Added documentation chapter "Optimal resource allocation" Also other fixes in the documentation. Updated Doxyfile to the new Doxygen version. Cherry-picked from branch "feature/resource-tight-alignment". Regenerated the docs.
diff --git a/docs/html/_d3_d12_mem_alloc_8h.html b/docs/html/_d3_d12_mem_alloc_8h.html index 05320f0..75a0cf5 100644 --- a/docs/html/_d3_d12_mem_alloc_8h.html +++ b/docs/html/_d3_d12_mem_alloc_8h.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D:/PROJECTS/D3D12 Memory Allocator/REPO/include/D3D12MemAlloc.h File Reference</title> +<title>D3D12 Memory Allocator: D:/PROJECTS/D3D12 Memory Allocator/REPO/include/D3D12MemAlloc.h File Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr> @@ -177,6 +177,7 @@ <tr class="memitem:aa623643886b8481adb32017e5c748b50" id="r_aa623643886b8481adb32017e5c748b50"><td class="memItemLeft" align="right" valign="top">#define </td><td class="memItemRight" valign="bottom"><a class="el" href="#aa623643886b8481adb32017e5c748b50">D3D12MA_DXGI_1_4</a>   0</td></tr> <tr class="separator:aa623643886b8481adb32017e5c748b50"><td class="memSeparator" colspan="2"> </td></tr> <tr class="memitem:ad04069a2e2bbc53b7d65f85a04a2dcbc" id="r_ad04069a2e2bbc53b7d65f85a04a2dcbc"><td class="memItemLeft" align="right" valign="top">#define </td><td class="memItemRight" valign="bottom"><a class="el" href="#ad04069a2e2bbc53b7d65f85a04a2dcbc">D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT</a>   1</td></tr> +<tr class="memdesc:ad04069a2e2bbc53b7d65f85a04a2dcbc"><td class="mdescLeft"> </td><td class="mdescRight">When defined to value other than 0, the library will try to use <code>D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT</code> or <code>D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT</code> 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> <tr class="separator:ad04069a2e2bbc53b7d65f85a04a2dcbc"><td class="memSeparator" colspan="2"> </td></tr> </table><table class="memberdecls"> <tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="typedef-members" name="typedef-members"></a> @@ -299,6 +300,13 @@ </table> </div><div class="memdoc"> +<p>When defined to value other than 0, the library will try to use <code>D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT</code> or <code>D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT</code> 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><code>#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 0</code> - Disables small texture alignment.</li> +<li><code>#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1</code> (the default) - Enables conservative algorithm that will use small alignment only for some textures that are surely known to support it.</li> +<li><code>#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 2</code> - 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 <code>ID3D12Device::GetResourceAllocationInfo</code>, which you should just ignore. </li> +</ul> + </div> </div> </div><!-- contents -->
diff --git a/docs/html/annotated.html b/docs/html/annotated.html index 7e00073..6810191 100644 --- a/docs/html/annotated.html +++ b/docs/html/annotated.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Class List</title> +<title>D3D12 Memory Allocator: Class List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/class_d3_d12_m_a_1_1_allocation-members.html b/docs/html/class_d3_d12_m_a_1_1_allocation-members.html index 95e5051..65c9dc6 100644 --- a/docs/html/class_d3_d12_m_a_1_1_allocation-members.html +++ b/docs/html/class_d3_d12_m_a_1_1_allocation-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/class_d3_d12_m_a_1_1_allocation.html b/docs/html/class_d3_d12_m_a_1_1_allocation.html index 7e17b43..33f9020 100644 --- a/docs/html/class_d3_d12_m_a_1_1_allocation.html +++ b/docs/html/class_d3_d12_m_a_1_1_allocation.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::Allocation Class Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::Allocation Class Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/class_d3_d12_m_a_1_1_allocator-members.html b/docs/html/class_d3_d12_m_a_1_1_allocator-members.html index 423ebc5..5634ccf 100644 --- a/docs/html/class_d3_d12_m_a_1_1_allocator-members.html +++ b/docs/html/class_d3_d12_m_a_1_1_allocator-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/class_d3_d12_m_a_1_1_allocator.html b/docs/html/class_d3_d12_m_a_1_1_allocator.html index 5d13c83..fd2e159 100644 --- a/docs/html/class_d3_d12_m_a_1_1_allocator.html +++ b/docs/html/class_d3_d12_m_a_1_1_allocator.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::Allocator Class Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::Allocator Class Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr> @@ -753,7 +753,7 @@ <p>Returns total amount of memory of specific segment group, in bytes. </p> <dl class="params"><dt>Parameters</dt><dd> <table class="params"> - <tr><td class="paramname">memorySegmentGroup</td><td>use <code>DXGI_MEMORY_SEGMENT_GROUP_LOCAL</code> or DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL`.</td></tr> + <tr><td class="paramname">memorySegmentGroup</td><td>use <code>DXGI_MEMORY_SEGMENT_GROUP_LOCAL</code> or <code>DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL</code>.</td></tr> </table> </dd> </dl> @@ -815,8 +815,7 @@ <p>Returns true if GPU Upload Heaps are supported on the current system. </p> <p>When true, you can use <code>D3D12_HEAP_TYPE_GPU_UPLOAD</code>.</p> -<p>This flag is fetched from <code>D3D12_FEATURE_D3D12_OPTIONS16::GPUUploadHeapSupported</code>.</p> -<p><code>#define D3D12MA_OPTIONS16_SUPPORTED 1</code> is needed for the compilation of this library. Otherwise the flag is always false. </p> +<p>This flag is fetched from <code>D3D12_FEATURE_D3D12_OPTIONS16::GPUUploadHeapSupported</code>. </p> </div> </div>
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 71df82b..fcd4c40 100644 --- 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
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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 41f9fb7..19b83c9 100644 --- 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
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::DefragmentationContext Class Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::DefragmentationContext Class Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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 63a614b..f90127f 100644 --- 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
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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 e971eb3..2f28606 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
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::Pool Class Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::Pool Class Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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 ce7ed03..4f3596e 100644 --- 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
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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 1ebc4ac..3b2426d 100644 --- 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
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::VirtualBlock Class Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::VirtualBlock Class Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/classes.html b/docs/html/classes.html index 15cc068..5794267 100644 --- a/docs/html/classes.html +++ b/docs/html/classes.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Class Index</title> +<title>D3D12 Memory Allocator: Class Index</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/configuration.html b/docs/html/configuration.html index 4820d1d..a7ae8cf 100644 --- a/docs/html/configuration.html +++ b/docs/html/configuration.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Configuration</title> +<title>D3D12 Memory Allocator: Configuration</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr> @@ -123,15 +123,15 @@ <div class="line"> </div> <div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a>* allocator;</div> <div class="line">HRESULT hr = <a class="code hl_function" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a>(&allocatorDesc, &allocator);</div> -<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></div><div class="ttdoc">Represents main object of this library initialized for particular ID3D12Device.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1099</div></div> +<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></div><div class="ttdoc">Represents main object of this library initialized for particular ID3D12Device.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1107</div></div> <div class="ttc" id="anamespace_d3_d12_m_a_html_ab7a1cd1683986d75ce1488b0920f4cb0"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a></div><div class="ttdeci">D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC *pDesc, Allocator **ppAllocator)</div><div class="ttdoc">Creates new main D3D12MA::Allocator object and returns it through ppAllocator.</div></div> -<div class="ttc" id="astruct_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"><div class="ttname"><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">D3D12MA::ALLOCATION_CALLBACKS</a></div><div class="ttdoc">Custom callbacks to CPU memory allocation functions.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:209</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s_html_a114e6c4d63d6b020e01f526a975d6849"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html#a114e6c4d63d6b020e01f526a975d6849">D3D12MA::ALLOCATION_CALLBACKS::pFree</a></div><div class="ttdeci">FREE_FUNC_PTR pFree</div><div class="ttdoc">Dellocation function.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:213</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s_html_af4d6436455728696fefd503869226436"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html#af4d6436455728696fefd503869226436">D3D12MA::ALLOCATION_CALLBACKS::pAllocate</a></div><div class="ttdeci">ALLOCATE_FUNC_PTR pAllocate</div><div class="ttdoc">Allocation function.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:211</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1060</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_a773ecc1945eb47c20e06455c3759e4ef"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a773ecc1945eb47c20e06455c3759e4ef">D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks</a></div><div class="ttdeci">const ALLOCATION_CALLBACKS * pAllocationCallbacks</div><div class="ttdoc">Custom CPU memory allocation callbacks. Optional.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1080</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1086</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1068</div></div> +<div class="ttc" id="astruct_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"><div class="ttname"><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">D3D12MA::ALLOCATION_CALLBACKS</a></div><div class="ttdoc">Custom callbacks to CPU memory allocation functions.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:217</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s_html_a114e6c4d63d6b020e01f526a975d6849"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html#a114e6c4d63d6b020e01f526a975d6849">D3D12MA::ALLOCATION_CALLBACKS::pFree</a></div><div class="ttdeci">FREE_FUNC_PTR pFree</div><div class="ttdoc">Dellocation function.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:221</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s_html_af4d6436455728696fefd503869226436"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___c_a_l_l_b_a_c_k_s.html#af4d6436455728696fefd503869226436">D3D12MA::ALLOCATION_CALLBACKS::pAllocate</a></div><div class="ttdeci">ALLOCATE_FUNC_PTR pAllocate</div><div class="ttdoc">Allocation function.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:219</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1068</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_a773ecc1945eb47c20e06455c3759e4ef"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a773ecc1945eb47c20e06455c3759e4ef">D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks</a></div><div class="ttdeci">const ALLOCATION_CALLBACKS * pAllocationCallbacks</div><div class="ttdoc">Custom CPU memory allocation callbacks. Optional.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1088</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1094</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1076</div></div> </div><!-- fragment --><h1><a class="anchor" id="debug_margins"></a> Debug margins</h1> <p>By default, allocations are laid out in memory blocks next to each other if possible (considering required alignment returned by <code>ID3D12Device::GetResourceAllocationInfo</code>).</p>
diff --git a/docs/html/custom_pools.html b/docs/html/custom_pools.html index 0495016..c5079f7 100644 --- a/docs/html/custom_pools.html +++ b/docs/html/custom_pools.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Custom memory pools</title> +<title>D3D12 Memory Allocator: Custom memory pools</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr> @@ -83,7 +83,7 @@ <div id="nav-path" class="navpath"> <ul> -<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li> </ul> +<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li><li class="navelem"><a class="el" href="optimal_allocation.html">Optimal resource allocation</a></li> </ul> </div> </div><!-- top --> <div id="doc-content"> @@ -103,7 +103,7 @@ <div class="line"> </div> <div class="line">Pool* pool;</div> <div class="line">HRESULT hr = allocator->CreatePool(&poolDesc, &pool);</div> -<div class="ttc" id="anamespace_d3_d12_m_a_html_a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa"><div class="ttname"><a href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa">D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a></div><div class="ttdeci">@ POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</div><div class="ttdoc">Optimization, allocate MSAA textures as committed resources always.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:842</div></div> +<div class="ttc" id="anamespace_d3_d12_m_a_html_a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa"><div class="ttname"><a href="namespace_d3_d12_m_a.html#a919d8545365d6b7209a964f2b99936d1acc379a89755438c0f76667783b778baa">D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a></div><div class="ttdeci">@ POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</div><div class="ttdoc">Optimization, allocate MSAA textures as committed resources always.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:850</div></div> </div><!-- fragment --><p>To allocate resources out of a custom pool, only set member <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a>. Example:</p> <div class="fragment"><div class="line">ALLOCATION_DESC allocDesc = {};</div> <div class="line">allocDesc.CustomPool = pool;</div>
diff --git a/docs/html/defragmentation.html b/docs/html/defragmentation.html index c51751c..95d5ca1 100644 --- a/docs/html/defragmentation.html +++ b/docs/html/defragmentation.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Defragmentation</title> +<title>D3D12 Memory Allocator: Defragmentation</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr> @@ -83,7 +83,7 @@ <div id="nav-path" class="navpath"> <ul> -<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li> </ul> +<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li><li class="navelem"><a class="el" href="optimal_allocation.html">Optimal resource allocation</a></li> </ul> </div> </div><!-- top --> <div id="doc-content"> @@ -149,19 +149,19 @@ <div class="line">defragCtx->Release();</div> <div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_a414a088c22bae0f29b1038f5f9346d14"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#a414a088c22bae0f29b1038f5f9346d14">D3D12MA::Allocation::SetResource</a></div><div class="ttdeci">void SetResource(ID3D12Resource *pResource)</div><div class="ttdoc">Releases the resource currently pointed by the allocation (if any), sets it to new one,...</div></div> <div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_a47be9557d441797b65de177a3d5cdf60"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#a47be9557d441797b65de177a3d5cdf60">D3D12MA::Allocation::GetOffset</a></div><div class="ttdeci">UINT64 GetOffset() const</div><div class="ttdoc">Returns offset in bytes from the start of memory heap.</div></div> -<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_ad00308118252f82d8f803c623c67bf18"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18">D3D12MA::Allocation::GetResource</a></div><div class="ttdeci">ID3D12Resource * GetResource() const</div><div class="ttdoc">Returns D3D12 resource associated with this object.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:512</div></div> +<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_ad00308118252f82d8f803c623c67bf18"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#ad00308118252f82d8f803c623c67bf18">D3D12MA::Allocation::GetResource</a></div><div class="ttdeci">ID3D12Resource * GetResource() const</div><div class="ttdoc">Returns D3D12 resource associated with this object.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:520</div></div> <div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_adca8d5a82bed492fe7265fcda6e53da2"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#adca8d5a82bed492fe7265fcda6e53da2">D3D12MA::Allocation::GetHeap</a></div><div class="ttdeci">ID3D12Heap * GetHeap() const</div><div class="ttdoc">Returns memory heap that the resource is created in.</div></div> -<div class="ttc" id="aclass_d3_d12_m_a_1_1_defragmentation_context_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_defragmentation_context.html">D3D12MA::DefragmentationContext</a></div><div class="ttdoc">Represents defragmentation process in progress.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:768</div></div> +<div class="ttc" id="aclass_d3_d12_m_a_1_1_defragmentation_context_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_defragmentation_context.html">D3D12MA::DefragmentationContext</a></div><div class="ttdoc">Represents defragmentation process in progress.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:776</div></div> <div class="ttc" id="aclass_d3_d12_m_a_1_1_defragmentation_context_html_a1606c015d02edc094bb246986159d592"><div class="ttname"><a href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592">D3D12MA::DefragmentationContext::BeginPass</a></div><div class="ttdeci">HRESULT BeginPass(DEFRAGMENTATION_PASS_MOVE_INFO *pPassInfo)</div><div class="ttdoc">Starts single defragmentation pass.</div></div> <div class="ttc" id="aclass_d3_d12_m_a_1_1_defragmentation_context_html_aad502ba70d6dadaeee37703fd8bf90ae"><div class="ttname"><a href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae">D3D12MA::DefragmentationContext::EndPass</a></div><div class="ttdeci">HRESULT EndPass(DEFRAGMENTATION_PASS_MOVE_INFO *pPassInfo)</div><div class="ttdoc">Ends single defragmentation pass.</div></div> -<div class="ttc" id="anamespace_d3_d12_m_a_html_ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13">D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_FAST</a></div><div class="ttdeci">@ DEFRAGMENTATION_FLAG_ALGORITHM_FAST</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:648</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html">D3D12MA::DEFRAGMENTATION_DESC</a></div><div class="ttdoc">Parameters for defragmentation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:670</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c_html_aac9a357e679a0afa9ab84cd06057630b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html#aac9a357e679a0afa9ab84cd06057630b">D3D12MA::DEFRAGMENTATION_DESC::Flags</a></div><div class="ttdeci">DEFRAGMENTATION_FLAGS Flags</div><div class="ttdoc">Flags.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:672</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e_html_a4946b874c958a71c21fac25b515cf5f7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a4946b874c958a71c21fac25b515cf5f7">D3D12MA::DEFRAGMENTATION_MOVE::pSrcAllocation</a></div><div class="ttdeci">Allocation * pSrcAllocation</div><div class="ttdoc">Allocation that should be moved.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:706</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e_html_aec0c7f51ccc870c6a88af7c7390d8eda"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#aec0c7f51ccc870c6a88af7c7390d8eda">D3D12MA::DEFRAGMENTATION_MOVE::pDstTmpAllocation</a></div><div class="ttdeci">Allocation * pDstTmpAllocation</div><div class="ttdoc">Temporary allocation pointing to destination memory that will replace pSrcAllocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:714</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO</a></div><div class="ttdoc">Parameters for incremental defragmentation steps.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:722</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html_a719fbdaae54251759605c41baeb24dc4"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a719fbdaae54251759605c41baeb24dc4">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves</a></div><div class="ttdeci">DEFRAGMENTATION_MOVE * pMoves</div><div class="ttdoc">Array of moves to be performed by the user in the current defragmentation pass.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:746</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html_a8df22d990c318d82fe9fcc5f04132c04"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a8df22d990c318d82fe9fcc5f04132c04">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::MoveCount</a></div><div class="ttdeci">UINT32 MoveCount</div><div class="ttdoc">Number of elements in the pMoves array.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:724</div></div> +<div class="ttc" id="anamespace_d3_d12_m_a_html_ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ab433989212ee6736bf9d63c5bc565df4a9d0301a81136ca79e3ba52542c6d2e13">D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_FAST</a></div><div class="ttdeci">@ DEFRAGMENTATION_FLAG_ALGORITHM_FAST</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:656</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html">D3D12MA::DEFRAGMENTATION_DESC</a></div><div class="ttdoc">Parameters for defragmentation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:678</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c_html_aac9a357e679a0afa9ab84cd06057630b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___d_e_s_c.html#aac9a357e679a0afa9ab84cd06057630b">D3D12MA::DEFRAGMENTATION_DESC::Flags</a></div><div class="ttdeci">DEFRAGMENTATION_FLAGS Flags</div><div class="ttdoc">Flags.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:680</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e_html_a4946b874c958a71c21fac25b515cf5f7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a4946b874c958a71c21fac25b515cf5f7">D3D12MA::DEFRAGMENTATION_MOVE::pSrcAllocation</a></div><div class="ttdeci">Allocation * pSrcAllocation</div><div class="ttdoc">Allocation that should be moved.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:714</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e_html_aec0c7f51ccc870c6a88af7c7390d8eda"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#aec0c7f51ccc870c6a88af7c7390d8eda">D3D12MA::DEFRAGMENTATION_MOVE::pDstTmpAllocation</a></div><div class="ttdeci">Allocation * pDstTmpAllocation</div><div class="ttdoc">Temporary allocation pointing to destination memory that will replace pSrcAllocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:722</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO</a></div><div class="ttdoc">Parameters for incremental defragmentation steps.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:730</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html_a719fbdaae54251759605c41baeb24dc4"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a719fbdaae54251759605c41baeb24dc4">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves</a></div><div class="ttdeci">DEFRAGMENTATION_MOVE * pMoves</div><div class="ttdoc">Array of moves to be performed by the user in the current defragmentation pass.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:754</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o_html_a8df22d990c318d82fe9fcc5f04132c04"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html#a8df22d990c318d82fe9fcc5f04132c04">D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::MoveCount</a></div><div class="ttdeci">UINT32 MoveCount</div><div class="ttdoc">Number of elements in the pMoves array.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:732</div></div> </div><!-- fragment --><p>Although functions like <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource()</a> create an allocation and a buffer/texture at once, these are just a shortcut for allocating memory and creating a placed resource. Defragmentation works on memory allocations only. You must handle the rest manually. Defragmentation is an iterative process that should repreat "passes" as long as related functions return <code>S_FALSE</code> not <code>S_OK</code>. In each pass:</p> <ol type="1"> <li><a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">D3D12MA::DefragmentationContext::BeginPass()</a> function call:<ul>
diff --git a/docs/html/dir_d44c64559bbebec7f509842c48db8b23.html b/docs/html/dir_d44c64559bbebec7f509842c48db8b23.html index 38f9628..3c08bf3 100644 --- a/docs/html/dir_d44c64559bbebec7f509842c48db8b23.html +++ b/docs/html/dir_d44c64559bbebec7f509842c48db8b23.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D:/PROJECTS/D3D12 Memory Allocator/REPO/include Directory Reference</title> +<title>D3D12 Memory Allocator: D:/PROJECTS/D3D12 Memory Allocator/REPO/include Directory Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/doxygen_crawl.html b/docs/html/doxygen_crawl.html index 9c3b721..02b13fd 100644 --- a/docs/html/doxygen_crawl.html +++ b/docs/html/doxygen_crawl.html
@@ -188,6 +188,14 @@ <a href="namespacemembers_func.html"/> <a href="namespacemembers_type.html"/> <a href="namespaces.html"/> +<a href="optimal_allocation.html"/> +<a href="optimal_allocation.html#optimal_allocation_allocation_Performance"/> +<a href="optimal_allocation.html#optimal_allocation_avoiding_running_out_of_memory"/> +<a href="optimal_allocation.html#optimal_allocation_committed_vs_placed"/> +<a href="optimal_allocation.html#optimal_allocation_gpu_upload_heap"/> +<a href="optimal_allocation.html#optimal_allocation_residency_priority"/> +<a href="optimal_allocation.html#optimal_allocation_resource_alignment"/> +<a href="optimal_allocation.html#optimal_allocation_suballocating_buffers"/> <a href="quick_start.html"/> <a href="quick_start.html#quick_start_creating_resources"/> <a href="quick_start.html#quick_start_mapping_memory"/>
diff --git a/docs/html/files.html b/docs/html/files.html index 36c9955..28558a5 100644 --- a/docs/html/files.html +++ b/docs/html/files.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: File List</title> +<title>D3D12 Memory Allocator: File List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/functions.html b/docs/html/functions.html index 64a07fd..94fb43e 100644 --- a/docs/html/functions.html +++ b/docs/html/functions.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Class Members</title> +<title>D3D12 Memory Allocator: Class Members</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/functions_func.html b/docs/html/functions_func.html index 7251365..14a2018 100644 --- a/docs/html/functions_func.html +++ b/docs/html/functions_func.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Class Members - Functions</title> +<title>D3D12 Memory Allocator: Class Members - Functions</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/functions_rela.html b/docs/html/functions_rela.html index 517d838..cbd5b47 100644 --- a/docs/html/functions_rela.html +++ b/docs/html/functions_rela.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Class Members - Related Symbols</title> +<title>D3D12 Memory Allocator: Class Members - Related Symbols</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/functions_vars.html b/docs/html/functions_vars.html index a09deae..ed87ba0 100644 --- a/docs/html/functions_vars.html +++ b/docs/html/functions_vars.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Class Members - Variables</title> +<title>D3D12 Memory Allocator: Class Members - Variables</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/general_considerations.html b/docs/html/general_considerations.html index ee4137b..a7bdf9a 100644 --- a/docs/html/general_considerations.html +++ b/docs/html/general_considerations.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: General considerations</title> +<title>D3D12 Memory Allocator: General considerations</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/globals.html b/docs/html/globals.html index b075da5..2ebbaba 100644 --- a/docs/html/globals.html +++ b/docs/html/globals.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: File Members</title> +<title>D3D12 Memory Allocator: File Members</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/globals_defs.html b/docs/html/globals_defs.html index 037a217..e09e7de 100644 --- a/docs/html/globals_defs.html +++ b/docs/html/globals_defs.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: File Members</title> +<title>D3D12 Memory Allocator: File Members</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/hierarchy.html b/docs/html/hierarchy.html index 211b00d..0f059c3 100644 --- a/docs/html/hierarchy.html +++ b/docs/html/hierarchy.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Class Hierarchy</title> +<title>D3D12 Memory Allocator: Class Hierarchy</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/index.html b/docs/html/index.html index fb4fbdf..fcd9bdc 100644 --- a/docs/html/index.html +++ b/docs/html/index.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12 Memory Allocator</title> +<title>D3D12 Memory Allocator: D3D12 Memory Allocator</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr> @@ -102,6 +102,16 @@ </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> +</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> @@ -120,10 +130,10 @@ </li> </ul> <h1><a class="anchor" id="main_see_also"></a> -See also</h1> +Web links</h1> <ul> -<li><a href="https://gpuopen.com/gaming-product/d3d12-memory-allocator/">Product page on GPUOpen</a></li> -<li><a href="https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator">Source repository on GitHub</a> </li> +<li><a href="https://gpuopen.com/gaming-product/d3d12-memory-allocator/">Direct3D 12 Memory Allocator at GPUOpen.com</a> - product page</li> +<li><a href="https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator">GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator at GitHub.com</a> - source code repository </li> </ul> </div></div><!-- PageDoc --> <a href="doxygen_crawl.html"></a>
