b878f2e18ab5d1fbfb9916">More...</a><br /></td></tr>
+<tr class="memitem:a578329923a103be086ac52e3bed2085d" id="r_a578329923a103be086ac52e3bed2085d"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="#a578329923a103be086ac52e3bed2085d">VIRTUAL_BLOCK_FLAGS</a> { <a class="el" href="#a578329923a103be086ac52e3bed2085dafc882884f8bacd5cab3087567df8c53d">VIRTUAL_BLOCK_FLAG_NONE</a> = 0
 , <a class="el" href="#a578329923a103be086ac52e3bed2085dabd9968af113acc9a756254ab9f1dc13d">VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR</a> = POOL_FLAG_ALGORITHM_LINEAR
 , <a class="el" href="#a578329923a103be086ac52e3bed2085da0fee243cbf2902a68123ac85caa21e3e">VIRTUAL_BLOCK_FLAG_ALGORITHM_MASK</a> = POOL_FLAG_ALGORITHM_MASK
  }</td></tr>
-<tr class="memdesc:a578329923a103be086ac52e3bed2085d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with VIRTUAL_BLOCK_DESC::Flags.  <a href="#a578329923a103be086ac52e3bed2085d">More...</a><br /></td></tr>
-<tr class="memitem:a7e4152ccaf661f5398b24a23cbe9ae72" id="r_a7e4152ccaf661f5398b24a23cbe9ae72"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a7e4152ccaf661f5398b24a23cbe9ae72">VIRTUAL_ALLOCATION_FLAGS</a> { <br />
+<tr class="memdesc:a578329923a103be086ac52e3bed2085d"><td class="mdescLeft">&#160;</td><td class="mdescRight">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>.  <a href="#a578329923a103be086ac52e3bed2085d">More...</a><br /></td></tr>
+<tr class="memitem:a7e4152ccaf661f5398b24a23cbe9ae72" id="r_a7e4152ccaf661f5398b24a23cbe9ae72"><td class="memItemLeft">enum &#160;</td><td class="memItemRight"><a class="el" href="#a7e4152ccaf661f5398b24a23cbe9ae72">VIRTUAL_ALLOCATION_FLAGS</a> { <br />
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 , <a class="el" href="#a7e4152ccaf661f5398b24a23cbe9ae72a86beebcb80a1a10cb5525e2c9ed1435e">VIRTUAL_ALLOCATION_FLAG_UPPER_ADDRESS</a> = ALLOCATION_FLAG_UPPER_ADDRESS
 , <a class="el" href="#a7e4152ccaf661f5398b24a23cbe9ae72affe589cb8817363fed0d207c3a5f2ad9">VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_MEMORY</a> = ALLOCATION_FLAG_STRATEGY_MIN_MEMORY
@@ -210,13 +210,13 @@
 , <a class="el" href="#a7e4152ccaf661f5398b24a23cbe9ae72a6a78fdd4c16ef443e9353622caf7efb9">VIRTUAL_ALLOCATION_FLAG_STRATEGY_MASK</a> = ALLOCATION_FLAG_STRATEGY_MASK
 <br />
  }</td></tr>
-<tr class="memdesc:a7e4152ccaf661f5398b24a23cbe9ae72"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with VIRTUAL_ALLOCATION_DESC::Flags.  <a href="#a7e4152ccaf661f5398b24a23cbe9ae72">More...</a><br /></td></tr>
+<tr class="memdesc:a7e4152ccaf661f5398b24a23cbe9ae72"><td class="mdescLeft">&#160;</td><td class="mdescRight">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 for the virtual allocation.">VIRTUAL_ALLOCATION_DESC::Flags</a>.  <a href="#a7e4152ccaf661f5398b24a23cbe9ae72">More...</a><br /></td></tr>
 </table><table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-func-members" class="groupheader"><a id="func-members" name="func-members"></a>
 Functions</h2></td></tr>
-<tr class="memitem:ab7a1cd1683986d75ce1488b0920f4cb0" id="r_ab7a1cd1683986d75ce1488b0920f4cb0"><td class="memItemLeft" align="right" valign="top">D3D12MA_API HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#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="memitem:ab7a1cd1683986d75ce1488b0920f4cb0" id="r_ab7a1cd1683986d75ce1488b0920f4cb0"><td class="memItemLeft">D3D12MA_API HRESULT&#160;</td><td class="memItemRight"><a class="el" href="#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 <span class="tt">ppAllocator</span>.  <br /></td></tr>
-<tr class="memitem:ab024647ae85ee63e2fa2c1c4beac6d98" id="r_ab024647ae85ee63e2fa2c1c4beac6d98"><td class="memItemLeft" align="right" valign="top">D3D12MA_API HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#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="memitem:ab024647ae85ee63e2fa2c1c4beac6d98" id="r_ab024647ae85ee63e2fa2c1c4beac6d98"><td class="memItemLeft">D3D12MA_API HRESULT&#160;</td><td class="memItemRight"><a class="el" href="#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 <span class="tt">ppVirtualBlock</span>.  <br /></td></tr>
 </table>
 <a name="doc-typedef-members" id="doc-typedef-members"></a><h2 id="header-doc-typedef-members" class="groupheader">Typedef Documentation</h2>
@@ -344,7 +344,7 @@
 <p>Affects both default pools and custom pools. To be used for debugging purposes only. There is also an equivalent flag for custom pools: <a class="el" href="#a919d8545365d6b7209a964f2b99936d1a15b7a6f8bfb6e4d534143f8adb6ac7ba">D3D12MA::POOL_FLAG_ALWAYS_COMMITTED</a>. </p>
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-<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>
+<p>Only affects default pools. To use the flag with <a class="el" href="custom_pools.html" title="Custom memory pools">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 <span class="tt">ID3D12Device8</span> is present. Otherwise, the flag is ignored. </p>
 </td></tr>
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 </td></tr>
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 <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>
+<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" title="Linear allocation algorithm">Linear allocation algorithm</a>. </p>
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 <p>Specify this flag to create MSAA textures with implicit heaps, as if they were created with flag <a class="el" href="#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>
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 <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>
+<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" title="Linear allocation algorithm">Linear allocation algorithm</a>. </p>
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 <p>Unfortunately, there is no way to be 100% protected against memory overcommitment. The best approach is to avoid allocating too much memory.</p>
 <p>The full capacity of the memory can be queried using function <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>. However, it is not recommended, because the amount of memory available to the application is typically smaller than the full capacity, as some portion of it is reserved by the operating system or used by other processes.</p>
-<p>Because of this, the recommended way of fetching the <b>memory budget</b> available to the application is using 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>. Preventing value <a class="el" href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253" title="Estimated current memory usage of the program.">D3D12MA::Budget::UsageBytes</a> from exceeding the <a class="el" href="struct_d3_d12_m_a_1_1_budget.html#a326515f08d89ee2e31dcfdd5c1e8ac71" title="Estimated amount of memory available to the program.">D3D12MA::Budget::BudgetBytes</a> is probably the best we can do in trying to avoid the consequences of over-commitment. For more information, see also: <a class="el" href="statistics.html">Statistics</a>.</p>
+<p>Because of this, the recommended way of fetching the <b>memory budget</b> available to the application is using 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>. Preventing value <a class="el" href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253" title="Estimated current memory usage of the program.">D3D12MA::Budget::UsageBytes</a> from exceeding the <a class="el" href="struct_d3_d12_m_a_1_1_budget.html#a326515f08d89ee2e31dcfdd5c1e8ac71" title="Estimated amount of memory available to the program.">D3D12MA::Budget::BudgetBytes</a> is probably the best we can do in trying to avoid the consequences of over-commitment. For more information, see also: <a class="el" href="statistics.html" title="Statistics">Statistics</a>.</p>
 <p>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> videoMemBudget = {};</div>
 <div class="line">allocator-&gt;GetBudget(&amp;videoMemBudget, NULL);</div>
@@ -122,7 +122,7 @@
 <h1 class="doxsection"><a class="anchor" id="optimal_allocation_suballocating_buffers"></a>
 Sub-allocating buffers</h1>
 <p>When a large number of small buffers needs to be created, the overhead of creating separate <span class="tt">ID3D12Resource</span> objects can be significant. It can also cause a significant waste of memory, as placed buffers need to be aligned to <span class="tt">D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT</span> = 64 KB by default. These problems can be avoided by creating one or few larger buffers and manually sub-allocating parts of them for specific needs.</p>
-<p>It requires implementing a custom allocator for the data inside the buffer and using offsets to individual regions. When all the regions can be allocated linearly and freed all at once, implementing such allocator is trivial. When every region has the same size, implementing an allocator is also quite simple when using a "free list" algorithm. However, when regions can have different sizes and can be allocated and freed in random order, it requires a full allocation algorithm. D3D12MA can help with it by exposing its core allocation algorithm for custom usages. For more details and example code, see chapter: <a class="el" href="virtual_allocator.html">Virtual allocator</a>. It can be used for all the cases mentioned above without too much performance overhead, because the <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> object is just a lightweight handle.</p>
+<p>It requires implementing a custom allocator for the data inside the buffer and using offsets to individual regions. When all the regions can be allocated linearly and freed all at once, implementing such allocator is trivial. When every region has the same size, implementing an allocator is also quite simple when using a "free list" algorithm. However, when regions can have different sizes and can be allocated and freed in random order, it requires a full allocation algorithm. D3D12MA can help with it by exposing its core allocation algorithm for custom usages. For more details and example code, see chapter: <a class="el" href="virtual_allocator.html" title="Virtual allocator">Virtual allocator</a>. It can be used for all the cases mentioned above without too much performance overhead, because the <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> object is just a lightweight handle.</p>