diff --git a/docs/html/linear_algorithm.html b/docs/html/linear_algorithm.html index ab1c83f..8281445 100644 --- a/docs/html/linear_algorithm.html +++ b/docs/html/linear_algorithm.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Linear allocation algorithm</title> +<title>D3D12 Memory Allocator: Linear allocation algorithm</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/namespace_d3_d12_m_a.html b/docs/html/namespace_d3_d12_m_a.html index 6b44315..f4fd6c4 100644 --- a/docs/html/namespace_d3_d12_m_a.html +++ b/docs/html/namespace_d3_d12_m_a.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA Namespace Reference</title> +<title>D3D12 Memory Allocator: D3D12MA Namespace Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/namespacemembers.html b/docs/html/namespacemembers.html index 09c52ac..6457e2b 100644 --- a/docs/html/namespacemembers.html +++ b/docs/html/namespacemembers.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Namespace Members</title> +<title>D3D12 Memory Allocator: Namespace Members</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/namespacemembers_enum.html b/docs/html/namespacemembers_enum.html index a7af29f..dda1cbc 100644 --- a/docs/html/namespacemembers_enum.html +++ b/docs/html/namespacemembers_enum.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Namespace Members</title> +<title>D3D12 Memory Allocator: Namespace Members</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/namespacemembers_eval.html b/docs/html/namespacemembers_eval.html index 2c9740a..66f0cde 100644 --- a/docs/html/namespacemembers_eval.html +++ b/docs/html/namespacemembers_eval.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Namespace Members</title> +<title>D3D12 Memory Allocator: Namespace Members</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/namespacemembers_func.html b/docs/html/namespacemembers_func.html index 5ad85ea..ef39b20 100644 --- a/docs/html/namespacemembers_func.html +++ b/docs/html/namespacemembers_func.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Namespace Members</title> +<title>D3D12 Memory Allocator: Namespace Members</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/namespacemembers_type.html b/docs/html/namespacemembers_type.html index cfeedab..47e74d5 100644 --- a/docs/html/namespacemembers_type.html +++ b/docs/html/namespacemembers_type.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Namespace Members</title> +<title>D3D12 Memory Allocator: Namespace Members</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/namespaces.html b/docs/html/namespaces.html index ad83084..3e69317 100644 --- a/docs/html/namespaces.html +++ b/docs/html/namespaces.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Namespace List</title> +<title>D3D12 Memory Allocator: Namespace List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/optimal_allocation.html b/docs/html/optimal_allocation.html new file mode 100644 index 0000000..49a27aa --- /dev/null +++ b/docs/html/optimal_allocation.html
@@ -0,0 +1,343 @@ +<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "https://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> +<html xmlns="http://www.w3.org/1999/xhtml" lang="en-US"> +<head> +<meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/> +<meta http-equiv="X-UA-Compatible" content="IE=11"/> +<meta name="generator" content="Doxygen 1.13.0"/> +<meta name="viewport" content="width=device-width, initial-scale=1"/> +<title>D3D12 Memory Allocator: Optimal resource allocation</title> +<link href="tabs.css" rel="stylesheet" type="text/css"/> +<script type="text/javascript" src="jquery.js"></script> +<script type="text/javascript" src="dynsections.js"></script> +<script type="text/javascript" src="clipboard.js"></script> +<link href="navtree.css" rel="stylesheet" type="text/css"/> +<script type="text/javascript" src="resize.js"></script> +<script type="text/javascript" src="cookie.js"></script> +<link href="search/search.css" rel="stylesheet" type="text/css"/> +<script type="text/javascript" src="search/searchdata.js"></script> +<script type="text/javascript" src="search/search.js"></script> +<link href="doxygen.css" rel="stylesheet" type="text/css" /> +</head> +<body> +<div id="top"><!-- do not remove this div, it is closed by doxygen! --> +<div id="titlearea"> +<table cellspacing="0" cellpadding="0"> + <tbody> + <tr id="projectrow"> + <td id="projectalign"> + <div id="projectname">D3D12 Memory Allocator + </div> + </td> + </tr> + </tbody> +</table> +</div> +<!-- end header part --> +<!-- Generated by Doxygen 1.13.0 --> +<script type="text/javascript"> +/* @license magnet:?xt=urn:btih:d3d9a9a6595521f9666a5e94cc830dab83b65699&dn=expat.txt MIT */ +var searchBox = new SearchBox("searchBox", "search/",'.html'); +/* @license-end */ +</script> +<script type="text/javascript"> +/* @license magnet:?xt=urn:btih:d3d9a9a6595521f9666a5e94cc830dab83b65699&dn=expat.txt MIT */ +$(function() { codefold.init(0); }); +/* @license-end */ +</script> +<script type="text/javascript" src="menudata.js"></script> +<script type="text/javascript" src="menu.js"></script> +<script type="text/javascript"> +/* @license magnet:?xt=urn:btih:d3d9a9a6595521f9666a5e94cc830dab83b65699&dn=expat.txt MIT */ +$(function() { + initMenu('',true,false,'search.php','Search',false); + $(function() { init_search(); }); +}); +/* @license-end */ +</script> +<div id="main-nav"></div> +<script type="text/javascript"> +/* @license magnet:?xt=urn:btih:d3d9a9a6595521f9666a5e94cc830dab83b65699&dn=expat.txt MIT */ +$(function(){ initResizable(false); }); +/* @license-end */ +</script> +<!-- window showing the filter options --> +<div id="MSearchSelectWindow" + onmouseover="return searchBox.OnSearchSelectShow()" + onmouseout="return searchBox.OnSearchSelectHide()" + onkeydown="return searchBox.OnSearchSelectKey(event)"> +</div> + +<!-- iframe showing the search results (closed by default) --> +<div id="MSearchResultsWindow"> +<div id="MSearchResults"> +<div class="SRPage"> +<div id="SRIndex"> +<div id="SRResults"></div> +<div class="SRStatus" id="Loading">Loading...</div> +<div class="SRStatus" id="Searching">Searching...</div> +<div class="SRStatus" id="NoMatches">No Matches</div> +</div> +</div> +</div> +</div> + +<div id="nav-path" class="navpath"> + <ul> +<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li> </ul> +</div> +</div><!-- top --> +<div id="doc-content"> +<div><div class="header"> + <div class="headertitle"><div class="title">Optimal resource allocation</div></div> +</div><!--header--> +<div class="contents"> +<div class="textblock"><p>This library tries to automatically make optimal choices for the resources you create, so you don't need to care about them. There are some advanced features of Direct3D 12 that you may use to optimize your memory management. There are also some settings in D3D12MA that you may change to alter its default behavior. This page provides miscellaneous advice about features of D3D12 and D3D12MA that are non-essential, but may improve the stability or performance of your app.</p> +<h1><a class="anchor" id="optimal_allocation_avoiding_running_out_of_memory"></a> +Avoiding running out of memory</h1> +<p>When trying to allocate more memory than available in the current heap (e.g., video memory on the graphics card, system memory), one of few bad things can happen:</p> +<ul> +<li>The allocation (resource creation) function call can fail with <code>HRESULT</code> value other than <code>S_OK</code>.</li> +<li>The allocation may succeed, but take long time (even a significant fraction of a second).</li> +<li>Some resources are automatically evicted from video memory to system memory, degrading the app performance.</li> +<li>Even a crash of the entire graphics driver can happen, resulting in the D3D12 "device removal", which is usually catastrophic for the application.</li> +</ul> +<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>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->GetBudget(&videoMemBudget, NULL);</div> +<div class="line"> </div> +<div class="line">UINT64 freeBytes = videoMemBudget.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_budget.html#a326515f08d89ee2e31dcfdd5c1e8ac71">BudgetBytes</a> - videoMemBudget.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253">UsageBytes</a>;</div> +<div class="line">gameStreamingSystem->SetAvailableFreeMemory(freeBytes);</div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html">D3D12MA::Budget</a></div><div class="ttdoc">Statistics of current memory usage and available budget for a specific memory segment group.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:442</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a326515f08d89ee2e31dcfdd5c1e8ac71"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a326515f08d89ee2e31dcfdd5c1e8ac71">D3D12MA::Budget::BudgetBytes</a></div><div class="ttdeci">UINT64 BudgetBytes</div><div class="ttdoc">Estimated amount of memory available to the program.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:465</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a77a8c9e32d6602f95b7d1c285cddd253"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253">D3D12MA::Budget::UsageBytes</a></div><div class="ttdeci">UINT64 UsageBytes</div><div class="ttdoc">Estimated current memory usage of the program.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:454</div></div> +</div><!-- fragment --><dl class="section user"><dt>Implementation detail</dt><dd>DXGI interface offers function <code>IDXGIAdapter3::QueryVideoMemoryInfo</code> that queries the current memory usage and budget. This library automatically makes use of it when available (when you use recent enough version of the DirectX SDK). If not, it falls back to estimating the usage and budget based on the total amount of the allocated memory and 80% of the full memory capacity, respectively.</dd></dl> +<dl class="section user"><dt>Implementation detail</dt><dd>Allocating large heaps and creating placed resources in them is one of the main features of this library. However, if allocating new such block would exceed the budget, it will automatically prefer creating the resource as committed to have exactly the right size, which can lower the chance of getting into trouble in case of over-commitment.</dd></dl> +<p>When creating non-essential resources, you can use <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645eab374417c1f22a833ead268a6c21424e6">D3D12MA::ALLOCATION_FLAG_WITHIN_BUDGET</a>. Then, in case the allocation would exceed the budget, the library will return failure from the function without attempting to allocate the actual D3D12 memory.</p> +<p>It may also be a good idea to support failed resource creation. For non-essential resources, when 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> fails with a result other than <code>S_OK</code>, it is worth implementing some way of recovery instead of terminating or crashing the entire app.</p> +<h1><a class="anchor" id="optimal_allocation_allocation_Performance"></a> +Allocation performance</h1> +<p>Creating D3D12 resources (buffers and textures) can be a time-consuming operation. The duration can be unpredictable, spanning from a small fraction of a millisecond to a significant fraction of a second. Thus, it is recommended to allocate all the memory and create all the resources needed upfront rather than doing it during application runtime. For example, a video game can try to create its resources on startup or when loading a new level. Of course, is is not always possible. For example, open-world games may require loading and unloading some graphical assets in the background (often called "streaming").</p> +<p>Creating and releasing D3D12 resources <b>on a separate thread</b> in the background may help. Both <code>ID3D12Device</code> and <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> objects are thread-safe, synchronized internally. However, cases were observed where resource creation calls like <code>ID3D12Device::CreateCommittedResource</code> were blocking other D3D12 calls like <code>ExecuteCommandLists</code> or <code>Present</code> somewhere inside the graphics driver, so hitches can happen even when using multithreading.</p> +<p>The most expensive part is typically <b>the allocation of a new D3D12 memory heap</b>. This library tackles this problem by automatically allocating large heaps (64 MB by default) and creating resources as placed inside of them. When a new requested resource can be placed in a free space of an existing heap and doesn't require allocating a new heap, this operation is typically much faster, as it only requires creating a new <code>ID3D12Resource</code> object and not allocating new memory. This is the main benefit of using D3D12MA compared to the naive approach of using Direct3D 12 directly and creating each resource as committed with <code>CreateCommittedResource</code>, which would result in a separate allocation of an implicit heap every time.</p> +<p>When <b>a large number of small buffers</b> needs to be created, the overhead of creating even just separate <code>ID3D12Resource</code> objects can be significant. It can be avoided by creating one or few larger buffers and manually sub-allocating parts of them for specific needs. This library can also help with it. See section "Sub-allocating buffers" below.</p> +<dl class="section user"><dt>Implementation detail</dt><dd>The CPU performance overhead of using this library is low. It uses a high-quality allocation algorithm called Two-Level Segregated Fit (TLSF), which in most cases can find a free place for a new allocation in few steps. The library also doesn't perform too many CPU heap allocations. In may cases, the allocation happens with 0 new CPU heap allocations performed by the library. Even the creation of a <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object itself doesn't typically feature an CPU allocation, because these objects are returned out of a dedicated memory pool.</dd></dl> +<p>Another reason for the slowness of D3D12 memory allocation is the guarantee that the <b>newly allocated memory is filled with zeros</b>. When creating and destroying resources placed in an existing heap, this overhead is not present, and the memory is not zeroed - it may contain random data left by the resource previously allocated in that place. In recent versions of the DirectX 12 SDK, clearing the memory of the newly created D3D12 heaps can also be disabled for the improved performance. D3D12MA can use this feature when:</p> +<ul> +<li><a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335">D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED</a> is used during the creation of the main allocator object.</li> +<li><code>D3D12_HEAP_FLAG_CREATE_NOT_ZEROED</code> is passed to <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a3795956e4fbfe7c3a23546e02e5d28dc" title="Heap flags to be used when allocating heaps of this pool.">D3D12MA::POOL_DESC::HeapFlags</a> during the creation of a custom pool.</li> +</ul> +<p>It is recommended to always use these flags. The downside is that 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. This problem mostly affects render-target and depth-stencil textures.</p> +<p>When an allocation needs to be made in a performance-critical code, you can use <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645eaa3ded8847563c24b4522af0586dbd2cb">D3D12MA::ALLOCATION_FLAG_STRATEGY_MIN_TIME</a>. In influences multiple heuristics inside the library to prefer faster allocation at the expense of possibly less optimal placement in the memory.</p> +<p>If the resource to be created is non-essential, while the performance is paramount, you can also use <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea9a52c6ae694eadcd20896091e77c0628">D3D12MA::ALLOCATION_FLAG_NEVER_ALLOCATE</a>. It will create the resource only if it can be placed inside and existing memory heap and return failure from the function if a new heap would need to be allocated, which should guarantee good performance of such function call.</p> +<h1><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 <code>ID3D12Resource</code> objects can be significant. It can also cause a significant waste of memory, as placed buffers need to be aligned to <code>D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT</code> = 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>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 <code>D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT</code> = 256 B.</p> +<h1><a class="anchor" id="optimal_allocation_residency_priority"></a> +Residency priority</h1> +<p>When too much video memory is allocated, one of the things that can happen is the system evicting some heaps to the system memory. Moving data between memory pools or reaching out directly to the system memory through PCI Express bus can have large performance overhead, which can slow down the application, or even make the game unplayable any more. Unfortunately, it is not possible to fully control or prevent this eviction. Best thing to do is avoiding memory over-commitment. For more information, see section "Avoiding running out of memory" above.</p> +<p>Recent versions of DirectX 12 SDK offer function <code>ID3D12Device1::SetResidencyPriority</code> that sets a hint about the priority of a resource - how important it is to stay resident in the video memory. Setting the priority happens at the level of an entire memory heap. D3D12MA offers an interface to set this priority in form of <a class="el" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a2e6074af8c8ff7b957fe8d4b5036a5e6" title="Residency priority to be set for all allocations made in this pool. Optional.">D3D12MA::POOL_DESC::ResidencyPriority</a> parameter. It affects all allocations made out of the custom pool created with it, both placed inside large heaps and created as committed.</p> +<p>It is recommended to create a custom pool for the purpose of using high residency priority of all resources that are critical for the performance, especially those that are written by the GPU, like render-target, depth-stencil textures, UAV textures and buffers. It is also worth creating them as committed, so that each one will have its own implicit heap. This can minimize the chance that an entire large heap is evicted to system memory, degrading performance of all the resources placed in it.</p> +<p>Example:</p> +<div class="fragment"><div class="line"><a class="code hl_struct" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html">D3D12MA::POOL_DESC</a> poolDesc = {};</div> +<div class="line">poolDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a06e06813bcb5206e9f7a8b0564bf1d6a">HeapProperties</a>.Type = D3D12_HEAP_TYPE_DEFAULT;</div> +<div class="line">poolDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a3795956e4fbfe7c3a23546e02e5d28dc">HeapFlags</a> = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS | D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;</div> +<div class="line">poolDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a2e6074af8c8ff7b957fe8d4b5036a5e6">ResidencyPriority</a> = D3D12_RESIDENCY_PRIORITY_HIGH; <span class="comment">// !!!</span></div> +<div class="line"> </div> +<div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_pool.html">D3D12MA::Pool</a>* pool;</div> +<div class="line">HRESULT hr = allocator->CreatePool(&poolDesc, &pool);</div> +<div class="line"><span class="comment">// Check hr...</span></div> +<div class="line"> </div> +<div class="line"><a class="code hl_struct" 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> allocDesc = {};</div> +<div class="line">allocDesc.<a class="code hl_variable" 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> = pool;</div> +<div class="line">allocDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a92dec49b788a334fc91c55340dfbace6">Flags</a> = ALLOCATION_FLAG_COMMITTED; <span class="comment">// !!!</span></div> +<div class="line"> </div> +<div class="line">D3D12_RESOURCE_DESC resDesc = {};</div> +<div class="line">resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;</div> +<div class="line">resDesc.Alignment = 0;</div> +<div class="line">resDesc.Width = 1048576; <span class="comment">// Requested buffer size.</span></div> +<div class="line">resDesc.Height = 1;</div> +<div class="line">resDesc.DepthOrArraySize = 1;</div> +<div class="line">resDesc.MipLevels = 1;</div> +<div class="line">resDesc.Format = DXGI_FORMAT_UNKNOWN;</div> +<div class="line">resDesc.SampleDesc.Count = 1;</div> +<div class="line">resDesc.SampleDesc.Quality = 0;</div> +<div class="line">resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;</div> +<div class="line">resDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;</div> +<div class="line"> </div> +<div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a>* alloc;</div> +<div class="line">hr = allocator->CreateResource(&allocDesc, &resDesc, D3D12_RESOURCE_STATE_COMMON,</div> +<div class="line"> NULL, &alloc, IID_NULL, NULL);</div> +<div class="line"><span class="comment">// Check hr...</span></div> +<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></div><div class="ttdoc">Represents single memory allocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:491</div></div> +<div class="ttc" id="aclass_d3_d12_m_a_1_1_pool_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_pool.html">D3D12MA::Pool</a></div><div class="ttdoc">Custom memory pool.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:943</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:307</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_a92dec49b788a334fc91c55340dfbace6"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a92dec49b788a334fc91c55340dfbace6">D3D12MA::ALLOCATION_DESC::Flags</a></div><div class="ttdeci">ALLOCATION_FLAGS Flags</div><div class="ttdoc">Flags.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:309</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_ab06b85f3cf3254f855b29264477e3934"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934">D3D12MA::ALLOCATION_DESC::CustomPool</a></div><div class="ttdeci">Pool * CustomPool</div><div class="ttdoc">Custom pool to place the new resource in. Optional.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:337</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html">D3D12MA::POOL_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Pool object. To be used with D3D12MA::Allocator::CreatePool.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:858</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c_html_a06e06813bcb5206e9f7a8b0564bf1d6a"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a06e06813bcb5206e9f7a8b0564bf1d6a">D3D12MA::POOL_DESC::HeapProperties</a></div><div class="ttdeci">D3D12_HEAP_PROPERTIES HeapProperties</div><div class="ttdoc">The parameters of memory heap where allocations of this pool should be placed.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:866</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c_html_a2e6074af8c8ff7b957fe8d4b5036a5e6"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a2e6074af8c8ff7b957fe8d4b5036a5e6">D3D12MA::POOL_DESC::ResidencyPriority</a></div><div class="ttdeci">D3D12_RESIDENCY_PRIORITY ResidencyPriority</div><div class="ttdoc">Residency priority to be set for all allocations made in this pool. Optional.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:931</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c_html_a3795956e4fbfe7c3a23546e02e5d28dc"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a3795956e4fbfe7c3a23546e02e5d28dc">D3D12MA::POOL_DESC::HeapFlags</a></div><div class="ttdeci">D3D12_HEAP_FLAGS HeapFlags</div><div class="ttdoc">Heap flags to be used when allocating heaps of this pool.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:877</div></div> +</div><!-- fragment --><p>Note this is not the same as explicit eviction controlled using <code>ID3D12Device::Evict</code> and <code>MakeResident</code> functions. Resources evicted explicitly are illegal to access until they are made resident again, while the eviction described here happens automatically and only slows down the execution.</p> +<h1><a class="anchor" id="optimal_allocation_gpu_upload_heap"></a> +GPU upload heap</h1> +<p>Direct3D 12 offers a fixed set of memory heap types:</p> +<ul> +<li><code>D3D12_HEAP_TYPE_DEFAULT</code>: Represents the video memory. It is available and fast to access for the GPU. It should be used for all resources that are written by the GPU (like render-target and depth-stencil textures, UAV) and resources that are frequently read by the GPU (like textures intended for sampling, vertex, index, and constant buffers).</li> +<li><code>D3D12_HEAP_TYPE_UPLOAD</code>: Represents the system memory that is uncached and write-combined. It can be mapped and accessed by the CPU code using a pointer. It supports only buffers, not textures. It is intended for "staging buffers" that are filled by the CPU code and then used as a source of copy operations to the <code>DEFAULT</code> heap. It can also be accessed directly by the GPU - shaders can read from buffers created in this memory.</li> +<li><code>D3D12_HEAP_TYPE_READBACK</code>: Represents the system memory that is cached. It is intended for buffers used as a destination of copy operations from the <code>DEFAULT</code> heap.</li> +</ul> +<p>Note that in systems with a discrete graphics card, access to system memory is fast from the CPU code (like the C++ code mapping D3D12 buffers and accessing them through a pointer), while access to the video memory is fast from the GPU code (like shaders reading and writing buffers and textures). Any copy operation or direct access between these memory heap types happens through PCI Express bus, which can be relatively slow.</p> +<p>Modern systems offer a feature called <b>Resizable BAR (ReBAR)</b> that gives the CPU direct access to the full video memory. To be available, this feature needs to be supported by the whole hardware-software environment, including:</p> +<ul> +<li>Supporting motherboard and its UEFI.</li> +<li>Supporting graphics card and its graphics driver.</li> +<li>Supporting operating system.</li> +<li>The feature needs to be enabled in the UEFI settings. It is typically called "Above 4G Decoding" and "Resizable Bar".</li> +</ul> +<p>Recent versions of DirectX 12 SDK give access to this feature in form of a new, 4th memory pool: <code>D3D12_HEAP_TYPE_GPU_UPLOAD</code>. Resources created in it behave logically similar to the <code>D3D12_HEAP_TYPE_UPLOAD</code> heap:</p> +<ul> +<li>They support mapping and direct access from the CPU code through a pointer.</li> +<li>The mapped memory is uncached and write-combined, so it should be only written sequentially (e.g., number-by-number or using <code>memcpy</code>). It shouldn't be accessed randomly or read, because it is extremely slow for uncached memory.</li> +<li>Only buffers are supported.</li> +<li>Those buffers can be used as a source of copy operations or directly accessed by the GPU.</li> +</ul> +<p>The main difference is that resources created in the new <code>D3D12_HEAP_TYPE_GPU_UPLOAD</code> are placed in the video memory, while resources created in the old <code>D3D12_HEAP_TYPE_UPLOAD</code> are placed in the system memory. This implies which budgets are consumed by new resources allocated in those heaps. This also implies which operations involve transferring data through the PCI Express bus.