 <p>When sub-allocating a buffer, you need to remember to explicitly request proper alignment required for each region. For example, data used as a constant buffer must be aligned to <span class="tt">D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT</span> = 256 B.</p>
 <h1 class="doxsection"><a class="anchor" id="optimal_allocation_residency_priority"></a>
 Residency priority</h1>
@@ -243,13 +243,13 @@
 </li>
 <li>The advantage of committed resources is that their implicit heaps have exactly the right size, while creating resources as placed inside larger heaps can lead to some memory wasted because:<ul>
 <li>Some part of the allocated heap memory is unused.</li>
-<li>After placed resources of various sizes are created and released in random order, gaps between remaining resources can be too small to fit new allocations. This is also known as "fragmentation". A solution to this problem is implementing <a class="el" href="defragmentation.html">Defragmentation</a>.</li>
+<li>After placed resources of various sizes are created and released in random order, gaps between remaining resources can be too small to fit new allocations. This is also known as "fragmentation". A solution to this problem is implementing <a class="el" href="defragmentation.html" title="Defragmentation">Defragmentation</a>.</li>
 <li>The alignment required by placed resources can leave gaps between them, while the driver can pack individual committed resources better. For details, see section "Resource alignment" below.</li>
 </ul>
 </li>
 <li>The advantage of committed resources is that they are always created with a new heap, which is initialized with zeros. When a resource is created as placed, the memory may contain random data left by the resource previously allocated in that place. When the memory is not filled with zeros, while you don't properly clear it or otherwise initialize its content before use (which is required by D3D12), you may observe incorrect behavior. On the other hand, using committed resources and having every new resource filled with zeros can leave this kind of bugs undetected.</li>
 <li>Manual eviction with <span class="tt">ID3D12Device::Evict</span> and <span class="tt">MakeResident</span> functions work at the level of the entire heap, and so does <span class="tt">ID3D12Device1::SetResidencyPriority</span>, so creating resources as committed allows more fine-grained control over the eviction and residency priority of individual resources.</li>
-<li>The advantage of placed resources is that they can be created in a region of a heap overlapping with some other resources. This approach is commonly called "aliasing". It can save memory, but it needs careful control over the resources that overlap in memory to make sure they are not used at the same time, there is an aliasing barrier issued between their usage, and the resource used after aliasing is correctly cleared every time. Committed resources don't offer this possibility, because every committed resource has its own exclusive memory heap. For more information, see chapter <a class="el" href="resource_aliasing.html">Resource aliasing (overlap)</a>.</li>
+<li>The advantage of placed resources is that they can be created in a region of a heap overlapping with some other resources. This approach is commonly called "aliasing". It can save memory, but it needs careful control over the resources that overlap in memory to make sure they are not used at the same time, there is an aliasing barrier issued between their usage, and the resource used after aliasing is correctly cleared every time. Committed resources don't offer this possibility, because every committed resource has its own exclusive memory heap. For more information, see chapter <a class="el" href="resource_aliasing.html" title="Resource aliasing (overlap)">Resource aliasing (overlap)</a>.</li>
 </ul>
 <p>When creating resources with the help of D3D12MA 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>, you typically don't need to care about all this. The library automatically makes the choice of creating the new resource as committed or placed. However, in cases when you need the information or the control over this choice between committed and placed, the library offers facilities to do that, described below.</p>
 <dl class="section user"><dt>Implementation detail</dt><dd>D3D12MA creates large heaps (default size is 64 MB) and creates resources as placed in them. However, it may decide that it is required or preferred to create the specific resource as committed for many reasons, including:<ul>
@@ -261,7 +261,7 @@
 </dd></dl>
 <p><b>You can check whether an allocation was created as a committed resource</b> by checking if its heap is null. Committed resources have an implicit heap that is not directly accessible.</p>