</p> +<ul> +<li>As <code>D3D12_HEAP_TYPE_UPLOAD</code> uses the system memory, writes from the CPU code through a mapped pointer are faster, while copies or direct access from the GPU are slower because they need to go through PCIe.</li> +<li>As the new <code>D3D12_HEAP_TYPE_GPU_UPLOAD</code> uses the video memory, copies or direct access from the GPU are faster, while writes from the CPU code through a mapped pointer can be slower, because they need to go through PCIe. For maximum performance of copy operations from this heap, a graphics or compute queue should be used, not a copy queue.</li> +</ul> +<p>GPU Upload Heap can be used for performance optimization of some resources that need to be written by the CPU and read by the GPU. It can be beneficial especially for resources that need to change frequently (often called "dynamic").</p> +<p>D3D12MA supports GPU upload heap when recent enough version of DirectX 12 SDK is used and when the current system supports it. The support can be queried using function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a3f3fd1e88cf2cd02257fe272e08a273c" title="Returns true if GPU Upload Heaps are supported on the current system.">D3D12MA::Allocator::IsGPUUploadHeapSupported()</a>. When it returns <code>TRUE</code>, you can create resources using <code>D3D12_HEAP_TYPE_GPU_UPLOAD</code>.</p> +<p>Example:</p> +<div class="fragment"><div class="line"><span class="comment">// Fast path for data upload.</span></div> +<div class="line"><span class="keywordflow">if</span>(allocator->IsGPUUploadHeapSupported())</div> +<div class="line">{</div> +<div class="line"> <a class="code hl_struct" 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> allocDesc = {};</div> +<div class="line"> allocDesc.<a class="code hl_variable" 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> = D3D12_HEAP_TYPE_GPU_UPLOAD; <span class="comment">// !!!</span></div> +<div class="line"> </div> +<div class="line"> D3D12_RESOURCE_DESC resDesc = {};</div> +<div class="line"> resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;</div> +<div class="line"> resDesc.Alignment = 0;</div> +<div class="line"> resDesc.Width = 1048576; <span class="comment">// Requested buffer size.</span></div> +<div class="line"> resDesc.Height = 1;</div> +<div class="line"> resDesc.DepthOrArraySize = 1;</div> +<div class="line"> resDesc.MipLevels = 1;</div> +<div class="line"> resDesc.Format = DXGI_FORMAT_UNKNOWN;</div> +<div class="line"> resDesc.SampleDesc.Count = 1;</div> +<div class="line"> resDesc.SampleDesc.Quality = 0;</div> +<div class="line"> resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;</div> +<div class="line"> resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;</div> +<div class="line"> </div> +<div class="line"> <a class="code hl_class" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a>* alloc;</div> +<div class="line"> ID3D12Resource* res;</div> +<div class="line"> hr = allocator->CreateResource(&allocDesc, &resDesc, D3D12_RESOURCE_STATE_COMMON,</div> +<div class="line"> NULL, &alloc, IID_PPV_ARGS(&res));</div> +<div class="line"> <span class="comment">// Check hr...</span></div> +<div class="line"> </div> +<div class="line"> D3D12_RANGE emptyRange = {0, 0};</div> +<div class="line"> <span class="keywordtype">void</span>* mappedPtr = NULL;</div> +<div class="line"> hr = res->Map(0, &emptyRange, &mappedPtr);</div> +<div class="line"> memcpy(mappedPtr, srcData, 1048576);</div> +<div class="line"> res->Unmap(0, NULL); <span class="comment">// Optional. You can leave it persistently mapped.</span></div> +<div class="line"> </div> +<div class="line"> D3D12_GPU_VIRTUAL_ADDRESS gpuva = res->GetGPUVirtualAddress();</div> +<div class="line"> <span class="comment">// Use gpuva to access the buffer on the GPU...</span></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:316</div></div> +</div><!-- fragment --><h1><a class="anchor" id="optimal_allocation_committed_vs_placed"></a> +Committed versus placed resources</h1> +<p>When using D3D12 API directly, there are 3 ways of creating resources:</p> +<ol type="1"> +<li><b>Committed</b>, using function <code>ID3D12Device::CreateCommittedResource</code>. It creates the resource with its own memory heap, which is called an "implicit heap" and cannot be accessed directly.</li> +<li><b>Placed</b>, using function <code>ID3D12Device::CreatePlacedResource</code>. A <code>ID3D12Heap</code> needs to be created beforehand using <code>ID3D12Device::CreateHeap</code>. Then, the resource can be created as placed inside the heap at a specific offset.</li> +<li><b>Reserved</b>, using function <code>ID3D12Device::CreateReservedResource</code>. This library doesn't support them directly.</li> +</ol> +<p>A naive solution would be to create all the resources as committed. It works, because in D3D12 there is no strict limit on the number of resources or heaps that can be created. However, there are certain advantages and disadvantages of using committed versus placed resources:</p> +<ul> +<li>The biggest advantage of using placed resources is the allocation performance. Once a heap is allocated, creating and releasing resources placed in it can be much faster than creating them as committed, which would involve allocating a new heap for each resource.<ul> +<li>Using large number of small heaps can put an extra burden on the software stack, including D3D12 runtime, graphics driver, operating system, and developer tools like Radeon Memory Visualizer (RMV).</li> +</ul> +</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>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 <code>ID3D12Device::Evict</code> and <code>MakeResident</code> functions work at the level of the entire heap, and so does <code>ID3D12Device1::SetResidencyPriority</code>, 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> +</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> +<li>When the resource is large (larger than half of the default heap size).</li> +<li>When allocating an entire new heap would exceed the current budget or when we are already over the budget.</li> +<li>When the resource is a very small buffer. Placed buffers need to be aligned to 64 KB by default, while creating them as committed can allow the driver to pack them better. This heuristics can be disabled for an individual resource by using <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645eaa3ded8847563c24b4522af0586dbd2cb">D3D12MA::ALLOCATION_FLAG_STRATEGY_MIN_TIME</a> and for the entire allocator by using <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a15c1ba5fbc182ac927b3011e23e74a72" title="Disable optimization that prefers creating small buffers as committed to avoid 64 KB alignment.">D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED</a>.</li> +<li>When the resource uses non-standard flags specified via <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" title="Additional heap flags to be used when allocating memory.">D3D12MA::ALLOCATION_DESC::ExtraHeapFlags</a>.</li> +</ul> +</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->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> +<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_p_o_o_l___d_e_s_c.html">D3D12MA::POOL_DESC</a> poolDesc = {};</div> +<div class="line">poolDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a3795956e4fbfe7c3a23546e02e5d28dc">HeapFlags</a> = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS | D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;</div> +<div class="line">poolDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#a06e06813bcb5206e9f7a8b0564bf1d6a">HeapProperties</a>.Type = D3D12_HEAP_TYPE_DEFAULT;</div> +<div class="line">poolDesc.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#af7284cc51a8ed5b551075584256de23c">BlockSize</a> = 100llu * 1024 * 1024; <span class="comment">// 100 MB. Explicit BlockSize guarantees placed.</span></div> +<div class="line"> </div> +<div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_pool.html">D3D12MA::Pool</a>* pool;</div> +<div class="line">HRESULT hr = allocator->CreatePool(&poolDesc, &pool);</div> +<div class="line"><span class="comment">// Check hr...</span></div> +<div class="line"> </div> +<div class="line"><a class="code hl_struct" 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> allocDesc = {};</div> +<div class="line">allocDesc.<a class="code hl_variable" 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> = pool;</div> +<div class="line"> </div> +<div class="line">D3D12_RESOURCE_DESC resDesc = {};</div> +<div class="line">resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER;</div> +<div class="line">resDesc.Alignment = 0;</div> +<div class="line">resDesc.Width = 90llu * 1024 * 1024; <span class="comment">// 90 MB</span></div> +<div class="line">resDesc.Height = 1;</div> +<div class="line">resDesc.DepthOrArraySize = 1;</div> +<div class="line">resDesc.MipLevels = 1;</div> +<div class="line">resDesc.Format = DXGI_FORMAT_UNKNOWN;</div> +<div class="line">resDesc.SampleDesc.Count = 1;</div> +<div class="line">resDesc.SampleDesc.Quality = 0;</div> +<div class="line">resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR;</div> +<div class="line">resDesc.Flags = D3D12_RESOURCE_FLAG_NONE;</div> +<div class="line"> </div> +<div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a>* alloc;</div> +<div class="line">ID3D12Resource* res;</div> +<div class="line">hr = allocator->CreateResource(&allocDesc, &resDesc, D3D12_RESOURCE_STATE_COMMON,</div> +<div class="line"> NULL, &alloc, IID_PPV_ARGS(&res));</div> +<div class="line"><span class="comment">// Check hr...</span></div> +<div class="line"> </div> +<div class="line"><span class="comment">// Even a large buffer like this, filling 90% of the block, was created as placed!</span></div> +<div class="line">assert(alloc-><a class="code hl_function" href="class_d3_d12_m_a_1_1_allocation.html#adca8d5a82bed492fe7265fcda6e53da2">GetHeap</a>() != NULL);</div> +<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_adca8d5a82bed492fe7265fcda6e53da2"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#adca8d5a82bed492fe7265fcda6e53da2">D3D12MA::Allocation::GetHeap</a></div><div class="ttdeci">ID3D12Heap * GetHeap() const</div><div class="ttdoc">Returns memory heap that the resource is created in.</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c_html_af7284cc51a8ed5b551075584256de23c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html#af7284cc51a8ed5b551075584256de23c">D3D12MA::POOL_DESC::BlockSize</a></div><div class="ttdeci">UINT64 BlockSize</div><div class="ttdoc">Size of a single heap (memory block) to be allocated as part of this pool, in bytes....</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:884</div></div> +</div><!-- fragment --><p><b>You can request a new resource to be created as placed</b> by using <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea4d6808f27de6d0ae57014ec1f4d54326">D3D12MA::ALLOCATION_FLAG_CAN_ALIAS</a>. This is required especially if you plan to create another resource in the same region of memory, aliasing with your resource - hence the name of this flag.</p> +<p>Note <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea4d6808f27de6d0ae57014ec1f4d54326">D3D12MA::ALLOCATION_FLAG_CAN_ALIAS</a> can be even combined with <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645ea661a5472dba3dcecc5a2cc92afd25675">D3D12MA::ALLOCATION_FLAG_COMMITTED</a>. In this case, the resource is not created as committed, but it is also not placed as part of a larger heap. What happens instead is that a new heap is created with the exact size required for the resource, and the resource is created in it, placed at offset 0.</p> +<h1><a class="anchor" id="optimal_allocation_resource_alignment"></a> +Resource alignment</h1> +<p>Certain types of resources require certain alignment in memory. An alignment is a requirement for the address or offset to the beginning of the resource to be a multiply of some value, which is always a power of 2. For committed resources, the problem is non-existent, because committed resources have their own implicit heaps where they are created at offset 0, which meets any alignment requirement. For placed resources, D3D12MA takes care of the alignment automatically.</p> +<dl class="section user"><dt>Implementation detail</dt><dd>Default alignment required MSAA textures is <code>D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT</code> = 4 MB. Default alignment required for buffers and other textures is <code>D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT</code> = 64 KB.</dd></dl> +<p>Because the alignment required for buffers is 64 KB, <b>small buffers</b> can waste a lot of memory in between when created as placed. When such small buffers are created as committed, some graphics drivers are able to pack them better. D3D12MA automatically takes advantage of this by preferring to create small buffers as committed. This heuristics is enabled by default. It is also a tradeoff - it can make the allocation of these buffers slower. It can be disabled for an individual resource by using <a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645eaa3ded8847563c24b4522af0586dbd2cb">D3D12MA::ALLOCATION_FLAG_STRATEGY_MIN_TIME</a> and for the entire allocator by using <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a15c1ba5fbc182ac927b3011e23e74a72" title="Disable optimization that prefers creating small buffers as committed to avoid 64 KB alignment.">D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED</a>.</p> +<p>For certain textures that meet a complex set of requirements, special <b>"small alignment"</b> can be applied. Details can be found in Microsoft documentation of the <code>D3D12_RESOURCE_DESC</code> structure. For MSAA textures, the small alignment is <code>D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT</code> = 64 KB. For other textures, the small alignment is <code>D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT</code> = 4 KB. D3D12MA uses this feature automatically. Detailed behavior can be disabled or controlled by predefining macro <a class="el" href="_d3_d12_mem_alloc_8h.html#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>.</p> +<p>D3D12 also has a concept of <b>alignment of the entire heap</b>, passed through <code>D3D12_HEAP_DESC::Alignment</code>. 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" title="Optimization, allocate MSAA textures as committed resources always.">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" title="Optimization, allocate MSAA textures as committed resources always.">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 1.716.0-preview, 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 <code>D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT</code> 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 D3D12MA::Allocator::IsTightAlignmentSupported(). You can tell the library to not use it by specifying D3D12MA::ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT. 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 <code>D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT</code> constant. </p> +</div></div><!-- contents --> +</div><!-- PageDoc --> +<!-- start footer part --> +<hr class="footer"/><address class="footer"><small> +Generated by <a href="https://www.doxygen.org/index.html"><img class="footer" src="doxygen.svg" width="104" height="31" alt="doxygen"/></a> 1.13.0 +</small></address> +</div><!-- doc-content --> +</body> +</html>
diff --git a/docs/html/quick_start.html b/docs/html/quick_start.html index defde2b..ef8282e 100644 --- a/docs/html/quick_start.html +++ b/docs/html/quick_start.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Quick start</title> +<title>D3D12 Memory Allocator: Quick start</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr> @@ -93,8 +93,8 @@ <div class="contents"> <div class="textblock"><h1><a class="anchor" id="quick_start_project_setup"></a> Project setup and initialization</h1> -<p>This is a small, standalone C++ library. It consists of a pair of 2 files: "D3D12MemAlloc.h" header file with public interface and "D3D12MemAlloc.cpp" with internal implementation. The only external dependencies are WinAPI, Direct3D 12, and parts of C/C++ standard library (but STL containers, exceptions, or RTTI are not used).</p> -<p>The library is developed and tested using Microsoft Visual Studio 2019, but it should work with other compilers as well. It is designed for 64-bit code.</p> +<p>This is a small, standalone C++ library. It consists of 2 files: "D3D12MemAlloc.h" header file with public interface and "D3D12MemAlloc.cpp" with internal implementation. The only external dependencies are WinAPI, Direct3D 12, and parts of C/C++ standard library (but STL containers, exceptions, or RTTI are not used).</p> +<p>The library is developed and tested using Microsoft Visual Studio 2022, but it should work with other compilers as well. It is designed for 64-bit code.</p> <p>To use the library in your project:</p> <p>(1.) Copy files <code>D3D12MemAlloc.cpp</code>, <code>D3D12MemAlloc.h</code> to your project.</p> <p>(2.) Make <code>D3D12MemAlloc.cpp</code> compiling as part of the project, as C++ code.</p> @@ -115,18 +115,18 @@ <div class="line"> </div> <div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a>* allocator;</div> <div class="line">HRESULT hr = <a class="code hl_function" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a>(&allocatorDesc, &allocator);</div> -<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></div><div class="ttdoc">Represents main object of this library initialized for particular ID3D12Device.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1099</div></div> +<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></div><div class="ttdoc">Represents main object of this library initialized for particular ID3D12Device.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1107</div></div> <div class="ttc" id="anamespace_d3_d12_m_a_html_ab7a1cd1683986d75ce1488b0920f4cb0"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a></div><div class="ttdeci">D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC *pDesc, Allocator **ppAllocator)</div><div class="ttdoc">Creates new main D3D12MA::Allocator object and returns it through ppAllocator.</div></div> -<div class="ttc" id="anamespace_d3_d12_m_a_html_ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e">D3D12MA::ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a></div><div class="ttdeci">@ ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</div><div class="ttdoc">Optimization, allocate MSAA textures as committed resources always.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1045</div></div> -<div class="ttc" id="anamespace_d3_d12_m_a_html_ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335">D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED</a></div><div class="ttdeci">@ ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1037</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1060</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1086</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ad8abad7c80ea0d8df27c85243ce720f3"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ad8abad7c80ea0d8df27c85243ce720f3">D3D12MA::ALLOCATOR_DESC::Flags</a></div><div class="ttdeci">ALLOCATOR_FLAGS Flags</div><div class="ttdoc">Flags.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1062</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1068</div></div> +<div class="ttc" id="anamespace_d3_d12_m_a_html_ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e">D3D12MA::ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a></div><div class="ttdeci">@ ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</div><div class="ttdoc">Optimization, allocate MSAA textures as committed resources always.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1053</div></div> +<div class="ttc" id="anamespace_d3_d12_m_a_html_ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916ae7dc7ab9168148281ebfe1586f554335">D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED</a></div><div class="ttdeci">@ ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1045</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1068</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1094</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ad8abad7c80ea0d8df27c85243ce720f3"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ad8abad7c80ea0d8df27c85243ce720f3">D3D12MA::ALLOCATOR_DESC::Flags</a></div><div class="ttdeci">ALLOCATOR_FLAGS Flags</div><div class="ttdoc">Flags.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1070</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1076</div></div> </div><!-- fragment --><p>(5.) Right before destroying the D3D12 device, destroy the allocator object.</p> -<p>Objects of this library must be destroyed by calling <code>Release</code> method. They are somewhat compatible with COM: they implement <code>IUnknown</code> interface with its virtual methods: <code>AddRef</code>, <code>Release</code>, <code>QueryInterface</code>, and they are reference-counted internally. You can use smart pointers designed for COM with objects of this library - e.g. <code>CComPtr</code> or <code>Microsoft::WRL::ComPtr</code>. The reference counter is thread-safe. <code>QueryInterface</code> method supports only <code>IUnknown</code>, as classes of this library don't define their own GUIDs.</p> <div class="fragment"><div class="line">allocator->Release();</div> -</div><!-- fragment --><h1><a class="anchor" id="quick_start_creating_resources"></a> +</div><!-- fragment --><p>Objects of this library must be destroyed by calling <code>Release</code> method. They are somewhat compatible with COM: they implement <code>IUnknown</code> interface with its virtual methods: <code>AddRef</code>, <code>Release</code>, <code>QueryInterface</code>, and they are reference-counted internally. You can use smart pointers designed for COM with objects of this library - e.g. <code>CComPtr</code> or <code>Microsoft::WRL::ComPtr</code>. The reference counter is thread-safe. <code>QueryInterface</code> method supports only <code>IUnknown</code>, as classes of this library don't define their own GUIDs.</p> +<h1><a class="anchor" id="quick_start_creating_resources"></a> Creating resources</h1> <p>To use the library for creating resources (textures and buffers), call method <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource</a> in the place where you would previously call <code>ID3D12Device::CreateCommittedResource</code>.</p> <p>The function has similar syntax, but it expects structure <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html" title="Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.">D3D12MA::ALLOCATION_DESC</a> to be passed along with <code>D3D12_RESOURCE_DESC</code> and other parameters for created resource. This structure describes parameters of the desired memory allocation, including choice of <code>D3D12_HEAP_TYPE</code>.</p> @@ -157,19 +157,19 @@ <div class="line"> IID_NULL, NULL);</div> <div class="line"> </div> <div class="line"><span class="comment">// Use allocation->GetResource()...</span></div> -<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></div><div class="ttdoc">Represents single memory allocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:483</div></div> +<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></div><div class="ttdoc">Represents single memory allocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:491</div></div> <div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html_aa37d6b9fe8ea0864f7a35b9d68e8345a"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a">D3D12MA::Allocator::CreateResource</a></div><div class="ttdeci">HRESULT CreateResource(const ALLOCATION_DESC *pAllocDesc, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, Allocation **ppAllocation, REFIID riidResource, void **ppvResource)</div><div class="ttdoc">Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:299</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:308</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:307</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:316</div></div> </div><!-- fragment --><p>You need to release the allocation object when no longer needed. This will also release the D3D12 resource.</p> <div class="fragment"><div class="line">allocation->Release();</div> </div><!-- fragment --><p>The advantage of using the allocator instead of creating committed resource, and the main purpose of this library, is that it can decide to allocate bigger memory heap internally using <code>ID3D12Device::CreateHeap</code> and place multiple resources in it, at different offsets, using <code>ID3D12Device::CreatePlacedResource</code>. The library manages its own collection of allocated memory blocks (heaps) and remembers which parts of them are occupied and which parts are free to be used for new resources.</p> -<p>It is important to remember that resources created as placed don't have their memory initialized to zeros, but may contain garbage data, so they need to be fully initialized before usage, e.g. using Clear (<code>ClearRenderTargetView</code>), Discard (<code>DiscardResource</code>), or copy (<code>CopyResource</code>).</p> -<p>The library also automatically handles resource heap tier. When <code>D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier</code> equals <code>D3D12_RESOURCE_HEAP_TIER_1</code>, resources of 3 types: buffers, textures that are render targets or depth-stencil, and other textures must be kept in separate heaps. When <code>D3D12_RESOURCE_HEAP_TIER_2</code>, they can be kept together. By using this library, you don't need to handle this manually.</p> +<p>It is important to remember that resources created as placed don't have their memory initialized to zeros, but may contain garbage data, so they need to be fully initialized before usage, e.g. using Clear (<code>ClearRenderTargetView</code>), Discard (<code>DiscardResource</code>), or Copy (<code>CopyResource</code>).</p> +<p>The library also automatically handles resource heap tier. When <code>D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier == D3D12_RESOURCE_HEAP_TIER_1</code>, resources of 3 types: buffers, textures that are render targets or depth-stencil, and other textures must be kept in separate heaps. When <code>D3D12_RESOURCE_HEAP_TIER_2</code>, they can be kept together. By using this library, you don't need to handle this manually.</p> <h1><a class="anchor" id="quick_start_resource_reference_counting"></a> Resource reference counting</h1> <p><code>ID3D12Resource</code> and other interfaces of Direct3D 12 use COM, so they are reference-counted. Objects of this library are reference-counted as well. An object of type <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> remembers the resource (buffer or texture) that was created together with this memory allocation and holds a reference to the <code>ID3D12Resource</code> object. (Note this is a difference to Vulkan Memory Allocator, where a <code>VmaAllocation</code> object has no connection with the buffer or image that was created with it.) Thus, it is important to manage the resource reference counter properly.</p> -<p><b>The simplest use case</b> is shown in the code snippet above. When only <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object is obtained from a function call like <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource</a>, it remembers the <code>ID3D12Resource</code> that was created with it and holds a reference to it. The resource can be obtained by calling <code>allocation->GetResource()</code>, which doesn't increment the resource reference counter. Calling <code>allocation->Release()</code> will decrease the resource reference counter, which is = 1 in this case, so the resource will be released.</p> +<p><b>The simplest use case</b> is shown in the code snippet above. When only <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object is obtained from a function call like <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource</a>, it remembers the <code>ID3D12Resource</code> that was created with it and holds a reference to it. The resource can be obtained by calling <code>allocation->GetResource()</code>, which doesn't increment the resource reference counter. Calling <code>allocation->Release()</code> will decrease the resource reference counter, which is 1 in this case, so the resource will be released.</p> <p><b>Second option</b> is to retrieve a pointer to the resource along with <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a>. Last parameters of the resource creation function can be used for this purpose.</p> <div class="fragment"><div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a>* allocation;</div> <div class="line">ID3D12Resource* resource;</div> @@ -229,8 +229,9 @@ <div class="line"> &allocation,</div> <div class="line"> IID_PPV_ARGS(&resource));</div> <div class="line"> </div> +<div class="line">D3D12_RANGE emptyRange = {0, 0};</div> <div class="line"><span class="keywordtype">void</span>* mappedPtr;</div> -<div class="line">hr = resource->Map(0, NULL, &mappedPtr);</div> +<div class="line">hr = resource->Map(0, &emptyRange, &mappedPtr);</div> <div class="line"> </div> <div class="line">memcpy(mappedPtr, bufData, bufSize);</div> <div class="line"> </div>
diff --git a/docs/html/resource_aliasing.html b/docs/html/resource_aliasing.html index c081b31..0e7d15d 100644 --- a/docs/html/resource_aliasing.html +++ b/docs/html/resource_aliasing.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Resource aliasing (overlap)</title> +<title>D3D12 Memory Allocator: Resource aliasing (overlap)</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr> @@ -83,7 +83,7 @@ <div id="nav-path" class="navpath"> <ul> -<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li> </ul> +<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li><li class="navelem"><a class="el" href="optimal_allocation.html">Optimal resource allocation</a></li> </ul> </div> </div><!-- top --> <div id="doc-content"> @@ -166,11 +166,11 @@ <div class="line">res2->Release();</div> <div class="line">res1->Release();</div> <div class="line">alloc->Release();</div> -<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></div><div class="ttdoc">Represents single memory allocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:483</div></div> +<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html">D3D12MA::Allocation</a></div><div class="ttdoc">Represents single memory allocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:491</div></div> <div class="ttc" id="aclass_d3_d12_m_a_1_1_allocation_html_adca8d5a82bed492fe7265fcda6e53da2"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocation.html#adca8d5a82bed492fe7265fcda6e53da2">D3D12MA::Allocation::GetHeap</a></div><div class="ttdeci">ID3D12Heap * GetHeap() const</div><div class="ttdoc">Returns memory heap that the resource is created in.</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:299</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_a97878838f976b2d1e6b1a76881035690"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a97878838f976b2d1e6b1a76881035690">D3D12MA::ALLOCATION_DESC::ExtraHeapFlags</a></div><div class="ttdeci">D3D12_HEAP_FLAGS ExtraHeapFlags</div><div class="ttdoc">Additional heap flags to be used when allocating memory.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:324</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:308</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:307</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_a97878838f976b2d1e6b1a76881035690"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a97878838f976b2d1e6b1a76881035690">D3D12MA::ALLOCATION_DESC::ExtraHeapFlags</a></div><div class="ttdeci">D3D12_HEAP_FLAGS ExtraHeapFlags</div><div class="ttdoc">Additional heap flags to be used when allocating memory.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:332</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aa46b3c0456e5a23edef3328607ebf4d7"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">D3D12MA::ALLOCATION_DESC::HeapType</a></div><div class="ttdeci">D3D12_HEAP_TYPE HeapType</div><div class="ttdoc">The type of memory heap where the new allocation should be placed.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:316</div></div> </div><!-- fragment --><p>Remember that using resouces that alias in memory requires proper synchronization. You need to issue a special barrier of type <code>D3D12_RESOURCE_BARRIER_TYPE_ALIASING</code>. You also need to treat a resource after aliasing as uninitialized - containing garbage data. For example, if you use <code>res1</code> and then want to use <code>res2</code>, you need to first initialize <code>res2</code> using either Clear, Discard, or Copy to the entire resource.</p> <p>Additional considerations:</p> <ul>
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@@ -1,6 +1,6 @@ var indexSectionsWithContent = { - 0: "abcdefghijlmnopqrstuv", + 0: "abcdefghijlmnopqrstuvw", 1: "abdpstv", 2: "d", 3: "d",
diff --git a/docs/html/statistics.html b/docs/html/statistics.html index ec896c4..8c1997d 100644 --- a/docs/html/statistics.html +++ b/docs/html/statistics.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Statistics</title> +<title>D3D12 Memory Allocator: Statistics</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr> @@ -83,7 +83,7 @@ <div id="nav-path" class="navpath"> <ul> -<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li> </ul> +<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li><li class="navelem"><a class="el" href="optimal_allocation.html">Optimal resource allocation</a></li> </ul> </div> </div><!-- top --> <div id="doc-content"> @@ -107,9 +107,9 @@ <div class="line">printf(<span class="stringliteral">"D3D12 reports total usage %llu B with budget %llu B.\n"</span>,</div> <div class="line"> localBudget.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253">UsageBytes</a>,</div> <div class="line"> localBudget.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_budget.html#a326515f08d89ee2e31dcfdd5c1e8ac71">BudgetBytes</a>);</div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html">D3D12MA::Budget</a></div><div class="ttdoc">Statistics of current memory usage and available budget for a specific memory segment group.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:434</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a326515f08d89ee2e31dcfdd5c1e8ac71"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a326515f08d89ee2e31dcfdd5c1e8ac71">D3D12MA::Budget::BudgetBytes</a></div><div class="ttdeci">UINT64 BudgetBytes</div><div class="ttdoc">Estimated amount of memory available to the program.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:457</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a77a8c9e32d6602f95b7d1c285cddd253"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253">D3D12MA::Budget::UsageBytes</a></div><div class="ttdeci">UINT64 UsageBytes</div><div class="ttdoc">Estimated current memory usage of the program.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:446</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html">D3D12MA::Budget</a></div><div class="ttdoc">Statistics of current memory usage and available budget for a specific memory segment group.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:442</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a326515f08d89ee2e31dcfdd5c1e8ac71"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a326515f08d89ee2e31dcfdd5c1e8ac71">D3D12MA::Budget::BudgetBytes</a></div><div class="ttdeci">UINT64 BudgetBytes</div><div class="ttdoc">Estimated amount of memory available to the program.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:465</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_budget_html_a77a8c9e32d6602f95b7d1c285cddd253"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_budget.html#a77a8c9e32d6602f95b7d1c285cddd253">D3D12MA::Budget::UsageBytes</a></div><div class="ttdeci">UINT64 UsageBytes</div><div class="ttdoc">Estimated current memory usage of the program.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:454</div></div> </div><!-- fragment --><p>You can query for more detailed statistics per heap type, memory segment group, and totals, including minimum and maximum allocation size and unused range size, by calling function <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a99db00df909963573a976c203b107d22" title="Retrieves statistics from current state of the allocator.">D3D12MA::Allocator::CalculateStatistics()</a> and inspecting structure <a class="el" href="struct_d3_d12_m_a_1_1_total_statistics.html" title="General statistics from current state of the allocator - total memory usage across all memory heaps a...">D3D12MA::TotalStatistics</a>. This function is slower though, as it has to traverse all the internal data structures, so it should be used only for debugging purposes.</p> <p>You can query for statistics of a custom pool using function <a class="el" href="class_d3_d12_m_a_1_1_pool.html#aa9d849dc4667314b2a53eddf02f5af91" title="Retrieves basic statistics of the custom pool that are fast to calculate.">D3D12MA::Pool::GetStatistics()</a> or <a class="el" href="class_d3_d12_m_a_1_1_pool.html#ad07999ac5dc8f0c63187afd45d551910" title="Retrieves detailed statistics of the custom pool that are slower to calculate.">D3D12MA::Pool::CalculateStatistics()</a>.</p> <p>You can query for information about a specific allocation using functions of the <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> class, e.g. <code>GetSize()</code>, <code>GetOffset()</code>, <code>GetHeap()</code>.</p>
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 index 0638382..374e731 100644 --- 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
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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.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.html index c9aa47c..7d0fc80 100644 --- 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.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.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::ALLOCATION_CALLBACKS Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::ALLOCATION_CALLBACKS Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html b/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html index 2e9dab3..22bd372 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html +++ b/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html b/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html index 4964128..e2b588b 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html +++ b/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::ALLOCATION_DESC Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::ALLOCATION_DESC Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c-members.html b/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c-members.html index 5d00ca2..bfc67a0 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c-members.html +++ b/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html b/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html index 6b172a0..f07cfd0 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html +++ b/docs/html/struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::ALLOCATOR_DESC Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::ALLOCATOR_DESC Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_budget-members.html b/docs/html/struct_d3_d12_m_a_1_1_budget-members.html index 2f6f6be..f052559 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_budget-members.html +++ b/docs/html/struct_d3_d12_m_a_1_1_budget-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_budget.html b/docs/html/struct_d3_d12_m_a_1_1_budget.html index e140631..b024dac 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_budget.html +++ b/docs/html/struct_d3_d12_m_a_1_1_budget.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::Budget Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::Budget Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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 index 64d9214..b888785 100644 --- 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
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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.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.html index 3797be5..67371c8 100644 --- 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.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.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::DEFRAGMENTATION_DESC Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::DEFRAGMENTATION_DESC Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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___m_o_v_e-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___m_o_v_e-members.html index 3c30170..8ce715b 100644 --- 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___m_o_v_e-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___m_o_v_e-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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___m_o_v_e.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___m_o_v_e.html index b464912..590f089 100644 --- 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___m_o_v_e.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___m_o_v_e.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::DEFRAGMENTATION_MOVE Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::DEFRAGMENTATION_MOVE Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o-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___p_a_s_s___m_o_v_e___i_n_f_o-members.html index 11efa00..832d30b 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o-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___p_a_s_s___m_o_v_e___i_n_f_o-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html b/docs/html/struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html index 34970b6..10bf5ff 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html +++ b/docs/html/struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___p_a_s_s___m_o_v_e___i_n_f_o.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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___s_t_a_t_s-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___s_t_a_t_s-members.html index a1318da..9a5009a 100644 --- 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___s_t_a_t_s-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___s_t_a_t_s-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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___s_t_a_t_s.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___s_t_a_t_s.html index 62a8d18..fddde49 100644 --- 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___s_t_a_t_s.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___s_t_a_t_s.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::DEFRAGMENTATION_STATS Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::DEFRAGMENTATION_STATS Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_detailed_statistics-members.html b/docs/html/struct_d3_d12_m_a_1_1_detailed_statistics-members.html index 61dcb7a..0d2d352 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_detailed_statistics-members.html +++ b/docs/html/struct_d3_d12_m_a_1_1_detailed_statistics-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_detailed_statistics.html b/docs/html/struct_d3_d12_m_a_1_1_detailed_statistics.html index 4087d88..19ec5b0 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_detailed_statistics.html +++ b/docs/html/struct_d3_d12_m_a_1_1_detailed_statistics.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::DetailedStatistics Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::DetailedStatistics Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html b/docs/html/struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html index 0e76732..9e3c17b 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html +++ b/docs/html/struct_d3_d12_m_a_1_1_p_o_o_l___d_e_s_c.html
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_statistics-members.html b/docs/html/struct_d3_d12_m_a_1_1_statistics-members.html index ca3a0ed..ca272f5 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_statistics-members.html +++ b/docs/html/struct_d3_d12_m_a_1_1_statistics-members.html
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_statistics.html b/docs/html/struct_d3_d12_m_a_1_1_statistics.html index a4f7263..29edc35 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_statistics.html +++ b/docs/html/struct_d3_d12_m_a_1_1_statistics.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::Statistics Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::Statistics Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
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diff --git a/docs/html/struct_d3_d12_m_a_1_1_total_statistics.html b/docs/html/struct_d3_d12_m_a_1_1_total_statistics.html index ec2445f..354268a 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_total_statistics.html +++ b/docs/html/struct_d3_d12_m_a_1_1_total_statistics.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::TotalStatistics Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::TotalStatistics Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html b/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html index c1344d3..4a8fcc5 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html +++ b/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html b/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html index 300a972..8187a44 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html +++ b/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::VIRTUAL_ALLOCATION_DESC Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::VIRTUAL_ALLOCATION_DESC Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o-members.html b/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o-members.html index 11abd13..b30e7c4 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o-members.html +++ b/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html b/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html index 940de6d..360aa26 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html +++ b/docs/html/struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___i_n_f_o.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::VIRTUAL_ALLOCATION_INFO Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::VIRTUAL_ALLOCATION_INFO Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_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_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c-members.html index 6d94986..107067b 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_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_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_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_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html index 3a8f82a..c95a5bb 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_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_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::VIRTUAL_BLOCK_DESC Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::VIRTUAL_BLOCK_DESC Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_virtual_allocation-members.html b/docs/html/struct_d3_d12_m_a_1_1_virtual_allocation-members.html index ffad3d7..50eb3e5 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_virtual_allocation-members.html +++ b/docs/html/struct_d3_d12_m_a_1_1_virtual_allocation-members.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Member List</title> +<title>D3D12 Memory Allocator: Member List</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/struct_d3_d12_m_a_1_1_virtual_allocation.html b/docs/html/struct_d3_d12_m_a_1_1_virtual_allocation.html index f718024..f772034 100644 --- a/docs/html/struct_d3_d12_m_a_1_1_virtual_allocation.html +++ b/docs/html/struct_d3_d12_m_a_1_1_virtual_allocation.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: D3D12MA::VirtualAllocation Struct Reference</title> +<title>D3D12 Memory Allocator: D3D12MA::VirtualAllocation Struct Reference</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr>
diff --git a/docs/html/virtual_allocator.html b/docs/html/virtual_allocator.html index fa267e4..8a54179 100644 --- a/docs/html/virtual_allocator.html +++ b/docs/html/virtual_allocator.html
@@ -5,7 +5,7 @@ <meta http-equiv="X-UA-Compatible" content="IE=11"/> <meta name="generator" content="Doxygen 1.13.0"/> <meta name="viewport" content="width=device-width, initial-scale=1"/> -<title>Direct3D 12 Memory Allocator: Virtual allocator</title> +<title>D3D12 Memory Allocator: Virtual allocator</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> @@ -25,7 +25,7 @@ <tbody> <tr id="projectrow"> <td id="projectalign"> - <div id="projectname">Direct3D 12 Memory Allocator + <div id="projectname">D3D12 Memory Allocator </div> </td> </tr> @@ -83,7 +83,7 @@ <div id="nav-path" class="navpath"> <ul> -<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li> </ul> +<li class="navelem"><a class="el" href="index.html">D3D12 Memory Allocator</a></li><li class="navelem"><a class="el" href="optimal_allocation.html">Optimal resource allocation</a></li> </ul> </div> </div><!-- top --> <div id="doc-content"> @@ -91,7 +91,7 @@ <div class="headertitle"><div class="title">Virtual allocator</div></div> </div><!--header--> <div class="contents"> -<div class="textblock"><p>As an extra feature, the core allocation algorithm of the library is exposed through a simple and convenient API of "virtual allocator". It doesn't allocate any real GPU memory. It just keeps track of used and free regions of a "virtual block". You can use it to allocate your own memory or other objects, even completely unrelated to D3D12. A common use case is sub-allocation of pieces of one large GPU buffer.</p> +<div class="textblock"><p>As an extra feature, the core allocation algorithm of the library is exposed through a simple and convenient API of "virtual allocator". It doesn't allocate any real GPU memory. It just keeps track of used and free regions of a "virtual block". You can use it to allocate your own memory or other objects, even completely unrelated to D3D12. A common use case is sub-allocation of pieces of one large GPU buffer. Another suggested use case is allocating descriptors in a <code>ID3D12DescriptorHeap</code>.</p> <h1><a class="anchor" id="virtual_allocator_creating_virtual_block"></a> Creating virtual block</h1> <p>To use this functionality, there is no main "allocator" object. You don't need to have <a class="el" href="class_d3_d12_m_a_1_1_allocator.html" title="Represents main object of this library initialized for particular ID3D12Device.">D3D12MA::Allocator</a> object created. All you need to do is to create a separate <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object for each block of memory you want to be managed by the allocator:</p> @@ -105,9 +105,9 @@ <div class="line"> </div> <div class="line"><a class="code hl_class" href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a> *block;</div> <div class="line">HRESULT hr = CreateVirtualBlock(&blockDesc, &block);</div> -<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></div><div class="ttdoc">Represents pure allocation algorithm and a data structure with allocations in some memory block,...</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1513</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html">D3D12MA::VIRTUAL_BLOCK_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::VirtualBlock object to be passed to CreateVirtualBlock().</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1419</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c_html_ac56491679f276a5a9956ed99bc4654e4"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4">D3D12MA::VIRTUAL_BLOCK_DESC::Size</a></div><div class="ttdeci">UINT64 Size</div><div class="ttdoc">Total size of the block.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1427</div></div> +<div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html">D3D12MA::VirtualBlock</a></div><div class="ttdoc">Represents pure allocation algorithm and a data structure with allocations in some memory block,...</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1519</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html">D3D12MA::VIRTUAL_BLOCK_DESC</a></div><div class="ttdoc">Parameters of created D3D12MA::VirtualBlock object to be passed to CreateVirtualBlock().</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1425</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c_html_ac56491679f276a5a9956ed99bc4654e4"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4">D3D12MA::VIRTUAL_BLOCK_DESC::Size</a></div><div class="ttdeci">UINT64 Size</div><div class="ttdoc">Total size of the block.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1433</div></div> </div><!-- fragment --><h1><a class="anchor" id="virtual_allocator_making_virtual_allocations"></a> Making virtual allocations</h1> <p><a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html" title="Represents pure allocation algorithm and a data structure with allocations in some memory block,...">D3D12MA::VirtualBlock</a> object contains internal data structure that keeps track of free and occupied regions using the same code as the main D3D12 memory allocator. A single allocation is identified by a lightweight structure <a class="el" href="struct_d3_d12_m_a_1_1_virtual_allocation.html" title="Represents single memory allocation done inside VirtualBlock.">D3D12MA::VirtualAllocation</a>. You will also likely want to know the offset at which the allocation was made in the block.</p> @@ -132,9 +132,9 @@ <div class="line"> <span class="comment">// Allocation failed - no space for it could be found. Handle this error!</span></div> <div class="line">}</div> <div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_a9281daf76e888ea1bd5247d5732e8179"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">D3D12MA::VirtualBlock::Allocate</a></div><div class="ttdeci">HRESULT Allocate(const VIRTUAL_ALLOCATION_DESC *pDesc, VirtualAllocation *pAllocation, UINT64 *pOffset)</div><div class="ttdoc">Creates new allocation.</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::VIRTUAL_ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created virtual allocation to be passed to VirtualBlock::Allocate().</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1464</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_a976b649e45abdd0769da0d79acde4bac"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a976b649e45abdd0769da0d79acde4bac">D3D12MA::VIRTUAL_ALLOCATION_DESC::Size</a></div><div class="ttdeci">UINT64 Size</div><div class="ttdoc">Size of the allocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1471</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_virtual_allocation_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a></div><div class="ttdoc">Represents single memory allocation done inside VirtualBlock.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:463</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">D3D12MA::VIRTUAL_ALLOCATION_DESC</a></div><div class="ttdoc">Parameters of created virtual allocation to be passed to VirtualBlock::Allocate().</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1470</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_a976b649e45abdd0769da0d79acde4bac"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a976b649e45abdd0769da0d79acde4bac">D3D12MA::VIRTUAL_ALLOCATION_DESC::Size</a></div><div class="ttdeci">UINT64 Size</div><div class="ttdoc">Size of the allocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1477</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_virtual_allocation_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a></div><div class="ttdoc">Represents single memory allocation done inside VirtualBlock.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:471</div></div> </div><!-- fragment --><h1><a class="anchor" id="virtual_allocator_deallocation"></a> Deallocation</h1> <p>When no longer needed, an allocation can be freed by calling <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#aab44e46bd122054c894fc84740f1e8fb" title="Frees the allocation.">D3D12MA::VirtualBlock::FreeAllocation</a>.</p> @@ -171,7 +171,7 @@ <div class="line"><a class="code hl_struct" href="struct_d3_d12_m_a_1_1_virtual_allocation.html">D3D12MA::VirtualAllocation</a> alloc;</div> <div class="line">UINT64 allocOffset;</div> <div class="line">hr = block-><a class="code hl_function" href="class_d3_d12_m_a_1_1_virtual_block.html#a9281daf76e888ea1bd5247d5732e8179">Allocate</a>(&allocDesc, &alloc, &allocOffset);</div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aaa95e62f2f399339a09dcbb312a42de0"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aaa95e62f2f399339a09dcbb312a42de0">D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment</a></div><div class="ttdeci">UINT64 Alignment</div><div class="ttdoc">Required alignment of the allocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1476</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c_html_aaa95e62f2f399339a09dcbb312a42de0"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aaa95e62f2f399339a09dcbb312a42de0">D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment</a></div><div class="ttdeci">UINT64 Alignment</div><div class="ttdoc">Required alignment of the allocation.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1482</div></div> </div><!-- fragment --><p>Alignments of different allocations made from one block may vary. However, if all alignments and sizes are always multiply of some size e.g. 4 B or <code>sizeof(MyDataStruct)</code>, you can express all sizes, alignments, and offsets in multiples of that size instead of individual bytes. It might be more convenient, but you need to make sure to use this new unit consistently in all the places:</p> <ul> <li><a class="el" href="struct_d3_d12_m_a_1_1_v_i_r_t_u_a_l___b_l_o_c_k___d_e_s_c.html#ac56491679f276a5a9956ed99bc4654e4" title="Total size of the block.">D3D12MA::VIRTUAL_BLOCK_DESC::Size</a></li> @@ -186,9 +186,9 @@ <div class="line">printf(<span class="stringliteral">"My virtual block has %llu bytes used by %u virtual allocations\n"</span>,</div> <div class="line"> stats.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_statistics.html#a53cfe3d241124b5a8e8058871a4b50e8">AllocationBytes</a>, stats.<a class="code hl_variable" href="struct_d3_d12_m_a_1_1_statistics.html#aef88ac53531db43a8888ad2be4a06c68">AllocationCount</a>);</div> <div class="ttc" id="aclass_d3_d12_m_a_1_1_virtual_block_html_a0f1dda0e019e218b021f64987a74b110"><div class="ttname"><a href="class_d3_d12_m_a_1_1_virtual_block.html#a0f1dda0e019e218b021f64987a74b110">D3D12MA::VirtualBlock::GetStatistics</a></div><div class="ttdeci">void GetStatistics(Statistics *pStats) const</div><div class="ttdoc">Retrieves basic statistics of the virtual block that are fast to calculate.</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html">D3D12MA::Statistics</a></div><div class="ttdoc">Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group,...</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:341</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html_a53cfe3d241124b5a8e8058871a4b50e8"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html#a53cfe3d241124b5a8e8058871a4b50e8">D3D12MA::Statistics::AllocationBytes</a></div><div class="ttdeci">UINT64 AllocationBytes</div><div class="ttdoc">Total number of bytes occupied by all D3D12MA::Allocation objects.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:359</div></div> -<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html_aef88ac53531db43a8888ad2be4a06c68"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html#aef88ac53531db43a8888ad2be4a06c68">D3D12MA::Statistics::AllocationCount</a></div><div class="ttdeci">UINT AllocationCount</div><div class="ttdoc">Number of D3D12MA::Allocation objects allocated.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:349</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html">D3D12MA::Statistics</a></div><div class="ttdoc">Calculated statistics of memory usage e.g. in a specific memory heap type, memory segment group,...</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:349</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html_a53cfe3d241124b5a8e8058871a4b50e8"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html#a53cfe3d241124b5a8e8058871a4b50e8">D3D12MA::Statistics::AllocationBytes</a></div><div class="ttdeci">UINT64 AllocationBytes</div><div class="ttdoc">Total number of bytes occupied by all D3D12MA::Allocation objects.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:367</div></div> +<div class="ttc" id="astruct_d3_d12_m_a_1_1_statistics_html_aef88ac53531db43a8888ad2be4a06c68"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_statistics.html#aef88ac53531db43a8888ad2be4a06c68">D3D12MA::Statistics::AllocationCount</a></div><div class="ttdeci">UINT AllocationCount</div><div class="ttdoc">Number of D3D12MA::Allocation objects allocated.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:357</div></div> </div><!-- fragment --><p>More detailed statistics can be obtained using function <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a614a82247ce6cf29c38895e16eb971d9" title="Retrieves detailed statistics of the virtual block that are slower to calculate.">D3D12MA::VirtualBlock::CalculateStatistics()</a>, but they are slower to calculate.</p> <p>You can also request a full list of allocations and free regions as a string in JSON format by calling <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a828a27070bfa762cae796d4c8f2ef703" title="Builds and returns statistics as a string in JSON format, including the list of allocations with thei...">D3D12MA::VirtualBlock::BuildStatsString</a>. Returned string must be later freed using <a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a6f78ddaa7da194e239089e52093e68a9" title="Frees memory of a string returned from VirtualBlock::BuildStatsString.">D3D12MA::VirtualBlock::FreeStatsString</a>. The format of this string may differ from the one returned by the main D3D12 allocator, but it is similar.</p> <h1><a class="anchor" id="virtual_allocator_additional_considerations"></a>