 <div class="fragment"><div class="line"><span class="keywordtype">bool</span> isCommitted = allocation-&gt;GetHeap() == NULL;</div>
-</div><!-- fragment --><p><b>You can request a new resource to be created as committed</b> by using <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a>. Note that committed resources can also be created out of <a class="el" href="custom_pools.html">Custom memory pools</a>.</p>
+</div><!-- fragment --><p><b>You can request a new resource to be created as committed</b> by using <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a>. Note that committed resources can also be created out of <a class="el" href="custom_pools.html" title="Custom memory pools">Custom memory pools</a>.</p>
 <p>You can also request all resources to be created as committed globally for the entire allocator by using <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a068863dc0538ff4ea153b046b31e94fb">D3D12MA::ALLOCATOR_FLAG_ALWAYS_COMMITTED</a>. However, this contradicts the main purpose of using this library. It can also prevent certain other features of the library to be used. This flag should be used only for debugging purposes.</p>
 <p>You can create a custom pool with an explicit block size by specifying non-zero <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>. When doing this, all <b>resources created in such pool are placed</b> in those blocks (heaps) and never created as committed. Example:</p>
 <div class="fragment"><div class="line"><a class="code hl_struct" href="struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html">D3D12MA::CPOOL_DESC</a> poolDesc = <a class="code hl_struct" href="struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html">D3D12MA::CPOOL_DESC</a>{</div>
@@ -299,12 +299,12 @@
 <p>D3D12 also has a concept of <b>alignment of the entire heap</b>, passed through <span class="tt">D3D12_HEAP_DESC::Alignment</span>. This library automatically sets the alignment as small as possible. Unfortunately, any heap that has a chance of hosting an MSAA texture needs to have the alignment set to 4 MB. This problem can be overcome by passing <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e">D3D12MA::ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a> on the creation of the main allocator object and <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa">D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a> on the creation of any custom heap that supports textures, not only buffers. With those flags, the alignment of the heaps created by D3D12MA can be lower, but any MSAA textures are created as committed. You should always use these flags in your code unless you really need to create some MSAA textures as placed.</p>
 <p>With DirectX 12 Agility SDK 1.618.1, Microsoft added a new feature called <b>"tight alignment"</b>. Note this is a separate feature than the "small alignment" described earlier. When using this new SDK and a compatible graphics driver, the API exposes support for this new feature. Then, a new flag <span class="tt">D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT</span> can be added when creating a resource. D3D12 can then return the alignment required for the resource smaller than the default ones described above. This library automatically makes use of the tight alignment feature when available and adds that new resource flag. When the tight alignment is enabled, the heuristics that creates small buffers as committed described above is deactivated, as it is no longer needed.</p>
 <p>You can check if the tight alignment it is available in the current system by calling <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a3f5aa191cebdca7c1932da4723cfc03e" title="Returns true if resource tight alignment is supported on the current system. When supported,...">D3D12MA::Allocator::IsTightAlignmentSupported()</a>. You can tell the library to not use it by specifying <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916af13bc700d7b799c856c6516acac12fed">D3D12MA::ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT</a>. Typically, you don't need to do any of those.</p>
-<p>The library automatically aligns all buffers to at least 256 B, even when the system supports smaller alignment. This is the alignment required for constant buffers, expressed by <span class="tt">D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT</span> constant. You can override this logic for <a class="el" href="custom_pools.html">Custom memory pools</a> with a specific <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a0a6283eeb1f3f99d8c4ae264aec7f749" title="Additional minimum alignment to be used for all allocations created from this pool....">D3D12MA::POOL_DESC::MinAllocationAlignment</a>. </p>
+<p>The library automatically aligns all buffers to at least 256 B, even when the system supports smaller alignment. This is the alignment required for constant buffers, expressed by <span class="tt">D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT</span> constant. You can override this logic for <a class="el" href="custom_pools.html" title="Custom memory pools">Custom memory pools</a> with a specific <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a0a6283eeb1f3f99d8c4ae264aec7f749" title="Additional minimum alignment to be used for all allocations created from this pool....">D3D12MA::POOL_DESC::MinAllocationAlignment</a>. </p>