diff --git a/include/D3D12MemAlloc.h b/include/D3D12MemAlloc.h index 4e5e3f9..412bf00 100644 --- a/include/D3D12MemAlloc.h +++ b/include/D3D12MemAlloc.h
@@ -39,6 +39,14 @@ - [Resource reference counting](@ref quick_start_resource_reference_counting) - [Mapping memory](@ref quick_start_mapping_memory) - \subpage custom_pools +- \subpage optimal_allocation + - [Avoiding running out of memory](@ref optimal_allocation_avoiding_running_out_of_memory) + - [Allocation performance](@ref optimal_allocation_allocation_Performance) + - [Sub-allocating buffers](@ref optimal_allocation_suballocating_buffers) + - [Residency priority](@ref optimal_allocation_residency_priority) + - [GPU upload heap](@ref optimal_allocation_gpu_upload_heap) + - [Committed versus placed resources](@ref optimal_allocation_committed_vs_placed) + - [Resource alignment](@ref optimal_allocation_resource_alignment) - \subpage defragmentation - \subpage statistics - \subpage resource_aliasing @@ -52,10 +60,10 @@ - [Versioning and compatibility](@ref general_considerations_versioning_and_compatibility) - [Features not supported](@ref general_considerations_features_not_supported) -\section main_see_also See also +\section main_see_also Web links -- [Product page on GPUOpen](https://gpuopen.com/gaming-product/d3d12-memory-allocator/) -- [Source repository on GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator) +- [Direct3D 12 Memory Allocator at GPUOpen.com](https://gpuopen.com/gaming-product/d3d12-memory-allocator/) - product page +- [GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator at GitHub.com](https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator) - source code repository */ // If using this library on a platform different than Windows PC or want to use different version of DXGI, @@ -83,24 +91,24 @@ #endif #endif -/* -When defined to value other than 0, the library will try to use -D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT or D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT -for created textures when possible, which can save memory because some small textures -may get their alignment 4K and their size a multiply of 4K instead of 64K. - -#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 0 - Disables small texture alignment. -#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1 - Enables conservative algorithm that will use small alignment only for some textures - that are surely known to support it. -#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 2 - Enables query for small alignment to D3D12 (based on Microsoft sample) which will - enable small alignment for more textures, but will also generate D3D Debug Layer - error #721 on call to ID3D12Device::GetResourceAllocationInfo, which you should just - ignore. -*/ #ifndef D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT + /** \brief + When defined to value other than 0, the library will try to use + `D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT` or `D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT` + for created textures when possible, which can save memory because some small textures + may get their alignment 4 KB and their size a multiply of 4 KB instead of 64 KB. + + - `#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 0` - + Disables small texture alignment. + - `#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1` (the default) - + Enables conservative algorithm that will use small alignment only for some textures + that are surely known to support it. + - `#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 2` - + Enables query for small alignment to D3D12 (based on Microsoft sample) which will + enable small alignment for more textures, but will also generate D3D Debug Layer + error #721 on call to `ID3D12Device::GetResourceAllocationInfo`, which you should just + ignore. + */ #define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1 #endif @@ -1127,7 +1135,7 @@ BOOL IsGPUUploadHeapSupported() const; /** \brief Returns total amount of memory of specific segment group, in bytes. - \param memorySegmentGroup use `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` or DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL`. + \param memorySegmentGroup use `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` or `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL`. This information is taken from `DXGI_ADAPTER_DESC`. It is not recommended to use this number. @@ -1601,13 +1609,13 @@ \section quick_start_project_setup Project setup and initialization -This is a small, standalone C++ library. It consists of a pair of 2 files: +This is a small, standalone C++ library. It consists of 2 files: "D3D12MemAlloc.h" header file with public interface and "D3D12MemAlloc.cpp" with internal implementation. The only external dependencies are WinAPI, Direct3D 12, and parts of C/C++ standard library (but STL containers, exceptions, or RTTI are not used). -The library is developed and tested using Microsoft Visual Studio 2019, but it +The library is developed and tested using Microsoft Visual Studio 2022, but it should work with other compilers as well. It is designed for 64-bit code. To use the library in your project: @@ -1645,6 +1653,10 @@ (5.) Right before destroying the D3D12 device, destroy the allocator object. +\code +allocator->Release(); +\endcode + Objects of this library must be destroyed by calling `Release` method. They are somewhat compatible with COM: they implement `IUnknown` interface with its virtual methods: `AddRef`, `Release`, `QueryInterface`, and they are reference-counted internally. @@ -1652,10 +1664,6 @@ The reference counter is thread-safe. `QueryInterface` method supports only `IUnknown`, as classes of this library don't define their own GUIDs. -\code -allocator->Release(); -\endcode - \section quick_start_creating_resources Creating resources @@ -1718,10 +1726,10 @@ It is important to remember that resources created as placed don't have their memory initialized to zeros, but may contain garbage data, so they need to be fully initialized before usage, e.g. using Clear (`ClearRenderTargetView`), Discard (`DiscardResource`), -or copy (`CopyResource`). +or Copy (`CopyResource`). The library also automatically handles resource heap tier. -When `D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier` equals `D3D12_RESOURCE_HEAP_TIER_1`, +When `D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier == D3D12_RESOURCE_HEAP_TIER_1`, resources of 3 types: buffers, textures that are render targets or depth-stencil, and other textures must be kept in separate heaps. When `D3D12_RESOURCE_HEAP_TIER_2`, they can be kept together. By using this library, you don't need to handle this @@ -1744,7 +1752,7 @@ it remembers the `ID3D12Resource` that was created with it and holds a reference to it. The resource can be obtained by calling `allocation->GetResource()`, which doesn't increment the resource reference counter. -Calling `allocation->Release()` will decrease the resource reference counter, which is = 1 in this case, +Calling `allocation->Release()` will decrease the resource reference counter, which is 1 in this case, so the resource will be released. <b>Second option</b> is to retrieve a pointer to the resource along with D3D12MA::Allocation. @@ -1838,8 +1846,9 @@ &allocation, IID_PPV_ARGS(&resource)); +D3D12_RANGE emptyRange = {0, 0}; void* mappedPtr; -hr = resource->Map(0, NULL, &mappedPtr); +hr = resource->Map(0, &emptyRange, &mappedPtr); memcpy(mappedPtr, bufData, bufSize); @@ -1931,6 +1940,486 @@ extended allocation parameters, like custom `D3D12_HEAP_PROPERTIES`, which are available only in custom pools. +\page optimal_allocation Optimal resource allocation + +This library tries to automatically make optimal choices for the resources you create, +so you don't need to care about them. +There are some advanced features of Direct3D 12 that you may use to optimize your memory management. +There are also some settings in %D3D12MA that you may change to alter its default behavior. +This page provides miscellaneous advice about features of D3D12 and %D3D12MA that are +non-essential, but may improve the stability or performance of your app. + +\section optimal_allocation_avoiding_running_out_of_memory Avoiding running out of memory + +When trying to allocate more memory than available in the current heap +(e.g., video memory on the graphics card, system memory), one of few bad things can happen: + +- The allocation (resource creation) function call can fail with `HRESULT` value other than `S_OK`. +- The allocation may succeed, but take long time (even a significant fraction of a second). +- Some resources are automatically evicted from video memory to system memory, degrading the app performance. +- Even a crash of the entire graphics driver can happen, resulting in the D3D12 "device removal", which is usually + catastrophic for the application. + +Unfortunately, there is no way to be 100% protected against memory overcommitment. +The best approach is to avoid allocating too much memory. + +The full capacity of the memory can be queried using function D3D12MA::Allocator::GetMemoryCapacity. +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. + +Because of this, the recommended way of fetching the **memory budget** available to the application +is using function D3D12MA::Allocator::GetBudget. +Preventing value D3D12MA::Budget::UsageBytes from exceeding the D3D12MA::Budget::BudgetBytes +is probably the best we can do in trying to avoid the consequences of over-commitment. +For more information, see also: \subpage statistics. + +Example: + +\code +D3D12MA::Budget videoMemBudget = {}; +allocator->GetBudget(&videoMemBudget, NULL); + +UINT64 freeBytes = videoMemBudget.BudgetBytes - videoMemBudget.UsageBytes; +gameStreamingSystem->SetAvailableFreeMemory(freeBytes); +\endcode + +\par Implementation detail +DXGI interface offers function `IDXGIAdapter3::QueryVideoMemoryInfo` that queries the current memory usage and budget. +This library automatically makes use of it when available (when you use recent enough version of the DirectX SDK). +If not, it falls back to estimating the usage and budget based on the total amount of the allocated memory +and 80% of the full memory capacity, respectively. + +\par Implementation detail +Allocating large heaps and creating placed resources in them is one of the main features of this library. +However, if allocating new such block would exceed the budget, it will automatically prefer creating the resource as committed +to have exactly the right size, which can lower the chance of getting into trouble in case of over-commitment. + +When creating non-essential resources, you can use D3D12MA::ALLOCATION_FLAG_WITHIN_BUDGET. +Then, in case the allocation would exceed the budget, the library will return failure from the function +without attempting to allocate the actual D3D12 memory. + +It may also be a good idea to support failed resource creation. +For non-essential resources, when function D3D12MA::Allocator::CreateResource fails with a result other than `S_OK`, +it is worth implementing some way of recovery instead of terminating or crashing the entire app. + +\section optimal_allocation_allocation_Performance Allocation performance + +Creating D3D12 resources (buffers and textures) can be a time-consuming operation. +The duration can be unpredictable, spanning from a small fraction of a millisecond to a significant fraction of a second. +Thus, it is recommended to allocate all the memory and create all the resources needed upfront +rather than doing it during application runtime. +For example, a video game can try to create its resources on startup or when loading a new level. +Of course, is is not always possible. +For example, open-world games may require loading and unloading some graphical assets in the background (often called "streaming"). + +Creating and releasing D3D12 resources **on a separate thread** in the background may help. +Both `ID3D12Device` and D3D12MA::Allocator objects are thread-safe, synchronized internally. +However, cases were observed where resource creation calls like `ID3D12Device::CreateCommittedResource` +were blocking other D3D12 calls like `ExecuteCommandLists` or `Present` +somewhere inside the graphics driver, so hitches can happen even when using multithreading. + +The most expensive part is typically **the allocation of a new D3D12 memory heap**. +This library tackles this problem by automatically allocating large heaps (64 MB by default) +and creating resources as placed inside of them. +When a new requested resource can be placed in a free space of an existing heap and doesn't require allocating a new heap, +this operation is typically much faster, as it only requires creating a new `ID3D12Resource` object +and not allocating new memory. +This is the main benefit of using %D3D12MA compared to the naive approach of using Direct3D 12 directly +and creating each resource as committed with `CreateCommittedResource`, which would result in a separate allocation of an implicit heap every time. + +When **a large number of small buffers** needs to be created, the overhead of creating even just separate `ID3D12Resource` objects can be significant. +It can be avoided by creating one or few larger buffers and manually sub-allocating parts of them for specific needs. +This library can also help with it. See section "Sub-allocating buffers" below. + +\par Implementation detail +The CPU performance overhead of using this library is low. +It uses a high-quality allocation algorithm called Two-Level Segregated Fit (TLSF), +which in most cases can find a free place for a new allocation in few steps. +The library also doesn't perform too many CPU heap allocations. +In may cases, the allocation happens with 0 new CPU heap allocations performed by the library. +Even the creation of a D3D12MA::Allocation object itself doesn't typically feature an CPU allocation, +because these objects are returned out of a dedicated memory pool. + +Another reason for the slowness of D3D12 memory allocation is the guarantee that the **newly allocated memory is filled with zeros**. +When creating and destroying resources placed in an existing heap, this overhead is not present, +and the memory is not zeroed - it may contain random data left by the resource previously allocated in that place. +In recent versions of the DirectX 12 SDK, clearing the memory of the newly created D3D12 heaps can also be disabled for the improved performance. +%D3D12MA can use this feature when: + +- D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED is used during the creation of the main allocator object. +- `D3D12_HEAP_FLAG_CREATE_NOT_ZEROED` is passed to D3D12MA::POOL_DESC::HeapFlags during the creation of a custom pool. + +It is recommended to always use these flags. +The downside is that 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. +This problem mostly affects render-target and depth-stencil textures. + +When an allocation needs to be made in a performance-critical code, you can use D3D12MA::ALLOCATION_FLAG_STRATEGY_MIN_TIME. +In influences multiple heuristics inside the library to prefer faster allocation +at the expense of possibly less optimal placement in the memory. + +If the resource to be created is non-essential, while the performance is paramount, +you can also use D3D12MA::ALLOCATION_FLAG_NEVER_ALLOCATE. +It will create the resource only if it can be placed inside and existing memory heap +and return failure from the function if a new heap would need to be allocated, +which should guarantee good performance of such function call. + +\section optimal_allocation_suballocating_buffers Sub-allocating buffers + +When a large number of small buffers needs to be created, the overhead of creating separate `ID3D12Resource` objects can be significant. +It can also cause a significant waste of memory, as placed buffers need to be aligned to `D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT` = 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. + +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: \subpage virtual_allocator. +It can be used for all the cases mentioned above without too much performance overhead, +because the D3D12MA::VirtualAllocation object is just a lightweight handle. + +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 `D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT` = 256 B. + +\section optimal_allocation_residency_priority Residency priority + +When too much video memory is allocated, one of the things that can happen is the system +evicting some heaps to the system memory. +Moving data between memory pools or reaching out directly to the system memory through PCI Express bus can have large performance overhead, +which can slow down the application, or even make the game unplayable any more. +Unfortunately, it is not possible to fully control or prevent this eviction. +Best thing to do is avoiding memory over-commitment. +For more information, see section "Avoiding running out of memory" above. + +Recent versions of DirectX 12 SDK offer function `ID3D12Device1::SetResidencyPriority` that sets a hint +about the priority of a resource - how important it is to stay resident in the video memory. +Setting the priority happens at the level of an entire memory heap. +%D3D12MA offers an interface to set this priority in form of D3D12MA::POOL_DESC::ResidencyPriority parameter. +It affects all allocations made out of the custom pool created with it, both placed inside large heaps +and created as committed. + +It is recommended to create a custom pool for the purpose of using high residency priority +of all resources that are critical for the performance, especially those that are written by the GPU, +like render-target, depth-stencil textures, UAV textures and buffers. +It is also worth creating them as committed, so that each one will have its own implicit heap. +This can minimize the chance that an entire large heap is evicted to system memory, degrading performance +of all the resources placed in it. + +Example: + +\code +D3D12MA::POOL_DESC poolDesc = {}; +poolDesc.HeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT; +poolDesc.HeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS | D3D12_HEAP_FLAG_CREATE_NOT_ZEROED; +poolDesc.ResidencyPriority = D3D12_RESIDENCY_PRIORITY_HIGH; // !!! + +D3D12MA::Pool* pool; +HRESULT hr = allocator->CreatePool(&poolDesc, &pool); +// Check hr... + +D3D12MA::ALLOCATION_DESC allocDesc = {}; +allocDesc.CustomPool = pool; +allocDesc.Flags = ALLOCATION_FLAG_COMMITTED; // !!! + +D3D12_RESOURCE_DESC resDesc = {}; +resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; +resDesc.Alignment = 0; +resDesc.Width = 1048576; // Requested buffer size. +resDesc.Height = 1; +resDesc.DepthOrArraySize = 1; +resDesc.MipLevels = 1; +resDesc.Format = DXGI_FORMAT_UNKNOWN; +resDesc.SampleDesc.Count = 1; +resDesc.SampleDesc.Quality = 0; +resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; +resDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; + +D3D12MA::Allocation* alloc; +hr = allocator->CreateResource(&allocDesc, &resDesc, D3D12_RESOURCE_STATE_COMMON, + NULL, &alloc, IID_NULL, NULL); +// Check hr... +\endcode + +Note this is not the same as explicit eviction controlled using `ID3D12Device::Evict` and `MakeResident` functions. +Resources evicted explicitly are illegal to access until they are made resident again, +while the eviction described here happens automatically and only slows down the execution. + +\section optimal_allocation_gpu_upload_heap GPU upload heap + +Direct3D 12 offers a fixed set of memory heap types: + +- `D3D12_HEAP_TYPE_DEFAULT`: Represents the video memory. It is available and fast to access for the GPU. + It should be used for all resources that are written by the GPU (like render-target and depth-stencil textures, + UAV) and resources that are frequently read by the GPU (like textures intended for sampling, + vertex, index, and constant buffers). +- `D3D12_HEAP_TYPE_UPLOAD`: Represents the system memory that is uncached and write-combined. + It can be mapped and accessed by the CPU code using a pointer. + It supports only buffers, not textures. + It is intended for "staging buffers" that are filled by the CPU code and then used as a source of copy operations to the `DEFAULT` heap. + It can also be accessed directly by the GPU - shaders can read from buffers created in this memory. +- `D3D12_HEAP_TYPE_READBACK`: Represents the system memory that is cached. + It is intended for buffers used as a destination of copy operations from the `DEFAULT` heap. + +Note that in systems with a discrete graphics card, access to system memory is fast from the CPU code +(like the C++ code mapping D3D12 buffers and accessing them through a pointer), +while access to the video memory is fast from the GPU code (like shaders reading and writing buffers and textures). +Any copy operation or direct access between these memory heap types happens through PCI Express bus, which can be relatively slow. + +Modern systems offer a feature called **Resizable BAR (ReBAR)** that gives the CPU direct access to the full video memory. +To be available, this feature needs to be supported by the whole hardware-software environment, including: + +- Supporting motherboard and its UEFI. +- Supporting graphics card and its graphics driver. +- Supporting operating system. +- The feature needs to be enabled in the UEFI settings. It is typically called "Above 4G Decoding" and "Resizable Bar". + +Recent versions of DirectX 12 SDK give access to this feature in form of a new, 4th memory pool: `D3D12_HEAP_TYPE_GPU_UPLOAD`. +Resources created in it behave logically similar to the `D3D12_HEAP_TYPE_UPLOAD` heap: + +- They support mapping and direct access from the CPU code through a pointer. +- The mapped memory is uncached and write-combined, so it should be only written sequentially + (e.g., number-by-number or using `memcpy`). It shouldn't be accessed randomly or read, + because it is extremely slow for uncached memory. +- Only buffers are supported. +- Those buffers can be used as a source of copy operations or directly accessed by the GPU. + +The main difference is that resources created in the new `D3D12_HEAP_TYPE_GPU_UPLOAD` are placed in the video memory, +while resources created in the old `D3D12_HEAP_TYPE_UPLOAD` are placed in the system memory. +This implies which budgets are consumed by new resources allocated in those heaps. +This also implies which operations involve transferring data through the PCI Express bus. + +- As `D3D12_HEAP_TYPE_UPLOAD` uses the system memory, writes from the CPU code through a mapped pointer are faster, + while copies or direct access from the GPU are slower because they need to go through PCIe. +- As the new `D3D12_HEAP_TYPE_GPU_UPLOAD` uses the video memory, + copies or direct access from the GPU are faster, + while writes from the CPU code through a mapped pointer can be slower, because they need to go through PCIe. + For maximum performance of copy operations from this heap, a graphics or compute queue should be used, not a copy queue. + +GPU Upload Heap can be used for performance optimization of some resources that need to be written by the CPU and read by the GPU. +It can be beneficial especially for resources that need to change frequently (often called "dynamic"). + +%D3D12MA supports GPU upload heap when recent enough version of DirectX 12 SDK is used and when the current system supports it. +The support can be queried using function D3D12MA::Allocator::IsGPUUploadHeapSupported(). +When it returns `TRUE`, you can create resources using `D3D12_HEAP_TYPE_GPU_UPLOAD`. + +Example: + +\code +// Fast path for data upload. +if(allocator->IsGPUUploadHeapSupported()) +{ + D3D12MA::ALLOCATION_DESC allocDesc = {}; + allocDesc.HeapType = D3D12_HEAP_TYPE_GPU_UPLOAD; // !!! + + D3D12_RESOURCE_DESC resDesc = {}; + resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + resDesc.Alignment = 0; + resDesc.Width = 1048576; // Requested buffer size. + resDesc.Height = 1; + resDesc.DepthOrArraySize = 1; + resDesc.MipLevels = 1; + resDesc.Format = DXGI_FORMAT_UNKNOWN; + resDesc.SampleDesc.Count = 1; + resDesc.SampleDesc.Quality = 0; + resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + resDesc.Flags = D3D12_RESOURCE_FLAG_NONE; + + D3D12MA::Allocation* alloc; + ID3D12Resource* res; + hr = allocator->CreateResource(&allocDesc, &resDesc, D3D12_RESOURCE_STATE_COMMON, + NULL, &alloc, IID_PPV_ARGS(&res)); + // Check hr... + + D3D12_RANGE emptyRange = {0, 0}; + void* mappedPtr = NULL; + hr = res->Map(0, &emptyRange, &mappedPtr); + memcpy(mappedPtr, srcData, 1048576); + res->Unmap(0, NULL); // Optional. You can leave it persistently mapped. + + D3D12_GPU_VIRTUAL_ADDRESS gpuva = res->GetGPUVirtualAddress(); + // Use gpuva to access the buffer on the GPU... +\endcode + +\section optimal_allocation_committed_vs_placed Committed versus placed