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 <!-- start footer part -->
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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> 1.14.0
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diff --git a/docs/html/quick_start.html b/docs/html/quick_start.html
index de33ff7..9a3baef 100644
--- a/docs/html/quick_start.html
+++ b/docs/html/quick_start.html
@@ -3,7 +3,7 @@
 <head>
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-<meta name="generator" content="Doxygen 1.14.0"/>
+<meta name="generator" content="Doxygen 1.16.1"/>
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 <link href="tabs.css" rel="stylesheet" type="text/css"/>
@@ -31,7 +31,7 @@
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-<!-- Generated by Doxygen 1.14.0 -->
+<!-- Generated by Doxygen 1.16.1 -->
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@@ -170,7 +170,7 @@
 <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 not null), sets it to new one,...">D3D12MA::Allocation::SetResource</a>. This function releases the old resource and calls <span class="tt">AddRef</span> 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 <span class="tt">pass.pMoves[i].pDstTmpAllocation-&gt;SetResource(newRes)</span>, but it is moved to the source allocation at end of the defragmentation pass, while the old resource accessible through <span class="tt">pass.pMoves[i].pSrcAllocation-&gt;GetResource()</span> is then released. For more information, see documentation chapter <a class="el" href="defragmentation.html">Defragmentation</a>.</p>
+<p>Special care must be taken when performing <b>defragmentation</b>. The new resource created at the destination place should be set as <span class="tt">pass.pMoves[i].pDstTmpAllocation-&gt;SetResource(newRes)</span>, but it is moved to the source allocation at end of the defragmentation pass, while the old resource accessible through <span class="tt">pass.pMoves[i].pSrcAllocation-&gt;GetResource()</span> is then released. For more information, see documentation chapter <a class="el" href="defragmentation.html" title="Defragmentation">Defragmentation</a>.</p>
 <h1 class="doxsection"><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 <span class="tt">ID3D12Resource::Map</span> method.</p>
@@ -278,7 +278,7 @@
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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> 1.14.0
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diff --git a/docs/html/resource_aliasing.html b/docs/html/resource_aliasing.html
index 1275544..6ab41d4 100644
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+++ b/docs/html/resource_aliasing.html
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diff --git a/docs/html/search/search.css b/docs/html/search/search.css
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+++ b/docs/html/search/search.css
@@ -291,7 +291,6 @@
 
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diff --git a/docs/html/statistics.html b/docs/html/statistics.html
index b9b1e29..da8e8db 100644
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@@ -3,7 +3,7 @@
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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___c_a_l_l_b_a_c_k_s-members.html b/docs/html/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-members.html
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+<tr class="memitem:aa46b3c0456e5a23edef3328607ebf4d7 inherit pub_attribs_struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c" id="r_aa46b3c0456e5a23edef3328607ebf4d7"><td class="memItemLeft">D3D12_HEAP_TYPE&#160;</td><td class="memItemRight"><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#aa46b3c0456e5a23edef3328607ebf4d7">HeapType</a></td></tr>
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+<tr class="memitem:a97878838f976b2d1e6b1a76881035690 inherit pub_attribs_struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c" id="r_a97878838f976b2d1e6b1a76881035690"><td class="memItemLeft">D3D12_HEAP_FLAGS&#160;</td><td class="memItemRight"><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#a97878838f976b2d1e6b1a76881035690">ExtraHeapFlags</a></td></tr>
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+<tr class="memitem:ab06b85f3cf3254f855b29264477e3934 inherit pub_attribs_struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c" id="r_ab06b85f3cf3254f855b29264477e3934"><td class="memItemLeft"><a class="el" href="class_d3_d12_m_a_1_1_pool.html">Pool</a> *&#160;</td><td class="memItemRight"><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">CustomPool</a></td></tr>
 <tr class="memdesc:ab06b85f3cf3254f855b29264477e3934 inherit pub_attribs_struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom pool to place the new resource in. Optional.  <br /></td></tr>
-<tr class="memitem:ac638dd987f1326e2fdab91892d994d35 inherit pub_attribs_struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c" id="r_ac638dd987f1326e2fdab91892d994d35"><td class="memItemLeft" align="right" valign="top">void *&#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_i_o_n___d_e_s_c.html#ac638dd987f1326e2fdab91892d994d35">pPrivateData</a></td></tr>
+<tr class="memitem:ac638dd987f1326e2fdab91892d994d35 inherit pub_attribs_struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c" id="r_ac638dd987f1326e2fdab91892d994d35"><td class="memItemLeft">void *&#160;</td><td class="memItemRight"><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#ac638dd987f1326e2fdab91892d994d35">pPrivateData</a></td></tr>
 <tr class="memdesc:ac638dd987f1326e2fdab91892d994d35 inherit pub_attribs_struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c"><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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diff --git a/docs/html/struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c-members.html b/docs/html/struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c-members.html
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html b/docs/html/struct_d3_d12_m_a_1_1_c_p_o_o_l___d_e_s_c.html
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 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-pub-methods" class="groupheader"><a id="pub-methods" name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
-<tr class="memitem:afc1fdbbf07c54943a70b95f122adb0d2" id="r_afc1fdbbf07c54943a70b95f122adb0d2"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#afc1fdbbf07c54943a70b95f122adb0d2">CPOOL_DESC</a> ()=default</td></tr>
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 <tr class="memdesc:afc1fdbbf07c54943a70b95f122adb0d2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Default constructor. Leaves the structure uninitialized.  <br /></td></tr>
-<tr class="memitem:ab2310e41ea92aa64dfab4a3366a60cc3" id="r_ab2310e41ea92aa64dfab4a3366a60cc3"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#ab2310e41ea92aa64dfab4a3366a60cc3">CPOOL_DESC</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> &amp;o) noexcept</td></tr>
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+<tr class="memitem:a5de61391fddfd37d91a0ec5cb7e84c1b" id="r_a5de61391fddfd37d91a0ec5cb7e84c1b"><td class="memItemLeft">&#160;</td><td class="memItemRight"><a class="el" href="#a5de61391fddfd37d91a0ec5cb7e84c1b">CPOOL_DESC</a> (D3D12_HEAP_TYPE heapType, D3D12_HEAP_FLAGS heapFlags, <a class="el" href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1">POOL_FLAGS</a> flags=<a class="el" href="_d3_d12_mem_alloc_8h.html#a2679d8c9f6d900168bb45450bc88998b">D3D12MA_RECOMMENDED_POOL_FLAGS</a>, UINT64 blockSize=0, UINT minBlockCount=0, UINT maxBlockCount=UINT_MAX, D3D12_RESIDENCY_PRIORITY residencyPriority=D3D12_RESIDENCY_PRIORITY_NORMAL) noexcept</td></tr>
 <tr class="memdesc:a5de61391fddfd37d91a0ec5cb7e84c1b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructor initializing description of a custom pool created in one of the standard <span class="tt">D3D12_HEAP_TYPE</span>.  <br /></td></tr>
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 <tr class="memdesc:a0d1e436a90bb4a07c55a5ecf60618be3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructor initializing description of a custom pool created with custom <span class="tt">D3D12_HEAP_PROPERTIES</span>.  <br /></td></tr>
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___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_c_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html
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 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-pub-methods" class="groupheader"><a id="pub-methods" name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
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 Additional Inherited Members</h2></td></tr>
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-<tr class="memitem:aaa95e62f2f399339a09dcbb312a42de0 inherit pub_attribs_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" id="r_aaa95e62f2f399339a09dcbb312a42de0"><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___d_e_s_c.html#aaa95e62f2f399339a09dcbb312a42de0">Alignment</a></td></tr>
+<tr class="memitem:aaa95e62f2f399339a09dcbb312a42de0 inherit pub_attribs_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" id="r_aaa95e62f2f399339a09dcbb312a42de0"><td class="memItemLeft">UINT64&#160;</td><td class="memItemRight"><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">Alignment</a></td></tr>
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-<tr class="memitem:aa1281297154e3823e98a7cc7e23b5d6b inherit pub_attribs_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" id="r_aa1281297154e3823e98a7cc7e23b5d6b"><td class="memItemLeft" align="right" valign="top">void *&#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___d_e_s_c.html#aa1281297154e3823e98a7cc7e23b5d6b">pPrivateData</a></td></tr>