resources + +When using D3D12 API directly, there are 3 ways of creating resources: + +1. **Committed**, using function `ID3D12Device::CreateCommittedResource`. + It creates the resource with its own memory heap, which is called an "implicit heap" and cannot be accessed directly. +2. **Placed**, using function `ID3D12Device::CreatePlacedResource`. + A `ID3D12Heap` needs to be created beforehand using `ID3D12Device::CreateHeap`. + Then, the resource can be created as placed inside the heap at a specific offset. +3. **Reserved**, using function `ID3D12Device::CreateReservedResource`. + This library doesn't support them directly. + +A naive solution would be to create all the resources as committed. +It works, because in D3D12 there is no strict limit on the number of resources or heaps that can be created. +However, there are certain advantages and disadvantages of using committed versus placed resources: + +- The biggest advantage of using placed resources is the allocation performance. + Once a heap is allocated, creating and releasing resources placed in it can be much faster than + creating them as committed, which would involve allocating a new heap for each resource. + - Using large number of small heaps can put an extra burden on the software stack, + including D3D12 runtime, graphics driver, operating system, and developer tools like Radeon Memory Visualizer (RMV). +- 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: + - Some part of the allocated heap memory is unused. + - 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 \subpage defragmentation. + - 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. +- 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. +- Manual eviction with `ID3D12Device::Evict` and `MakeResident` functions work at the level of the entire heap, + and so does `ID3D12Device1::SetResidencyPriority`, so creating resources as committed allows more fine-grained control + over the eviction and residency priority of individual resources. +- 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 \subpage resource_aliasing. + +When creating resources with the help of %D3D12MA using function D3D12MA::Allocator::CreateResource, +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. + +\par Implementation detail +%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: +- When the resource is large (larger than half of the default heap size). +- When allocating an entire new heap would exceed the current budget or when we are already over the budget. +- When the resource is a very small buffer. Placed buffers need to be aligned to 64 KB by default, + while creating them as committed can allow the driver to pack them better. + This heuristics can be disabled for an individual resource by using D3D12MA::ALLOCATION_FLAG_STRATEGY_MIN_TIME + and for the entire allocator by using D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED. +- When the resource uses non-standard flags specified via D3D12MA::ALLOCATION_DESC::ExtraHeapFlags. + +<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. + +\code +bool isCommitted = allocation->GetHeap() == NULL; +\endcode + +<b>You can request a new resource to be created as committed</b> by using D3D12MA::ALLOCATION_FLAG_COMMITTED. +Note that committed resources can also be created out of \subpage custom_pools. + +You can also request all resources to be created as committed globally for the entire allocator +by using D3D12MA::ALLOCATOR_FLAG_ALWAYS_COMMITTED. +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. + +You can create a custom pool with an explicit block size by specifying non-zero D3D12MA::POOL_DESC::BlockSize. +When doing this, all **resources created in such pool are placed** in those blocks (heaps) and never created as committed. +Example: + +\code +D3D12MA::POOL_DESC poolDesc = {}; +poolDesc.HeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS | D3D12_HEAP_FLAG_CREATE_NOT_ZEROED; +poolDesc.HeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT; +poolDesc.BlockSize = 100llu * 1024 * 1024; // 100 MB. Explicit BlockSize guarantees placed. + +D3D12MA::Pool* pool; +HRESULT hr = allocator->CreatePool(&poolDesc, &pool); +// Check hr... + +D3D12MA::ALLOCATION_DESC allocDesc = {}; +allocDesc.CustomPool = pool; + +D3D12_RESOURCE_DESC resDesc = {}; +resDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; +resDesc.Alignment = 0; +resDesc.Width = 90llu * 1024 * 1024; // 90 MB +resDesc.Height = 1; +resDesc.DepthOrArraySize = 1; +resDesc.MipLevels = 1; +resDesc.Format = DXGI_FORMAT_UNKNOWN; +resDesc.SampleDesc.Count = 1; +resDesc.SampleDesc.Quality = 0; +resDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; +resDesc.Flags = D3D12_RESOURCE_FLAG_NONE; + +D3D12MA::Allocation* alloc; +ID3D12Resource* res; +hr = allocator->CreateResource(&allocDesc, &resDesc, D3D12_RESOURCE_STATE_COMMON, + NULL, &alloc, IID_PPV_ARGS(&res)); +// Check hr... + +// Even a large buffer like this, filling 90% of the block, was created as placed! +assert(alloc->GetHeap() != NULL); +\endcode + +<b>You can request a new resource to be created as placed</b> by using D3D12MA::ALLOCATION_FLAG_CAN_ALIAS. +This is required especially if you plan to create another resource in the same region of memory, aliasing with your resource - +hence the name of this flag. + +Note D3D12MA::ALLOCATION_FLAG_CAN_ALIAS can be even combined with D3D12MA::ALLOCATION_FLAG_COMMITTED. +In this case, the resource is not created as committed, but it is also not placed as part of a larger heap. +What happens instead is that a new heap is created with the exact size required for the resource, +and the resource is created in it, placed at offset 0. + +\section optimal_allocation_resource_alignment Resource alignment + +Certain types of resources require certain alignment in memory. +An alignment is a requirement for the address or offset to the beginning of the resource to be a multiply of some value, which is always a power of 2. +For committed resources, the problem is non-existent, because committed resources have their own implicit heaps +where they are created at offset 0, which meets any alignment requirement. +For placed resources, %D3D12MA takes care of the alignment automatically. + +\par Implementation detail +Default alignment required MSAA textures is `D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT` = 4 MB. +Default alignment required for buffers and other textures is `D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT` = 64 KB. + +Because the alignment required for buffers is 64 KB, **small buffers** can waste a lot of memory in between when created as placed. +When such small buffers are created as committed, some graphics drivers are able to pack them better. +%D3D12MA automatically takes advantage of this by preferring to create small buffers as committed. +This heuristics is enabled by default. It is also a tradeoff - it can make the allocation of these buffers slower. +It can be disabled for an individual resource by using D3D12MA::ALLOCATION_FLAG_STRATEGY_MIN_TIME +and for the entire allocator by using D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED. + +For certain textures that meet a complex set of requirements, special **"small alignment"** can be applied. +Details can be found in Microsoft documentation of the `D3D12_RESOURCE_DESC` structure. +For MSAA textures, the small alignment is `D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT` = 64 KB. +For other textures, the small alignment is `D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT` = 4 KB. +%D3D12MA uses this feature automatically. +Detailed behavior can be disabled or controlled by predefining macro #D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT. + +D3D12 also has a concept of **alignment of the entire heap**, passed through `D3D12_HEAP_DESC::Alignment`. +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 D3D12MA::ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED on the creation of the main allocator object +and D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED 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. + +With DirectX 12 Agility SDK 1.716.0-preview, Microsoft added a new feature called **"tight alignment"**. +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 `D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT` 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. + +You can check if the tight alignment it is available in the current system by calling D3D12MA::Allocator::IsTightAlignmentSupported(). +You can tell the library to not use it by specifying D3D12MA::ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT. +Typically, you don't need to do any of those. + +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 `D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT` constant. + \page defragmentation Defragmentation Interleaved allocations and deallocations of many objects of varying size can @@ -2349,6 +2838,7 @@ It doesn't allocate any real GPU memory. It just keeps track of used and free regions of a "virtual block". You can use it to allocate your own memory or other objects, even completely unrelated to D3D12. A common use case is sub-allocation of pieces of one large GPU buffer. +Another suggested use case is allocating descriptors in a `ID3D12DescriptorHeap`. \section virtual_allocator_creating_virtual_block Creating virtual block
diff --git a/src/Doxyfile b/src/Doxyfile index e9cc11b..a411ab1 100644 --- a/src/Doxyfile +++ b/src/Doxyfile
@@ -1,7 +1,7 @@ -# Doxyfile 1.9.6 +# Doxyfile 1.13.0 # This file describes the settings to be used by the documentation system -# doxygen (www.doxygen.org) for a project. +# Doxygen (www.doxygen.org) for a project. # # All text after a double hash (##) is considered a comment and is placed in # front of the TAG it is preceding. @@ -15,10 +15,10 @@ # # Note: # -# Use doxygen to compare the used configuration file with the template +# Use Doxygen to compare the used configuration file with the template # configuration file: # doxygen -x [configFile] -# Use doxygen to compare the used configuration file with the template +# Use Doxygen to compare the used configuration file with the template # configuration file without replacing the environment variables or CMake type # replacement variables: # doxygen -x_noenv [configFile] @@ -51,7 +51,7 @@ PROJECT_NUMBER = # Using the PROJECT_BRIEF tag one can provide an optional one line description -# for a project that appears at the top of each page and should give viewer a +# for a project that appears at the top of each page and should give viewers a # quick idea about the purpose of the project. Keep the description short. PROJECT_BRIEF = @@ -63,18 +63,24 @@ PROJECT_LOGO = +# With the PROJECT_ICON tag one can specify an icon that is included in the tabs +# when the HTML document is shown. Doxygen will copy the logo to the output +# directory. + +PROJECT_ICON = + # The OUTPUT_DIRECTORY tag is used to specify the (relative or absolute) path # into which the generated documentation will be written. If a relative path is -# entered, it will be relative to the location where doxygen was started. If +# entered, it will be relative to the location where Doxygen was started. If # left blank the current directory will be used. OUTPUT_DIRECTORY = @CMAKE_SOURCE_DIR@/docs -# If the CREATE_SUBDIRS tag is set to YES then doxygen will create up to 4096 +# If the CREATE_SUBDIRS tag is set to YES then Doxygen will create up to 4096 # sub-directories (in 2 levels) under the output directory of each output format # and will distribute the generated files over these directories. Enabling this -# option can be useful when feeding doxygen a huge amount of source files, where -# putting all generated files in the same directory would otherwise causes +# option can be useful when feeding Doxygen a huge amount of source files, where +# putting all generated files in the same directory would otherwise cause # performance problems for the file system. Adapt CREATE_SUBDIRS_LEVEL to # control the number of sub-directories. # The default value is: NO. @@ -92,7 +98,7 @@ CREATE_SUBDIRS_LEVEL = 8 -# If the ALLOW_UNICODE_NAMES tag is set to YES, doxygen will allow non-ASCII +# If the ALLOW_UNICODE_NAMES tag is set to YES, Doxygen will allow non-ASCII # characters to appear in the names of generated files. If set to NO, non-ASCII # characters will be escaped, for example _xE3_x81_x84 will be used for Unicode # U+3044. @@ -101,7 +107,7 @@ ALLOW_UNICODE_NAMES = NO # The OUTPUT_LANGUAGE tag is used to specify the language in which all -# documentation generated by doxygen is written. Doxygen will use this +# documentation generated by Doxygen is written. Doxygen will use this # information to generate all constant output in the proper language. # Possible values are: Afrikaans, Arabic, Armenian, Brazilian, Bulgarian, # Catalan, Chinese, Chinese-Traditional, Croatian, Czech, Danish, Dutch, English @@ -115,14 +121,14 @@ OUTPUT_LANGUAGE = English -# If the BRIEF_MEMBER_DESC tag is set to YES, doxygen will include brief member +# If the BRIEF_MEMBER_DESC tag is set to YES, Doxygen will include brief member # descriptions after the members that are listed in the file and class # documentation (similar to Javadoc). Set to NO to disable this. # The default value is: YES. BRIEF_MEMBER_DESC = YES -# If the REPEAT_BRIEF tag is set to YES, doxygen will prepend the brief +# If the REPEAT_BRIEF tag is set to YES, Doxygen will prepend the brief # description of a member or function before the detailed description # # Note: If both HIDE_UNDOC_MEMBERS and BRIEF_MEMBER_DESC are set to NO, the @@ -153,13 +159,13 @@ the # If the ALWAYS_DETAILED_SEC and REPEAT_BRIEF tags are both set to YES then -# doxygen will generate a detailed section even if there is only a brief +# Doxygen will generate a detailed section even if there is only a brief # description. # The default value is: NO. ALWAYS_DETAILED_SEC = NO -# If the INLINE_INHERITED_MEMB tag is set to YES, doxygen will show all +# If the INLINE_INHERITED_MEMB tag is set to YES, Doxygen will show all # inherited members of a class in the documentation of that class as if those # members were ordinary class members. Constructors, destructors and assignment # operators of the base classes will not be shown. @@ -167,7 +173,7 @@ INLINE_INHERITED_MEMB = NO -# If the FULL_PATH_NAMES tag is set to YES, doxygen will prepend the full path +# If the FULL_PATH_NAMES tag is set to YES, Doxygen will prepend the full path # before files name in the file list and in the header files. If set to NO the # shortest path that makes the file name unique will be used # The default value is: YES. @@ -177,11 +183,11 @@ # The STRIP_FROM_PATH tag can be used to strip a user-defined part of the path. # Stripping is only done if one of the specified strings matches the left-hand # part of the path. The tag can be used to show relative paths in the file list. -# If left blank the directory from which doxygen is run is used as the path to +# If left blank the directory from which Doxygen is run is used as the path to # strip. # # Note that you can specify absolute paths here, but also relative paths, which -# will be relative from the directory where doxygen is started. +# will be relative from the directory where Doxygen is started. # This tag requires that the tag FULL_PATH_NAMES is set to YES. STRIP_FROM_PATH = @@ -195,41 +201,42 @@ STRIP_FROM_INC_PATH = -# If the SHORT_NAMES tag is set to YES, doxygen will generate much shorter (but -# less readable) file names. This can be useful is your file systems doesn't +# If the SHORT_NAMES tag is set to YES, Doxygen will generate much shorter (but +# less readable) file names. This can be useful if your file system doesn't # support long names like on DOS, Mac, or CD-ROM. # The default value is: NO. SHORT_NAMES = NO -# If the JAVADOC_AUTOBRIEF tag is set to YES then doxygen will interpret the -# first line (until the first dot) of a Javadoc-style comment as the brief -# description. If set to NO, the Javadoc-style will behave just like regular Qt- -# style comments (thus requiring an explicit @brief command for a brief -# description.) +# If the JAVADOC_AUTOBRIEF tag is set to YES then Doxygen will interpret the +# first line (until the first dot, question mark or exclamation mark) of a +# Javadoc-style comment as the brief description. If set to NO, the Javadoc- +# style will behave just like regular Qt-style comments (thus requiring an +# explicit @brief command for a brief description.) # The default value is: NO. JAVADOC_AUTOBRIEF = NO -# If the JAVADOC_BANNER tag is set to YES then doxygen will interpret a line +# If the JAVADOC_BANNER tag is set to YES then Doxygen will interpret a line # such as # /*************** # as being the beginning of a Javadoc-style comment "banner". If set to NO, the # Javadoc-style will behave just like regular comments and it will not be -# interpreted by doxygen. +# interpreted by Doxygen. # The default value is: NO. JAVADOC_BANNER = NO -# If the QT_AUTOBRIEF tag is set to YES then doxygen will interpret the first -# line (until the first dot) of a Qt-style comment as the brief description. If -# set to NO, the Qt-style will behave just like regular Qt-style comments (thus -# requiring an explicit \brief command for a brief description.) +# If the QT_AUTOBRIEF tag is set to YES then Doxygen will interpret the first +# line (until the first dot, question mark or exclamation mark) of a Qt-style +# comment as the brief description. If set to NO, the Qt-style will behave just +# like regular Qt-style comments (thus requiring an explicit \brief command for +# a brief description.) # The default value is: NO. QT_AUTOBRIEF = NO -# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make doxygen treat a +# The MULTILINE_CPP_IS_BRIEF tag can be set to YES to make Doxygen treat a # multi-line C++ special comment block (i.e. a block of //! or /// comments) as # a brief description. This used to be the default behavior. The new default is # to treat a multi-line C++ comment block as a detailed description. Set this @@ -241,10 +248,10 @@ MULTILINE_CPP_IS_BRIEF = NO -# By default Python docstrings are displayed as preformatted text and doxygen's +# By default Python docstrings are displayed as preformatted text and Doxygen's # special commands cannot be used. By setting PYTHON_DOCSTRING to NO the -# doxygen's special commands can be used and the contents of the docstring -# documentation blocks is shown as doxygen documentation. +# Doxygen's special commands can be used and the contents of the docstring +# documentation blocks is shown as Doxygen documentation. # The default value is: YES. PYTHON_DOCSTRING = YES @@ -255,7 +262,7 @@ INHERIT_DOCS = YES -# If the SEPARATE_MEMBER_PAGES tag is set to YES then doxygen will produce a new +# If the SEPARATE_MEMBER_PAGES tag is set to YES then Doxygen will produce a new # page for each member. If set to NO, the documentation of a member will be part # of the file/class/namespace that contains it. # The default value is: NO. @@ -325,30 +332,30 @@ # parses. With this tag you can assign which parser to use for a given # extension. Doxygen has a built-in mapping, but you can override or extend it # using this tag. The format is ext=language, where ext is a file extension, and -# language is one of the parsers supported by doxygen: IDL, Java, JavaScript, +# language is one of the parsers supported by Doxygen: IDL, Java, JavaScript, # Csharp (C#), C, C++, Lex, D, PHP, md (Markdown), Objective-C, Python, Slice, # VHDL, Fortran (fixed format Fortran: FortranFixed, free formatted Fortran: # FortranFree, unknown formatted Fortran: Fortran. In the later case the parser # tries to guess whether the code is fixed or free formatted code, this is the -# default for Fortran type files). For instance to make doxygen treat .inc files +# default for Fortran type files). For instance to make Doxygen treat .inc files # as Fortran files (default is PHP), and .f files as C (default is Fortran), # use: inc=Fortran f=C. # # Note: For files without extension you can use no_extension as a placeholder. # # Note that for custom extensions you also need to set FILE_PATTERNS otherwise -# the files are not read by doxygen. When specifying no_extension you should add +# the files are not read by Doxygen. When specifying no_extension you should add # * to the FILE_PATTERNS. # # Note see also the list of default file extension mappings. EXTENSION_MAPPING = -# If the MARKDOWN_SUPPORT tag is enabled then doxygen pre-processes all comments +# If the MARKDOWN_SUPPORT tag is enabled then Doxygen pre-processes all comments # according to the Markdown format, which allows for more readable # documentation. See https://daringfireball.net/projects/markdown/ for details. -# The output of markdown processing is further processed by doxygen, so you can -# mix doxygen, HTML, and XML commands with Markdown formatting. Disable only in +# The output of markdown processing is further processed by Doxygen, so you can +# mix Doxygen, HTML, and XML commands with Markdown formatting. Disable only in # case of backward compatibilities issues. # The default value is: YES. @@ -358,25 +365,45 @@ # to that level are automatically included in the table of contents, even if # they do not have an id attribute. # Note: This feature currently applies only to Markdown headings. -# Minimum value: 0, maximum value: 99, default value: 5. +# Minimum value: 0, maximum value: 99, default value: 6. # This tag requires that the tag MARKDOWN_SUPPORT is set to YES. TOC_INCLUDE_HEADINGS = 0 -# When enabled doxygen tries to link words that correspond to documented +# The MARKDOWN_ID_STYLE tag can be used to specify the algorithm used to +# generate identifiers for the Markdown headings. Note: Every identifier is +# unique. +# Possible values are: DOXYGEN use a fixed 'autotoc_md' string followed by a +# sequence number starting at 0 and GITHUB use the lower case version of title +# with any whitespace replaced by '-' and punctuation characters removed. +# The default value is: DOXYGEN. +# This tag requires that the tag MARKDOWN_SUPPORT is set to YES. + +MARKDOWN_ID_STYLE = DOXYGEN + +# When enabled Doxygen tries to link words that correspond to documented # classes, or namespaces to their corresponding documentation. Such a link can # be prevented in individual cases by putting a % sign in front of the word or -# globally by setting AUTOLINK_SUPPORT to NO. +# globally by setting AUTOLINK_SUPPORT to NO. Words listed in the +# AUTOLINK_IGNORE_WORDS tag are excluded from automatic linking. # The default value is: YES. AUTOLINK_SUPPORT = YES +# This tag specifies a list of words that, when matching the start of a word in +# the documentation, will suppress auto links generation, if it is enabled via +# AUTOLINK_SUPPORT. This list does not affect affect links explicitly created +# using \# or the \link or commands. +# This tag requires that the tag AUTOLINK_SUPPORT is set to YES. + +AUTOLINK_IGNORE_WORDS = + # If you use STL classes (i.e. std::string, std::vector, etc.) but do not want # to include (a tag file for) the STL sources as input, then you should set this -# tag to YES in order to let doxygen match functions declarations and +# tag to YES in order to let Doxygen match functions declarations and # definitions whose arguments contain STL classes (e.g. func(std::string); -# versus func(std::string) {}). This also make the inheritance and collaboration -# diagrams that involve STL classes more complete and accurate. +# versus func(std::string) {}). This also makes the inheritance and +# collaboration diagrams that involve STL classes more complete and accurate. # The default value is: NO. BUILTIN_STL_SUPPORT = NO @@ -388,16 +415,16 @@ CPP_CLI_SUPPORT = NO # Set the SIP_SUPPORT tag to YES if your project consists of sip (see: -# https://www.riverbankcomputing.com/software/sip/intro) sources only. Doxygen -# will parse them like normal C++ but will assume all classes use public instead -# of private inheritance when no explicit protection keyword is present. +# https://www.riverbankcomputing.com/software) sources only. Doxygen will parse +# them like normal C++ but will assume all classes use public instead of private +# inheritance when no explicit protection keyword is present. # The default value is: NO. SIP_SUPPORT = NO # For Microsoft's IDL there are propget and propput attributes to indicate # getter and setter methods for a property. Setting this option to YES will make -# doxygen to replace the get and set methods by a property in the documentation. +# Doxygen to replace the get and set methods by a property in the documentation. # This will only work if the methods are indeed getting or setting a simple # type. If this is not the case, or you want to show the methods anyway, you # should set this option to NO. @@ -406,7 +433,7 @@ IDL_PROPERTY_SUPPORT = YES # If member grouping is used in the documentation and the DISTRIBUTE_GROUP_DOC -# tag is set to YES then doxygen will reuse the documentation of the first +# tag is set to YES then Doxygen will reuse the documentation of the first # member in the group (if any) for the other members of the group. By default # all members of a group must be documented explicitly. # The default value is: NO. @@ -464,18 +491,18 @@ # The size of the symbol lookup cache can be set using LOOKUP_CACHE_SIZE. This # cache is used to resolve symbols given their name and scope. Since this can be # an expensive process and often the same symbol appears multiple times in the -# code, doxygen keeps a cache of pre-resolved symbols. If the cache is too small -# doxygen will become slower. If the cache is too large, memory is wasted. The +# code, Doxygen keeps a cache of pre-resolved symbols. If the cache is too small +# Doxygen will become slower. If the cache is too large, memory is wasted. The # cache size is given by this formula: 2^(16+LOOKUP_CACHE_SIZE). The valid range # is 0..9, the default is 0, corresponding to a cache size of 2^16=65536 -# symbols. At the end of a run doxygen will report the cache usage and suggest +# symbols. At the end of a run Doxygen will report the cache usage and suggest # the optimal cache size from a speed point of view. # Minimum value: 0, maximum value: 9, default value: 0. LOOKUP_CACHE_SIZE = 0 -# The NUM_PROC_THREADS specifies the number of threads doxygen is allowed to use -# during processing. When set to 0 doxygen will based this on the number of +# The NUM_PROC_THREADS specifies the number of threads Doxygen is allowed to use +# during processing. When set to 0 Doxygen will based this on the number of # cores available in the system. You can set it explicitly to a value larger # than 0 to get more control over the balance between CPU load and processing # speed. At this moment only the input processing can be done using multiple @@ -487,11 +514,19 @@ NUM_PROC_THREADS = 1 +# If the TIMESTAMP tag is set different from NO then each generated page will +# contain the date or date and time when the page was generated. Setting this to +# NO can help when comparing the output of multiple runs. +# Possible values are: YES, NO, DATETIME and DATE. +# The default value is: NO. + +TIMESTAMP = NO + #--------------------------------------------------------------------------- # Build related configuration options #--------------------------------------------------------------------------- -# If the EXTRACT_ALL tag is set to YES, doxygen will assume all entities in +# If the EXTRACT_ALL tag is set to YES, Doxygen will assume all entities in # documentation are documented, even if no documentation was available. Private # class members and static file members will be hidden unless the # EXTRACT_PRIVATE respectively EXTRACT_STATIC tags are set to YES. @@ -557,7 +592,7 @@ RESOLVE_UNNAMED_PARAMS = YES -# If the HIDE_UNDOC_MEMBERS tag is set to YES, doxygen will hide all +# If the HIDE_UNDOC_MEMBERS tag is set to YES, Doxygen will hide all # undocumented members inside documented classes or files. If set to NO these # members will be included in the various overviews, but no documentation # section is generated. This option has no effect if EXTRACT_ALL is enabled. @@ -565,7 +600,7 @@ HIDE_UNDOC_MEMBERS = NO -# If the HIDE_UNDOC_CLASSES tag is set to YES, doxygen will hide all +# If the HIDE_UNDOC_CLASSES tag is set to YES, Doxygen will hide all # undocumented classes that are normally visible in the class hierarchy. If set # to NO, these classes will be included in the various overviews. This option # will also hide undocumented C++ concepts if enabled. This option has no effect @@ -574,14 +609,22 @@ HIDE_UNDOC_CLASSES = NO -# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, doxygen will hide all friend +# If the HIDE_UNDOC_NAMESPACES tag is set to YES, Doxygen will hide all +# undocumented namespaces that are normally visible in the namespace hierarchy. +# If set to NO, these namespaces will be included in the various overviews. This +# option has no effect if EXTRACT_ALL is enabled. +# The default value is: YES. + +HIDE_UNDOC_NAMESPACES = YES + +# If the HIDE_FRIEND_COMPOUNDS tag is set to YES, Doxygen