+<tr class="memitem:aa1281297154e3823e98a7cc7e23b5d6b inherit pub_attribs_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" id="r_aa1281297154e3823e98a7cc7e23b5d6b"><td class="memItemLeft">void *&#160;</td><td class="memItemRight"><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">pPrivateData</a></td></tr>
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c-members.html b/docs/html/struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c-members.html
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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> 1.14.0
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html b/docs/html/struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html
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--- a/docs/html/struct_d3_d12_m_a_1_1_c_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html
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@@ -31,7 +31,7 @@
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 <table class="memberdecls">
 <tr class="heading"><td colspan="2"><h2 id="header-pub-methods" class="groupheader"><a id="pub-methods" name="pub-methods"></a>
 Public Member Functions</h2></td></tr>
-<tr class="memitem:a2871293dd04cadc9e8f10b5a5acb9b0c" id="r_a2871293dd04cadc9e8f10b5a5acb9b0c"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a2871293dd04cadc9e8f10b5a5acb9b0c">CVIRTUAL_BLOCK_DESC</a> ()=default</td></tr>
+<tr class="memitem:a2871293dd04cadc9e8f10b5a5acb9b0c" id="r_a2871293dd04cadc9e8f10b5a5acb9b0c"><td class="memItemLeft">&#160;</td><td class="memItemRight"><a class="el" href="#a2871293dd04cadc9e8f10b5a5acb9b0c">CVIRTUAL_BLOCK_DESC</a> ()=default</td></tr>
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-<tr class="memitem:a223f6535756a128b7fe86f0aa10de9af" id="r_a223f6535756a128b7fe86f0aa10de9af"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a223f6535756a128b7fe86f0aa10de9af">CVIRTUAL_BLOCK_DESC</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> &amp;o) noexcept</td></tr>
+<tr class="memitem:a223f6535756a128b7fe86f0aa10de9af" id="r_a223f6535756a128b7fe86f0aa10de9af"><td class="memItemLeft">&#160;</td><td class="memItemRight"><a class="el" href="#a223f6535756a128b7fe86f0aa10de9af">CVIRTUAL_BLOCK_DESC</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> &amp;o) noexcept</td></tr>
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-<tr class="memitem:a2984a0b07b432ed8baf387d5230b7112" id="r_a2984a0b07b432ed8baf387d5230b7112"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a2984a0b07b432ed8baf387d5230b7112">CVIRTUAL_BLOCK_DESC</a> (UINT64 size, <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085d">VIRTUAL_BLOCK_FLAGS</a> flags=<a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dafc882884f8bacd5cab3087567df8c53d">VIRTUAL_BLOCK_FLAG_NONE</a>, 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> *allocationCallbacks=NULL) noexcept</td></tr>
+<tr class="memitem:a2984a0b07b432ed8baf387d5230b7112" id="r_a2984a0b07b432ed8baf387d5230b7112"><td class="memItemLeft">&#160;</td><td class="memItemRight"><a class="el" href="#a2984a0b07b432ed8baf387d5230b7112">CVIRTUAL_BLOCK_DESC</a> (UINT64 size, <a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085d">VIRTUAL_BLOCK_FLAGS</a> flags=<a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085dafc882884f8bacd5cab3087567df8c53d">VIRTUAL_BLOCK_FLAG_NONE</a>, 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> *allocationCallbacks=NULL) noexcept</td></tr>
 <tr class="memdesc:a2984a0b07b432ed8baf387d5230b7112"><td class="mdescLeft">&#160;</td><td class="mdescRight">Constructor initializing description of a virtual block with given parameters.  <br /></td></tr>
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 Additional Inherited Members</h2></td></tr>
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-<tr class="memitem:a1c887a732b4db0c68a07902462e0732b inherit pub_attribs_struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c" id="r_a1c887a732b4db0c68a07902462e0732b"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085d">VIRTUAL_BLOCK_FLAGS</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#a1c887a732b4db0c68a07902462e0732b">Flags</a></td></tr>
+<tr class="memitem:a1c887a732b4db0c68a07902462e0732b inherit pub_attribs_struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c" id="r_a1c887a732b4db0c68a07902462e0732b"><td class="memItemLeft"><a class="el" href="namespace_d3_d12_m_a.html#a578329923a103be086ac52e3bed2085d">VIRTUAL_BLOCK_FLAGS</a>&#160;</td><td class="memItemRight"><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">Flags</a></td></tr>
 <tr class="memdesc:a1c887a732b4db0c68a07902462e0732b inherit pub_attribs_struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags.  <br /></td></tr>
-<tr class="memitem:ac56491679f276a5a9956ed99bc4654e4 inherit pub_attribs_struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c" id="r_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="memitem:ac56491679f276a5a9956ed99bc4654e4 inherit pub_attribs_struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c" id="r_ac56491679f276a5a9956ed99bc4654e4"><td class="memItemLeft">UINT64&#160;</td><td class="memItemRight"><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 inherit pub_attribs_struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Total size of the block.  <br /></td></tr>
-<tr class="memitem:aa8ea08ad0ee64cb2d29c03b85008317f inherit pub_attribs_struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c" id="r_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="memitem:aa8ea08ad0ee64cb2d29c03b85008317f inherit pub_attribs_struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c" id="r_aa8ea08ad0ee64cb2d29c03b85008317f"><td class="memItemLeft">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"><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 inherit pub_attribs_struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c"><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 id="header-details" class="groupheader">Detailed Description</h2>
@@ -214,7 +214,7 @@
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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> 1.14.0
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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___d_e_s_c-members.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___d_e_s_c-members.html
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+++ 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___d_e_s_c-members.html
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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> 1.14.0
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 <p>Array of moves to be performed by the user in the current defragmentation pass. </p>
-<p>Pointer to an array of <span class="tt">MoveCount</span> 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>Pointer to an array of <span class="tt"><a class="el" href="#a8df22d990c318d82fe9fcc5f04132c04" title="Number of elements in the pMoves array.">MoveCount</a></span> 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 <span class="tt">pMoves[i].pDstTmpAllocation-&gt;GetHeap()</span> + <span class="tt">pMoves[i].pDstTmpAllocation-&gt;GetOffset()</span>.</li>
-<li>Store new resource in <span class="tt">pMoves[i].pDstTmpAllocation</span> 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 not null), sets it to new one,...">Allocation::SetResource()</a>. It will later replace old resource from <span class="tt">pMoves[i].pSrcAllocation</span>.</li>
-<li>Copy data from the <span class="tt">pMoves[i].pSrcAllocation</span> e.g. using <span class="tt">D3D12GraphicsCommandList::CopyResource</span>.</li>
+<li>Create a new resource in the place pointed by <span class="tt"><a class="el" href="#a719fbdaae54251759605c41baeb24dc4" title="Array of moves to be performed by the user in the current defragmentation pass.">pMoves</a>[i].pDstTmpAllocation-&gt;GetHeap()</span> + <span class="tt"><a class="el" href="#a719fbdaae54251759605c41baeb24dc4" title="Array of moves to be performed by the user in the current defragmentation pass.">pMoves</a>[i].pDstTmpAllocation-&gt;GetOffset()</span>.</li>
+<li>Store new resource in <span class="tt"><a class="el" href="#a719fbdaae54251759605c41baeb24dc4" title="Array of moves to be performed by the user in the current defragmentation pass.">pMoves</a>[i].pDstTmpAllocation</span> 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 not null), sets it to new one,...">Allocation::SetResource()</a>. It will later replace old resource from <span class="tt"><a class="el" href="#a719fbdaae54251759605c41baeb24dc4" title="Array of moves to be performed by the user in the current defragmentation pass.">pMoves</a>[i].pSrcAllocation</span>.</li>
+<li>Copy data from the <span class="tt"><a class="el" href="#a719fbdaae54251759605c41baeb24dc4" title="Array of moves to be performed by the user in the current defragmentation pass.">pMoves</a>[i].pSrcAllocation</span> e.g. using <span class="tt">D3D12GraphicsCommandList::CopyResource</span>.</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>
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 <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 class="doxsection"><a class="anchor" id="virtual_allocator_additional_considerations"></a>
 Additional considerations</h1>
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 <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>
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diff --git a/include/D3D12MemAlloc.h b/include/D3D12MemAlloc.h
index 8396abb..c34d1d7 100644
--- a/include/D3D12MemAlloc.h
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@@ -24,9 +24,9 @@
 

 /** \mainpage D3D12 Memory Allocator

 

-<b>Version 3.1.0-development</b> (2025-XX-XX)

+<b>Version 3.1.0</b> (2026-02-23)

 

-Copyright (c) 2019-2025 Advanced Micro Devices, Inc. All rights reserved. \n

+Copyright (c) 2019-2026 Advanced Micro Devices, Inc. All rights reserved. \n

 License: MIT

 

 Documentation of all members: D3D12MemAlloc.h