will hide all friend # declarations. If set to NO, these declarations will be included in the # documentation. # The default value is: NO. HIDE_FRIEND_COMPOUNDS = YES -# If the HIDE_IN_BODY_DOCS tag is set to YES, doxygen will hide any +# If the HIDE_IN_BODY_DOCS tag is set to YES, Doxygen will hide any # documentation blocks found inside the body of a function. If set to NO, these # blocks will be appended to the function's detailed documentation block. # The default value is: NO. @@ -595,7 +638,7 @@ INTERNAL_DOCS = NO -# With the correct setting of option CASE_SENSE_NAMES doxygen will better be +# With the correct setting of option CASE_SENSE_NAMES Doxygen will better be # able to match the capabilities of the underlying filesystem. In case the # filesystem is case sensitive (i.e. it supports files in the same directory # whose names only differ in casing), the option must be set to YES to properly @@ -604,7 +647,7 @@ # output files written for symbols that only differ in casing, such as for two # classes, one named CLASS and the other named Class, and to also support # references to files without having to specify the exact matching casing. On -# Windows (including Cygwin) and MacOS, users should typically set this option +# Windows (including Cygwin) and macOS, users should typically set this option # to NO, whereas on Linux or other Unix flavors it should typically be set to # YES. # Possible values are: SYSTEM, NO and YES. @@ -612,14 +655,14 @@ CASE_SENSE_NAMES = NO -# If the HIDE_SCOPE_NAMES tag is set to NO then doxygen will show members with +# If the HIDE_SCOPE_NAMES tag is set to NO then Doxygen will show members with # their full class and namespace scopes in the documentation. If set to YES, the # scope will be hidden. # The default value is: NO. HIDE_SCOPE_NAMES = NO -# If the HIDE_COMPOUND_REFERENCE tag is set to NO (default) then doxygen will +# If the HIDE_COMPOUND_REFERENCE tag is set to NO (default) then Doxygen will # append additional text to a page's title, such as Class Reference. If set to # YES the compound reference will be hidden. # The default value is: NO. @@ -632,7 +675,7 @@ SHOW_HEADERFILE = YES -# If the SHOW_INCLUDE_FILES tag is set to YES then doxygen will put a list of +# If the SHOW_INCLUDE_FILES tag is set to YES then Doxygen will put a list of # the files that are included by a file in the documentation of that file. # The default value is: YES. @@ -645,7 +688,7 @@ SHOW_GROUPED_MEMB_INC = NO -# If the FORCE_LOCAL_INCLUDES tag is set to YES then doxygen will list include +# If the FORCE_LOCAL_INCLUDES tag is set to YES then Doxygen will list include # files with double quotes in the documentation rather than with sharp brackets. # The default value is: NO. @@ -657,14 +700,14 @@ INLINE_INFO = YES -# If the SORT_MEMBER_DOCS tag is set to YES then doxygen will sort the +# If the SORT_MEMBER_DOCS tag is set to YES then Doxygen will sort the # (detailed) documentation of file and class members alphabetically by member # name. If set to NO, the members will appear in declaration order. # The default value is: YES. SORT_MEMBER_DOCS = YES -# If the SORT_BRIEF_DOCS tag is set to YES then doxygen will sort the brief +# If the SORT_BRIEF_DOCS tag is set to YES then Doxygen will sort the brief # descriptions of file, namespace and class members alphabetically by member # name. If set to NO, the members will appear in declaration order. Note that # this will also influence the order of the classes in the class list. @@ -672,7 +715,7 @@ SORT_BRIEF_DOCS = NO -# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then doxygen will sort the +# If the SORT_MEMBERS_CTORS_1ST tag is set to YES then Doxygen will sort the # (brief and detailed) documentation of class members so that constructors and # destructors are listed first. If set to NO the constructors will appear in the # respective orders defined by SORT_BRIEF_DOCS and SORT_MEMBER_DOCS. @@ -684,7 +727,7 @@ SORT_MEMBERS_CTORS_1ST = NO -# If the SORT_GROUP_NAMES tag is set to YES then doxygen will sort the hierarchy +# If the SORT_GROUP_NAMES tag is set to YES then Doxygen will sort the hierarchy # of group names into alphabetical order. If set to NO the group names will # appear in their defined order. # The default value is: NO. @@ -701,11 +744,11 @@ SORT_BY_SCOPE_NAME = NO -# If the STRICT_PROTO_MATCHING option is enabled and doxygen fails to do proper +# If the STRICT_PROTO_MATCHING option is enabled and Doxygen fails to do proper # type resolution of all parameters of a function it will reject a match between # the prototype and the implementation of a member function even if there is # only one candidate or it is obvious which candidate to choose by doing a -# simple string match. By disabling STRICT_PROTO_MATCHING doxygen will still +# simple string match. By disabling STRICT_PROTO_MATCHING Doxygen will still # accept a match between prototype and implementation in such cases. # The default value is: NO. @@ -775,25 +818,25 @@ SHOW_NAMESPACES = YES # The FILE_VERSION_FILTER tag can be used to specify a program or script that -# doxygen should invoke to get the current version for each file (typically from +# Doxygen should invoke to get the current version for each file (typically from # the version control system). Doxygen will invoke the program by executing (via # popen()) the command command input-file, where command is the value of the # FILE_VERSION_FILTER tag, and input-file is the name of an input file provided -# by doxygen. Whatever the program writes to standard output is used as the file +# by Doxygen. Whatever the program writes to standard output is used as the file # version. For an example see the documentation. FILE_VERSION_FILTER = # The LAYOUT_FILE tag can be used to specify a layout file which will be parsed -# by doxygen. The layout file controls the global structure of the generated +# by Doxygen. The layout file controls the global structure of the generated # output files in an output format independent way. To create the layout file -# that represents doxygen's defaults, run doxygen with the -l option. You can +# that represents Doxygen's defaults, run Doxygen with the -l option. You can # optionally specify a file name after the option, if omitted DoxygenLayout.xml # will be used as the name of the layout file. See also section "Changing the # layout of pages" for information. # -# Note that if you run doxygen from a directory containing a file called -# DoxygenLayout.xml, doxygen will parse it automatically even if the LAYOUT_FILE +# Note that if you run Doxygen from a directory containing a file called +# DoxygenLayout.xml, Doxygen will parse it automatically even if the LAYOUT_FILE # tag is left empty. LAYOUT_FILE = @@ -808,19 +851,35 @@ CITE_BIB_FILES = +# The EXTERNAL_TOOL_PATH tag can be used to extend the search path (PATH +# environment variable) so that external tools such as latex and gs can be +# found. +# Note: Directories specified with EXTERNAL_TOOL_PATH are added in front of the +# path already specified by the PATH variable, and are added in the order +# specified. +# Note: This option is particularly useful for macOS version 14 (Sonoma) and +# higher, when running Doxygen from Doxywizard, because in this case any user- +# defined changes to the PATH are ignored. A typical example on macOS is to set +# EXTERNAL_TOOL_PATH = /Library/TeX/texbin /usr/local/bin +# together with the standard path, the full search path used by doxygen when +# launching external tools will then become +# PATH=/Library/TeX/texbin:/usr/local/bin:/usr/bin:/bin:/usr/sbin:/sbin + +EXTERNAL_TOOL_PATH = + #--------------------------------------------------------------------------- # Configuration options related to warning and progress messages #--------------------------------------------------------------------------- # The QUIET tag can be used to turn on/off the messages that are generated to -# standard output by doxygen. If QUIET is set to YES this implies that the +# standard output by Doxygen. If QUIET is set to YES this implies that the # messages are off. # The default value is: NO. QUIET = NO # The WARNINGS tag can be used to turn on/off the warning messages that are -# generated to standard error (stderr) by doxygen. If WARNINGS is set to YES +# generated to standard error (stderr) by Doxygen. If WARNINGS is set to YES # this implies that the warnings are on. # # Tip: Turn warnings on while writing the documentation. @@ -828,14 +887,14 @@ WARNINGS = YES -# If the WARN_IF_UNDOCUMENTED tag is set to YES then doxygen will generate +# If the WARN_IF_UNDOCUMENTED tag is set to YES then Doxygen will generate # warnings for undocumented members. If EXTRACT_ALL is set to YES then this flag # will automatically be disabled. # The default value is: YES. WARN_IF_UNDOCUMENTED = YES -# If the WARN_IF_DOC_ERROR tag is set to YES, doxygen will generate warnings for +# If the WARN_IF_DOC_ERROR tag is set to YES, Doxygen will generate warnings for # potential errors in the documentation, such as documenting some parameters in # a documented function twice, or documenting parameters that don't exist or # using markup commands wrongly. @@ -843,8 +902,8 @@ WARN_IF_DOC_ERROR = YES -# If WARN_IF_INCOMPLETE_DOC is set to YES, doxygen will warn about incomplete -# function parameter documentation. If set to NO, doxygen will accept that some +# If WARN_IF_INCOMPLETE_DOC is set to YES, Doxygen will warn about incomplete +# function parameter documentation. If set to NO, Doxygen will accept that some # parameters have no documentation without warning. # The default value is: YES. @@ -852,7 +911,7 @@ # This WARN_NO_PARAMDOC option can be enabled to get warnings for functions that # are documented, but have no documentation for their parameters or return -# value. If set to NO, doxygen will only warn about wrong parameter +# value. If set to NO, Doxygen will only warn about wrong parameter # documentation, but not about the absence of documentation. If EXTRACT_ALL is # set to YES then this flag will automatically be disabled. See also # WARN_IF_INCOMPLETE_DOC @@ -860,24 +919,31 @@ WARN_NO_PARAMDOC = NO -# If WARN_IF_UNDOC_ENUM_VAL option is set to YES, doxygen will warn about -# undocumented enumeration values. If set to NO, doxygen will accept +# If WARN_IF_UNDOC_ENUM_VAL option is set to YES, Doxygen will warn about +# undocumented enumeration values. If set to NO, Doxygen will accept # undocumented enumeration values. If EXTRACT_ALL is set to YES then this flag # will automatically be disabled. # The default value is: NO. WARN_IF_UNDOC_ENUM_VAL = NO -# If the WARN_AS_ERROR tag is set to YES then doxygen will immediately stop when +# If the WARN_AS_ERROR tag is set to YES then Doxygen will immediately stop when # a warning is encountered. If the WARN_AS_ERROR tag is set to FAIL_ON_WARNINGS -# then doxygen will continue running as if WARN_AS_ERROR tag is set to NO, but -# at the end of the doxygen process doxygen will return with a non-zero status. -# Possible values are: NO, YES and FAIL_ON_WARNINGS. +# then Doxygen will continue running as if WARN_AS_ERROR tag is set to NO, but +# at the end of the Doxygen process Doxygen will return with a non-zero status. +# If the WARN_AS_ERROR tag is set to FAIL_ON_WARNINGS_PRINT then Doxygen behaves +# like FAIL_ON_WARNINGS but in case no WARN_LOGFILE is defined Doxygen will not +# write the warning messages in between other messages but write them at the end +# of a run, in case a WARN_LOGFILE is defined the warning messages will be +# besides being in the defined file also be shown at the end of a run, unless +# the WARN_LOGFILE is defined as - i.e. standard output (stdout) in that case +# the behavior will remain as with the setting FAIL_ON_WARNINGS. +# Possible values are: NO, YES, FAIL_ON_WARNINGS and FAIL_ON_WARNINGS_PRINT. # The default value is: NO. WARN_AS_ERROR = NO -# The WARN_FORMAT tag determines the format of the warning messages that doxygen +# The WARN_FORMAT tag determines the format of the warning messages that Doxygen # can produce. The string should contain the $file, $line, and $text tags, which # will be replaced by the file and line number from which the warning originated # and the warning text. Optionally the format may contain $version, which will @@ -890,7 +956,7 @@ # In the $text part of the WARN_FORMAT command it is possible that a reference # to a more specific place is given. To make it easier to jump to this place -# (outside of doxygen) the user can define a custom "cut" / "paste" string. +# (outside of Doxygen) the user can define a custom "cut" / "paste" string. # Example: # WARN_LINE_FORMAT = "'vi $file +$line'" # See also: WARN_FORMAT @@ -920,7 +986,7 @@ INPUT = "@CMAKE_SOURCE_DIR@/include/D3D12MemAlloc.h" # This tag can be used to specify the character encoding of the source files -# that doxygen parses. Internally doxygen uses the UTF-8 encoding. Doxygen uses +# that Doxygen parses. Internally Doxygen uses the UTF-8 encoding. Doxygen uses # libiconv (or the iconv built into libc) for the transcoding. See the libiconv # documentation (see: # https://www.gnu.org/software/libiconv/) for the list of possible encodings. @@ -930,12 +996,12 @@ INPUT_ENCODING = UTF-8 # This tag can be used to specify the character encoding of the source files -# that doxygen parses The INPUT_FILE_ENCODING tag can be used to specify +# that Doxygen parses. The INPUT_FILE_ENCODING tag can be used to specify # character encoding on a per file pattern basis. Doxygen will compare the file # name with each pattern and apply the encoding instead of the default -# INPUT_ENCODING) if there is a match. The character encodings are a list of the -# form: pattern=encoding (like *.php=ISO-8859-1). See cfg_input_encoding -# "INPUT_ENCODING" for further information on supported encodings. +# INPUT_ENCODING if there is a match. The character encodings are a list of the +# form: pattern=encoding (like *.php=ISO-8859-1). +# See also: INPUT_ENCODING for further information on supported encodings. INPUT_FILE_ENCODING = @@ -945,17 +1011,17 @@ # # Note that for custom extensions or not directly supported extensions you also # need to set EXTENSION_MAPPING for the extension otherwise the files are not -# read by doxygen. +# read by Doxygen. # # Note the list of default checked file patterns might differ from the list of # default file extension mappings. # -# If left blank the following patterns are tested:*.c, *.cc, *.cxx, *.cpp, -# *.c++, *.java, *.ii, *.ixx, *.ipp, *.i++, *.inl, *.idl, *.ddl, *.odl, *.h, -# *.hh, *.hxx, *.hpp, *.h++, *.l, *.cs, *.d, *.php, *.php4, *.php5, *.phtml, -# *.inc, *.m, *.markdown, *.md, *.mm, *.dox (to be provided as doxygen C -# comment), *.py, *.pyw, *.f90, *.f95, *.f03, *.f08, *.f18, *.f, *.for, *.vhd, -# *.vhdl, *.ucf, *.qsf and *.ice. +# If left blank the following patterns are tested:*.c, *.cc, *.cxx, *.cxxm, +# *.cpp, *.cppm, *.ccm, *.c++, *.c++m, *.java, *.ii, *.ixx, *.ipp, *.i++, *.inl, +# *.idl, *.ddl, *.odl, *.h, *.hh, *.hxx, *.hpp, *.h++, *.ixx, *.l, *.cs, *.d, +# *.php, *.php4, *.php5, *.phtml, *.inc, *.m, *.markdown, *.md, *.mm, *.dox (to +# be provided as Doxygen C comment), *.py, *.pyw, *.f90, *.f95, *.f03, *.f08, +# *.f18, *.f, *.for, *.vhd, *.vhdl, *.ucf, *.qsf and *.ice. FILE_PATTERNS = *.c \ *.cc \ @@ -1012,7 +1078,7 @@ # excluded from the INPUT source files. This way you can easily exclude a # subdirectory from a directory tree whose root is specified with the INPUT tag. # -# Note that relative paths are relative to the directory from which doxygen is +# Note that relative paths are relative to the directory from which Doxygen is # run. EXCLUDE = @@ -1038,9 +1104,6 @@ # output. The symbol name can be a fully qualified name, a word, or if the # wildcard * is used, a substring. Examples: ANamespace, AClass, # ANamespace::AClass, ANamespace::*Test -# -# Note that the wildcards are matched against the file with absolute path, so to -# exclude all test directories use the pattern */test/* EXCLUDE_SYMBOLS = @@ -1070,7 +1133,7 @@ IMAGE_PATH = -# The INPUT_FILTER tag can be used to specify a program that doxygen should +# The INPUT_FILTER tag can be used to specify a program that Doxygen should # invoke to filter for each input file. Doxygen will invoke the filter program # by executing (via popen()) the command: # @@ -1085,14 +1148,14 @@ # code is scanned, but not when the output code is generated. If lines are added # or removed, the anchors will not be placed correctly. # -# Note that doxygen will use the data processed and written to standard output +# Note that Doxygen will use the data processed and written to standard output # for further processing, therefore nothing else, like debug statements or used # commands (so in case of a Windows batch file always use @echo OFF), should be # written to standard output. # # Note that for custom extensions or not directly supported extensions you also # need to set EXTENSION_MAPPING for the extension otherwise the files are not -# properly processed by doxygen. +# properly processed by Doxygen. INPUT_FILTER = @@ -1105,7 +1168,7 @@ # # Note that for custom extensions or not directly supported extensions you also # need to set EXTENSION_MAPPING for the extension otherwise the files are not -# properly processed by doxygen. +# properly processed by Doxygen. FILTER_PATTERNS = @@ -1127,10 +1190,19 @@ # If the USE_MDFILE_AS_MAINPAGE tag refers to the name of a markdown file that # is part of the input, its contents will be placed on the main page # (index.html). This can be useful if you have a project on for instance GitHub -# and want to reuse the introduction page also for the doxygen output. +# and want to reuse the introduction page also for the Doxygen output. USE_MDFILE_AS_MAINPAGE = +# If the IMPLICIT_DIR_DOCS tag is set to YES, any README.md file found in sub- +# directories of the project's root, is used as the documentation for that sub- +# directory, except when the README.md starts with a \dir, \page or \mainpage +# command. If set to NO, the README.md file needs to start with an explicit \dir +# command in order to be used as directory documentation. +# The default value is: YES. + +IMPLICIT_DIR_DOCS = YES + # The Fortran standard specifies that for fixed formatted Fortran code all # characters from position 72 are to be considered as comment. A common # extension is to allow longer lines before the automatic comment starts. The @@ -1154,12 +1226,13 @@ SOURCE_BROWSER = NO # Setting the INLINE_SOURCES tag to YES will include the body of functions, -# classes and enums directly into the documentation. +# multi-line macros, enums or list initialized variables directly into the +# documentation. # The default value is: NO. INLINE_SOURCES = NO -# Setting the STRIP_CODE_COMMENTS tag to YES will instruct doxygen to hide any +# Setting the STRIP_CODE_COMMENTS tag to YES will instruct Doxygen to hide any # special comment blocks from generated source code fragments. Normal C, C++ and # Fortran comments will always remain visible. # The default value is: YES. @@ -1197,7 +1270,7 @@ SOURCE_TOOLTIPS = YES # If the USE_HTAGS tag is set to YES then the references to source code will -# point to the HTML generated by the htags(1) tool instead of doxygen built-in +# point to the HTML generated by the htags(1) tool instead of Doxygen built-in # source browser. The htags tool is part of GNU's global source tagging system # (see https://www.gnu.org/software/global/global.html). You will need version # 4.8.6 or higher. @@ -1211,14 +1284,14 @@ # Doxygen will invoke htags (and that will in turn invoke gtags), so these # tools must be available from the command line (i.e. in the search path). # -# The result: instead of the source browser generated by doxygen, the links to +# The result: instead of the source browser generated by Doxygen, the links to # source code will now point to the output of htags. # The default value is: NO. # This tag requires that the tag SOURCE_BROWSER is set to YES. USE_HTAGS = NO -# If the VERBATIM_HEADERS tag is set the YES then doxygen will generate a +# If the VERBATIM_HEADERS tag is set the YES then Doxygen will generate a # verbatim copy of the header file for each class for which an include is # specified. Set to NO to disable this. # See also: Section \class. @@ -1226,19 +1299,19 @@ VERBATIM_HEADERS = NO -# If the CLANG_ASSISTED_PARSING tag is set to YES then doxygen will use the +# If the CLANG_ASSISTED_PARSING tag is set to YES then Doxygen will use the # clang parser (see: # http://clang.llvm.org/) for more accurate parsing at the cost of reduced # performance. This can be particularly helpful with template rich C++ code for -# which doxygen's built-in parser lacks the necessary type information. -# Note: The availability of this option depends on whether or not doxygen was +# which Doxygen's built-in parser lacks the necessary type information. +# Note: The availability of this option depends on whether or not Doxygen was # generated with the -Duse_libclang=ON option for CMake. # The default value is: NO. CLANG_ASSISTED_PARSING = NO # If the CLANG_ASSISTED_PARSING tag is set to YES and the CLANG_ADD_INC_PATHS -# tag is set to YES then doxygen will add the directory of each input to the +# tag is set to YES then Doxygen will add the directory of each input to the # include path. # The default value is: YES. # This tag requires that the tag CLANG_ASSISTED_PARSING is set to YES. @@ -1247,7 +1320,7 @@ # If clang assisted parsing is enabled you can provide the compiler with command # line options that you would normally use when invoking the compiler. Note that -# the include paths will already be set by doxygen for the files and directories +# the include paths will already be set by Doxygen for the files and directories # specified with INPUT and INCLUDE_PATH. # This tag requires that the tag CLANG_ASSISTED_PARSING is set to YES. @@ -1261,7 +1334,7 @@ # specifying the -p option to a clang tool, such as clang-check. These options # will then be passed to the parser. Any options specified with CLANG_OPTIONS # will be added as well. -# Note: The availability of this option depends on whether or not doxygen was +# Note: The availability of this option depends on whether or not Doxygen was # generated with the -Duse_libclang=ON option for CMake. CLANG_DATABASE_PATH = @@ -1290,7 +1363,7 @@ # Configuration options related to the HTML output #--------------------------------------------------------------------------- -# If the GENERATE_HTML tag is set to YES, doxygen will generate HTML output +# If the GENERATE_HTML tag is set to YES, Doxygen will generate HTML output # The default value is: YES. GENERATE_HTML = YES @@ -1311,40 +1384,40 @@ HTML_FILE_EXTENSION = .html # The HTML_HEADER tag can be used to specify a user-defined HTML header file for -# each generated HTML page. If the tag is left blank doxygen will generate a +# each generated HTML page. If the tag is left blank Doxygen will generate a # standard header. # # To get valid HTML the header file that includes any scripts and style sheets -# that doxygen needs, which is dependent on the configuration options used (e.g. +# that Doxygen needs, which is dependent on the configuration options used (e.g. # the setting GENERATE_TREEVIEW). It is highly recommended to start with a # default header using # doxygen -w html new_header.html new_footer.html new_stylesheet.css # YourConfigFile # and then modify the file new_header.html. See also section "Doxygen usage" -# for information on how to generate the default header that doxygen normally +# for information on how to generate the default header that Doxygen normally # uses. # Note: The header is subject to change so you typically have to regenerate the -# default header when upgrading to a newer version of doxygen. For a description +# default header when upgrading to a newer version of Doxygen. For a description # of the possible markers and block names see the documentation. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_HEADER = # The HTML_FOOTER tag can be used to specify a user-defined HTML footer for each -# generated HTML page. If the tag is left blank doxygen will generate a standard +# generated HTML page. If the tag is left blank Doxygen will generate a standard # footer. See HTML_HEADER for more information on how to generate a default # footer and what special commands can be used inside the footer. See also # section "Doxygen usage" for information on how to generate the default footer -# that doxygen normally uses. +# that Doxygen normally uses. # This tag requires that the tag GENERATE_HTML is set to YES. HTML_FOOTER = # The HTML_STYLESHEET tag can be used to specify a user-defined cascading style # sheet that is used by each HTML page. It can be used to fine-tune the look of -# the HTML output. If left blank doxygen will generate a default style sheet. +# the HTML output. If left blank Doxygen will generate a default style sheet. # See also section "Doxygen usage" for information on how to generate the style -# sheet that doxygen normally uses. +# sheet that Doxygen normally uses. # Note: It is recommended to use HTML_EXTRA_STYLESHEET instead of this tag, as # it is more robust and this tag (HTML_STYLESHEET) will in the future become # obsolete. @@ -1354,7 +1427,7 @@ # The HTML_EXTRA_STYLESHEET tag can be used to specify additional user-defined # cascading style sheets that are included after the standard style sheets -# created by doxygen. Using this option one can overrule certain style aspects. +# created by Doxygen. Using this option one can overrule certain style aspects. # This is preferred over using HTML_STYLESHEET since it does not replace the # standard style sheet and is therefore more robust against future updates. # Doxygen will copy the style sheet files to the output directory. @@ -1382,11 +1455,11 @@ # The HTML_COLORSTYLE tag can be used to specify if the generated HTML output # should be rendered with a dark or light theme. -# Possible values are: LIGHT always generate light mode output, DARK always -# generate dark mode output, AUTO_LIGHT automatically set the mode according to -# the user preference, use light mode if no preference is set (the default), -# AUTO_DARK automatically set the mode according to the user preference, use -# dark mode if no preference is set and TOGGLE allow to user to switch between +# Possible values are: LIGHT always generates light mode output, DARK always +# generates dark mode output, AUTO_LIGHT automatically sets the mode according +# to the user preference, uses light mode if no preference is set (the default), +# AUTO_DARK automatically sets the mode according to the user preference, uses +# dark mode if no preference is set and TOGGLE allows a user to switch between # light and dark mode via a button. # The default value is: AUTO_LIGHT. # This tag requires that the tag GENERATE_HTML is set to YES. @@ -1423,15 +1496,6 @@ HTML_COLORSTYLE_GAMMA = 80 -# If the HTML_TIMESTAMP tag is set to YES then the footer of each generated HTML -# page will contain the date and time when the page was generated. Setting this -# to YES can help to show when doxygen was last run and thus if the -# documentation is up to date. -# The default value is: NO. -# This tag requires that the tag GENERATE_HTML is set to YES. - -HTML_TIMESTAMP = NO - # If the HTML_DYNAMIC_MENUS tag is set to YES then the generated HTML # documentation will contain a main index with vertical navigation menus that # are dynamically created via JavaScript. If disabled, the navigation index will @@ -1451,6 +1515,33 @@ HTML_DYNAMIC_SECTIONS = NO +# If the HTML_CODE_FOLDING tag is set to YES then classes and functions can be +# dynamically folded and expanded in the generated HTML source code. +# The default value is: YES. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_CODE_FOLDING = YES + +# If the HTML_COPY_CLIPBOARD tag is set to YES then Doxygen will show an icon in +# the top right corner of code and text fragments that allows the user to copy +# its content to the clipboard. Note this only works if supported by the browser +# and the web page is served via a secure context (see: +# https://www.w3.org/TR/secure-contexts/), i.e. using the https: or file: +# protocol. +# The default value is: YES. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_COPY_CLIPBOARD = YES + +# Doxygen stores a couple of settings persistently in the browser (via e.g. +# cookies). By default these settings apply to all HTML pages generated by +# Doxygen across all projects. The HTML_PROJECT_COOKIE tag can be used to store +# the settings under a project specific key, such that the user preferences will +# be stored separately. +# This tag requires that the tag GENERATE_HTML is set to YES. + +HTML_PROJECT_COOKIE = + # With HTML_INDEX_NUM_ENTRIES one can control the preferred number of entries # shown in the various tree structured indices initially; the user can expand # and collapse entries dynamically later on. Doxygen will expand the tree to @@ -1468,7 +1559,7 @@ # generated that can be used as input for Apple's Xcode 3 integrated development # environment (see: # https://developer.apple.com/xcode/), introduced with OSX 10.5 (Leopard). To -# create a documentation set, doxygen will generate a Makefile in the HTML +# create a documentation set, Doxygen will generate a Makefile in the HTML # output directory. Running make will produce the docset in that directory and # running make install will install the docset in # ~/Library/Developer/Shared/Documentation/DocSets so that Xcode will find it at @@ -1516,18 +1607,18 @@ DOCSET_PUBLISHER_NAME = Publisher -# If the GENERATE_HTMLHELP tag is set to YES then doxygen generates three +# If the GENERATE_HTMLHELP tag is set to YES then Doxygen generates three # additional HTML index files: index.hhp, index.hhc, and index.hhk. The # index.hhp is a project file that can be read by Microsoft's HTML Help Workshop # on Windows. In the beginning of 2021 Microsoft took the original page, with -# a.o. the download links, offline the HTML help workshop was already many years -# in maintenance mode). You can download the HTML help workshop from the web -# archives at Installation executable (see: +# a.o. the download links, offline (the HTML help workshop was already many +# years in maintenance mode). You can download the HTML help workshop from the +# web archives at Installation executable (see: # http://web.archive.org/web/20160201063255/http://download.microsoft.com/downlo # ad/0/A/9/0A939EF6-E31C-430F-A3DF-DFAE7960D564/htmlhelp.exe). # # The HTML Help Workshop contains a compiler that can convert all HTML output -# generated by doxygen into a single compiled HTML file (.chm). Compiled HTML +# generated by Doxygen into a single compiled HTML file (.chm). Compiled HTML # files are now used as the Windows 98 help format, and will replace the old # Windows help format (.hlp) on all Windows platforms in the future. Compressed # HTML files also contain an index, a table of contents, and you can search for @@ -1547,7 +1638,7 @@ # The HHC_LOCATION tag can be used to specify the location (absolute path # including file name) of the HTML help compiler (hhc.exe). If non-empty, -# doxygen will try to run the HTML help compiler on the generated index.hhp. +# Doxygen will try to run the HTML help compiler on the generated index.hhp. # The file has to be specified with full path. # This tag requires that the tag GENERATE_HTMLHELP is set to YES. @@ -1581,6 +1672,16 @@ TOC_EXPAND = NO +# The SITEMAP_URL tag is used to specify the full URL of the place where the +# generated documentation will be placed on the server by the user during the +# deployment of the documentation. The generated sitemap is called sitemap.xml +# and placed on the directory specified by HTML_OUTPUT. In case no SITEMAP_URL +# is specified no sitemap is generated. For information about the sitemap +# protocol see https://www.sitemaps.org +# This tag requires that the tag GENERATE_HTML is set to YES. + +SITEMAP_URL = + # If the GENERATE_QHP tag is set to YES and both QHP_NAMESPACE and # QHP_VIRTUAL_FOLDER are set, an additional index file will be generated that # can be used as input for Qt's qhelpgenerator to generate a Qt Compressed Help @@ -1639,7 +1740,7 @@ QHP_SECT_FILTER_ATTRS = # The QHG_LOCATION tag can be used to specify the location (absolute path -# including file name) of Qt's qhelpgenerator. If non-empty doxygen will try to +# including file name) of Qt's qhelpgenerator. If non-empty Doxygen will try to # run qhelpgenerator on the generated .qhp file. # This tag requires that the tag GENERATE_QHP is set to YES. @@ -1671,7 +1772,7 @@ # of each HTML page. A value of NO enables the index and the value YES disables # it. Since the tabs in the index contain the same information as the navigation # tree, you can set this option to YES if you also set GENERATE_TREEVIEW to YES. -# The default value is: NO. +# The default value is: YES. # This tag requires that the tag GENERATE_HTML is set to YES. DISABLE_INDEX = NO @@ -1684,11 +1785,11 @@ # (i.e. any modern browser). Windows users are probably better off using the # HTML help feature. Via custom style sheets (see HTML_EXTRA_STYLESHEET) one can # further fine tune the look of the index (see "Fine-tuning the output"). As an -# example, the default style sheet generated by doxygen has an example that +# example, the default style sheet generated by Doxygen has an example that # shows how to put an image at the root of the tree instead of the PROJECT_NAME. # Since the tree basically has the same information as the tab index, you could # consider setting DISABLE_INDEX to YES when enabling this option. -# The default value is: NO. +# The default value is: YES. # This tag requires that the tag GENERATE_HTML is set to YES. GENERATE_TREEVIEW = NO @@ -1706,7 +1807,7 @@ FULL_SIDEBAR = NO # The ENUM_VALUES_PER_LINE tag can be used to set the number of enum values that -# doxygen will group on one line in the generated HTML documentation. +# Doxygen will group on one line in the generated HTML documentation. # # Note that a value of 0 will completely suppress the enum values from appearing # in the overview section. @@ -1715,6 +1816,12 @@ ENUM_VALUES_PER_LINE = 4 +# When the SHOW_ENUM_VALUES tag is set doxygen will show the specified +# enumeration values besides the enumeration mnemonics. +# The default value is: NO. + +SHOW_ENUM_VALUES = NO + # If the treeview is enabled (see GENERATE_TREEVIEW) then this tag can be used # to set the initial width (in pixels) of the frame in which the tree is shown. # Minimum value: 0, maximum value: 1500, default value: 250. @@ -1722,21 +1829,21 @@ TREEVIEW_WIDTH = 250 -# If the EXT_LINKS_IN_WINDOW option is set to YES, doxygen will open links to +# If the EXT_LINKS_IN_WINDOW option is set to YES, Doxygen will open links to # external symbols imported via tag files in a separate window. # The default value is: NO. # This tag requires that the tag GENERATE_HTML is set to YES. EXT_LINKS_IN_WINDOW = NO -# If the OBFUSCATE_EMAILS tag is set to YES, doxygen will obfuscate email +# If the OBFUSCATE_EMAILS tag is set to YES, Doxygen will obfuscate email # addresses. # The default value is: YES. # This tag requires that the tag GENERATE_HTML is set to YES. OBFUSCATE_EMAILS = YES -# If the HTML_FORMULA_FORMAT option is set to svg, doxygen will use the pdf2svg +# If the HTML_FORMULA_FORMAT option is set to svg, Doxygen will use the pdf2svg # tool (see https://github.com/dawbarton/pdf2svg) or inkscape (see # https://inkscape.org) to generate formulas as SVG images instead of PNGs for # the HTML output. These images will generally look nicer at scaled resolutions. @@ -1749,7 +1856,7 @@ # Use this tag to change the font size of LaTeX formulas included as images in # the HTML documentation. When you change the font size after a successful -# doxygen run you need to manually remove any form_*.png images from the HTML +# Doxygen run you need to manually remove any form_*.png images from the HTML # output directory to force them to be regenerated. # Minimum value: 8, maximum value: 50, default value: 10. # This tag requires that the tag GENERATE_HTML is set to YES. @@ -1793,7 +1900,7 @@ # Possible values are: HTML-CSS (which is slower, but has the best # compatibility. This is the name for Mathjax version 2, for MathJax version 3 # this will be translated into chtml), NativeMML (i.e. MathML. Only supported -# for NathJax 2. For MathJax version 3 chtml will be used instead.), chtml (This +# for MathJax 2. For MathJax version 3 chtml will be used instead.), chtml (This # is the name for Mathjax version 3, for MathJax version 2 this will be # translated into HTML-CSS) and SVG. # The default value is: HTML-CSS. @@ -1827,7 +1934,7 @@ MATHJAX_EXTENSIONS = -# The MATHJAX_CODEFILE tag can be used to specify a file with javascript pieces +# The MATHJAX_CODEFILE tag can be used to specify a file with JavaScript pieces # of code that will be used on startup of the MathJax code. See the MathJax site # (see: # http://docs.mathjax.org/en/v2.7-latest/output.html) for more details. For an @@ -1836,12 +1943,12 @@ MATHJAX_CODEFILE = -# When the SEARCHENGINE tag is enabled doxygen will generate a search box for -# the HTML output. The underlying search engine uses javascript and DHTML and +# When the SEARCHENGINE tag is enabled Doxygen will generate a search box for +# the HTML output. The underlying search engine uses JavaScript and DHTML and # should work on any modern browser. Note that when using HTML help # (GENERATE_HTMLHELP), Qt help (GENERATE_QHP), or docsets (GENERATE_DOCSET) # there is already a search function so this one should typically be disabled. -# For large projects the javascript based search engine can be slow, then +# For large projects the JavaScript based search engine can be slow, then # enabling SERVER_BASED_SEARCH may provide a better solution. It is possible to # search using the keyboard; to jump to the search box use <access key> + S # (what the <access key> is depends on the OS and browser, but it is typically @@ -1860,7 +1967,7 @@ # When the SERVER_BASED_SEARCH tag is enabled the search engine will be # implemented using a web server instead of a web client using JavaScript. There # are two flavors of web server based searching depending on the EXTERNAL_SEARCH -# setting. When disabled, doxygen will generate a PHP script for searching and +# setting. When disabled, Doxygen will generate a PHP script for searching and # an index file used by the script. When EXTERNAL_SEARCH is enabled the indexing # and searching needs to be provided by external tools. See the section # "External Indexing and Searching" for details. @@ -1869,7 +1976,7 @@ SERVER_BASED_SEARCH = NO -# When EXTERNAL_SEARCH tag is enabled doxygen will no longer generate the PHP +# When EXTERNAL_SEARCH tag is enabled Doxygen will no longer generate the PHP # script for searching. Instead the search results are written to an XML file # which needs to be processed by an external indexer. Doxygen will invoke an # external search engine pointed to by the SEARCHENGINE_URL option to obtain the @@ -1914,7 +2021,7 @@ EXTERNAL_SEARCH_ID = -# The EXTRA_SEARCH_MAPPINGS tag can be used to enable searching through doxygen +# The EXTRA_SEARCH_MAPPINGS tag can be used to enable searching through Doxygen # projects other than the one defined by this configuration file, but that are # all added to the same external search index. Each project needs to have a # unique id set via EXTERNAL_SEARCH_ID. The search mapping then maps the id of @@ -1928,7 +2035,7 @@ # Configuration options related to the LaTeX output #--------------------------------------------------------------------------- -# If the GENERATE_LATEX tag is set to YES, doxygen will generate LaTeX output. +# If the GENERATE_LATEX tag is set to YES, Doxygen will generate LaTeX output. # The default value is: YES. GENERATE_LATEX = NO @@ -1973,7 +2080,7 @@ LATEX_MAKEINDEX_CMD = makeindex -# If the COMPACT_LATEX tag is set to YES, doxygen generates more compact LaTeX +# If the COMPACT_LATEX tag is set to YES, Doxygen generates more compact LaTeX # documents. This may be useful for small projects and may help to save some # trees in general. # The default value is: NO. @@ -2004,15 +2111,15 @@ # The LATEX_HEADER tag can be used to specify a user-defined LaTeX header for # the generated LaTeX document. The header should contain everything until the -# first chapter. If it is left blank doxygen will generate a standard header. It +# first chapter. If it is left blank Doxygen will generate a standard header. It # is highly recommended to start with a default header using # doxygen -w latex new_header.tex new_footer.tex new_stylesheet.sty # and then modify the file new_header.tex. See also section "Doxygen usage" for -# information on how to generate the default header that doxygen normally uses. +# information on how to generate the default header that Doxygen normally uses. # # Note: Only use a user-defined header if you know what you are doing! # Note: The header is subject to change so you typically have to regenerate the -# default header when upgrading to a newer version of doxygen. The following +# default header when upgrading to a newer version of Doxygen. The following # commands have a special meaning inside the header (and footer): For a # description of the possible markers and block names see the documentation. # This tag requires that the tag GENERATE_LATEX is set to YES. @@ -2021,10 +2128,10 @@ # The LATEX_FOOTER tag can be used to specify a user-defined LaTeX footer for # the generated LaTeX document. The footer should contain everything after the -# last chapter. If it is left blank doxygen will generate a standard footer. See +# last chapter. If it is left blank Doxygen will generate a standard footer. See # LATEX_HEADER for more information on how to generate a default footer and what # special commands can be used inside the footer. See also section "Doxygen -# usage" for information on how to generate the default footer that doxygen +# usage" for information on how to generate the default footer that Doxygen # normally uses. Note: Only use a user-defined footer if you know what you are # doing! # This tag requires that the tag GENERATE_LATEX is set to YES. @@ -2033,7 +2140,7 @@ # The LATEX_EXTRA_STYLESHEET tag can be used to specify additional user-defined # LaTeX style sheets that are included after the standard style sheets created -# by doxygen. Using this option one can overrule certain style aspects. Doxygen +# by Doxygen. Using this option one can overrule certain style aspects. Doxygen # will copy the style sheet files to the output directory. # Note: The order of the extra style sheet files is of importance (e.g. the last # style sheet in the list overrules the setting of the previous ones in the @@ -2059,7 +2166,7 @@ PDF_HYPERLINKS = YES -# If the USE_PDFLATEX tag is set to YES, doxygen will use the engine as +# If the USE_PDFLATEX tag is set to YES, Doxygen will use the engine as # specified with LATEX_CMD_NAME to generate the PDF file directly from the LaTeX # files. Set this option to YES, to get a higher quality PDF documentation. # @@ -2069,15 +2176,22 @@ USE_PDFLATEX = YES -# If the LATEX_BATCHMODE tag is set to YES, doxygen will add the \batchmode -# command to the generated LaTeX files. This will instruct LaTeX to keep running -# if errors occur, instead of asking the user for help. +# The LATEX_BATCHMODE tag signals the behavior of LaTeX in case of an error. +# Possible values are: NO same as ERROR_STOP, YES same as BATCH, BATCH In batch +# mode nothing is printed on the terminal, errors are scrolled as if <return> is +# hit at every error; missing files that TeX tries to input or request from +# keyboard input (\read on a not open input stream) cause the job to abort, +# NON_STOP In nonstop mode the diagnostic message will appear on the terminal, +# but there is no possibility of user interaction just like in batch mode, +# SCROLL In scroll mode, TeX will stop only for missing files to input or if +# keyboard input is necessary and ERROR_STOP In errorstop mode, TeX will stop at +# each error, asking for user intervention. # The default value is: NO. # This tag requires that the tag GENERATE_LATEX is set to YES. LATEX_BATCHMODE = NO -# If the LATEX_HIDE_INDICES tag is set to YES then doxygen will not include the +# If the LATEX_HIDE_INDICES tag is set to YES then Doxygen will not include the # index chapters (such as File Index, Compound Index, etc.) in the output. # The default value is: NO. # This tag requires that the tag GENERATE_LATEX is set to YES. @@ -2087,19 +2201,11 @@ # The LATEX_BIB_STYLE tag can be used to specify the style to use for the # bibliography, e.g. plainnat, or ieeetr. See # https://en.wikipedia.org/wiki/BibTeX and \cite for more info. -# The default value is: plain. +# The default value is: plainnat. # This tag requires that the tag GENERATE_LATEX is set to YES. LATEX_BIB_STYLE = plain -# If the LATEX_TIMESTAMP tag is set to YES then the footer of each generated -# page will contain the date and time when the page was generated. Setting this -# to NO can help when comparing the output of multiple runs. -# The default value is: NO. -# This tag requires that the tag GENERATE_LATEX is set to YES. - -LATEX_TIMESTAMP = NO - # The LATEX_EMOJI_DIRECTORY tag is used to specify the (relative or absolute) # path from which the emoji images will be read. If a relative path is entered, # it will be relative to the LATEX_OUTPUT directory. If left blank the @@ -2112,7 +2218,7 @@ # Configuration options related to the RTF output #--------------------------------------------------------------------------- -# If the GENERATE_RTF tag is set to YES, doxygen will generate RTF output. The +# If the GENERATE_RTF tag is set to YES, Doxygen will generate RTF output. The # RTF output is optimized for Word 97 and may not look too pretty with other RTF # readers/editors. # The default value is: NO. @@ -2127,7 +2233,7 @@ RTF_OUTPUT = rtf -# If the COMPACT_RTF tag is set to YES, doxygen generates more compact RTF +# If the COMPACT_RTF tag is set to YES, Doxygen generates more compact RTF # documents. This may be useful for small projects and may help to save some # trees in general. # The default value is: NO. @@ -2147,28 +2253,36 @@ RTF_HYPERLINKS = NO -# Load stylesheet definitions from file. Syntax is similar to doxygen's +# Load stylesheet definitions from file. Syntax is similar to Doxygen's # configuration file, i.e. a series of assignments. You only have to provide # replacements, missing definitions are set to their default value. # # See also section "Doxygen usage" for information on how to generate the -# default style sheet that doxygen normally uses. +# default style sheet that Doxygen normally uses. # This tag requires that the tag GENERATE_RTF is set to YES. RTF_STYLESHEET_FILE = # Set optional variables used in the generation of an RTF document. Syntax is -# similar to doxygen's configuration file. A template extensions file can be +# similar to Doxygen's configuration file. A template extensions file can be # generated using doxygen -e rtf extensionFile. # This tag requires that the tag GENERATE_RTF is set to YES. RTF_EXTENSIONS_FILE = +# The RTF_EXTRA_FILES tag can be used to specify one or more extra images or +# other source files which should be copied to the RTF_OUTPUT output directory. +# Note that the files will be copied as-is; there are no commands or markers +# available. +# This tag requires that the tag GENERATE_RTF is set to YES. + +RTF_EXTRA_FILES = + #--------------------------------------------------------------------------- # Configuration options related to the man page output #--------------------------------------------------------------------------- -# If the GENERATE_MAN tag is set to YES, doxygen will generate man pages for +# If the GENERATE_MAN tag is set to YES, Doxygen will generate man pages for # classes and files. # The default value is: NO. @@ -2199,7 +2313,7 @@ MAN_SUBDIR = -# If the MAN_LINKS tag is set to YES and doxygen generates man output, then it +# If the MAN_LINKS tag is set to YES and Doxygen generates man output, then it # will generate one additional man file for each entity documented in the real # man page(s). These additional files only source the real man page, but without # them the man command would be unable to find the correct page. @@ -2212,7 +2326,7 @@ # Configuration options related to the XML output #--------------------------------------------------------------------------- -# If the GENERATE_XML tag is set to YES, doxygen will generate an XML file that +# If the GENERATE_XML tag is set to YES, Doxygen will generate an XML file that # captures the structure of the code including all documentation. # The default value is: NO. @@ -2226,7 +2340,7 @@ XML_OUTPUT = xml -# If the XML_PROGRAMLISTING tag is set to YES, doxygen will dump the program +# If the XML_PROGRAMLISTING tag is set to YES, Doxygen will dump the program # listings (including syntax highlighting and cross-referencing information) to # the XML output. Note that enabling this will significantly increase the size # of the XML output. @@ -2235,7 +2349,7 @@ XML_PROGRAMLISTING = YES -# If the XML_NS_MEMB_FILE_SCOPE tag is set to YES, doxygen will include +# If the XML_NS_MEMB_FILE_SCOPE tag is set to YES, Doxygen will include # namespace members in file scope as well, matching the HTML output. # The default value is: NO. # This tag requires that the tag GENERATE_XML is set to YES. @@ -2246,7 +2360,7 @@ # Configuration options related to the DOCBOOK output #--------------------------------------------------------------------------- -# If the GENERATE_DOCBOOK tag is set to YES, doxygen will generate Docbook files +# If the GENERATE_DOCBOOK tag is set to YES, Doxygen will generate Docbook files # that can be used to generate PDF. # The default value is: NO. @@ -2264,8 +2378,8 @@ # Configuration options for the AutoGen Definitions output #--------------------------------------------------------------------------- -# If the GENERATE_AUTOGEN_DEF tag is set to YES, doxygen will generate an -# AutoGen Definitions (see http://autogen.sourceforge.net/) file that captures +# If the GENERATE_AUTOGEN_DEF tag is set to YES, Doxygen will generate an +# AutoGen Definitions (see https://autogen.sourceforge.net/) file that captures # the structure of the code including all documentation. Note that this feature # is still experimental and incomplete at the moment. # The default value is: NO. @@ -2273,10 +2387,36 @@ GENERATE_AUTOGEN_DEF = NO #--------------------------------------------------------------------------- +# Configuration options related to Sqlite3 output +#--------------------------------------------------------------------------- + +# If the GENERATE_SQLITE3 tag is set to YES Doxygen will generate a Sqlite3 +# database with symbols found by Doxygen stored in tables. +# The default value is: NO. + +GENERATE_SQLITE3 = NO + +# The SQLITE3_OUTPUT tag is used to specify where the Sqlite3 database will be +# put. If a relative path is entered the value of OUTPUT_DIRECTORY will be put +# in front of it. +# The default directory is: sqlite3. +# This tag requires that the tag GENERATE_SQLITE3 is set to YES. + +SQLITE3_OUTPUT = sqlite3 + +# The SQLITE3_RECREATE_DB tag is set to YES, the existing doxygen_sqlite3.db +# database file will be recreated with each Doxygen run. If set to NO, Doxygen +# will warn if a database file is already found and not modify it. +# The default value is: YES. +# This tag requires that the tag GENERATE_SQLITE3 is set to YES. + +SQLITE3_RECREATE_DB = YES + +#--------------------------------------------------------------------------- # Configuration options related to the Perl module output #--------------------------------------------------------------------------- -# If the GENERATE_PERLMOD tag is set to YES, doxygen will generate a Perl module +# If the GENERATE_PERLMOD tag is set to YES, Doxygen will generate a Perl module # file that captures the structure of the code including all documentation. # # Note that this feature is still experimental and incomplete at the moment. @@ -2284,7 +2424,7 @@ GENERATE_PERLMOD = NO -# If the PERLMOD_LATEX tag is set to YES, doxygen will generate the necessary +# If the PERLMOD_LATEX tag is set to YES, Doxygen will generate the necessary # Makefile rules, Perl scripts and LaTeX code to be able to generate PDF and DVI # output from the Perl module output. # The default value is: NO. @@ -2314,13 +2454,13 @@ # Configuration options related to the preprocessor #--------------------------------------------------------------------------- -# If the ENABLE_PREPROCESSING tag is set to YES, doxygen will evaluate all +# If the ENABLE_PREPROCESSING tag is set to YES, Doxygen will evaluate all # C-preprocessor directives found in the sources and include files. # The default value is: YES. ENABLE_PREPROCESSING = YES -# If the MACRO_EXPANSION tag is set to YES, doxygen will expand all macro names +# If the MACRO_EXPANSION tag is set to YES, Doxygen will expand all macro names # in the source code. If set to NO, only conditional compilation will be # performed. Macro expansion can be done in a controlled way by setting # EXPAND_ONLY_PREDEF to YES. @@ -2385,7 +2525,7 @@ EXPAND_AS_DEFINED = -# If the SKIP_FUNCTION_MACROS tag is set to YES then doxygen's preprocessor will +# If the SKIP_FUNCTION_MACROS tag is set to YES then Doxygen's preprocessor will # remove all references to function-like macros that are alone on a line, have # an all uppercase name, and do not end with a semicolon. Such function macros # are typically used for boiler-plate code, and will confuse the parser if not @@ -2409,26 +2549,26 @@ # section "Linking to external documentation" for more information about the use # of tag files. # Note: Each tag file must have a unique name (where the name does NOT include -# the path). If a tag file is not located in the directory in which doxygen is +# the path). If a tag file is not located in the directory in which Doxygen is # run, you must also specify the path to the tagfile here. TAGFILES = -# When a file name is specified after GENERATE_TAGFILE, doxygen will create a +# When a file name is specified after GENERATE_TAGFILE, Doxygen will create a # tag file that is based on the input files it reads. See section "Linking to # external documentation" for more information about the usage of tag files. GENERATE_TAGFILE = -# If the ALLEXTERNALS tag is set to YES, all external class will be listed in -# the class index. If set to NO, only the inherited external classes will be -# listed. +# If the ALLEXTERNALS tag is set to YES, all external classes and namespaces +# will be listed in the class and namespace index. If set to NO, only the +# inherited external classes will be listed. # The default value is: NO. ALLEXTERNALS = NO # If the EXTERNAL_GROUPS tag is set to YES, all external groups will be listed -# in the modules index. If set to NO, only the current project's groups will be +# in the topic index. If set to NO, only the current project's groups will be # listed. # The default value is: YES. @@ -2442,33 +2582,26 @@ EXTERNAL_PAGES = YES #--------------------------------------------------------------------------- -# Configuration options related to the dot tool +# Configuration options related to diagram generator tools #--------------------------------------------------------------------------- -# You can include diagrams made with dia in doxygen documentation. Doxygen will -# then run dia to produce the diagram and insert it in the documentation. The -# DIA_PATH tag allows you to specify the directory where the dia binary resides. -# If left empty dia is assumed to be found in the default search path. - -DIA_PATH = - # If set to YES the inheritance and collaboration graphs will hide inheritance # and usage relations if the target is undocumented or is not a class. # The default value is: YES. HIDE_UNDOC_RELATIONS = YES -# If you set the HAVE_DOT tag to YES then doxygen will assume the dot tool is +# If you set the HAVE_DOT tag to YES then Doxygen will assume the dot tool is # available from the path. This tool is part of Graphviz (see: -# http://www.graphviz.org/), a graph visualization toolkit from AT&T and Lucent +# https://www.graphviz.org/), a graph visualization toolkit from AT&T and Lucent # Bell Labs. The other options in this section have no effect if this option is # set to NO # The default value is: NO. HAVE_DOT = NO -# The DOT_NUM_THREADS specifies the number of dot invocations doxygen is allowed -# to run in parallel. When set to 0 doxygen will base this on the number of +# The DOT_NUM_THREADS specifies the number of dot invocations Doxygen is allowed +# to run in parallel. When set to 0 Doxygen will base this on the number of # processors available in the system. You can set it explicitly to a value # larger than 0 to get control over the balance between CPU load and processing # speed. @@ -2479,7 +2612,7 @@ # DOT_COMMON_ATTR is common attributes for nodes, edges and labels of # subgraphs. When you want a differently looking font in the dot files that -# doxygen generates you can specify fontname, fontcolor and fontsize attributes. +# Doxygen generates you can specify fontname, fontcolor and fontsize attributes. # For details please see <a href=https://graphviz.org/doc/info/attrs.html>Node, # Edge and Graph Attributes specification</a> You need to make sure dot is able # to find the font, which can be done by putting it in a standard location or by @@ -2513,35 +2646,47 @@ DOT_FONTPATH = -# If the CLASS_GRAPH tag is set to YES (or GRAPH) then doxygen will generate a -# graph for each documented class showing the direct and indirect inheritance -# relations. In case HAVE_DOT is set as well dot will be used to draw the graph, -# otherwise the built-in generator will be used. If the CLASS_GRAPH tag is set -# to TEXT the direct and indirect inheritance relations will be shown as texts / -# links. -# Possible values are: NO, YES, TEXT and GRAPH. +# If the CLASS_GRAPH tag is set to YES or GRAPH or BUILTIN then Doxygen will +# generate a graph for each documented class showing the direct and indirect +# inheritance relations. In case the CLASS_GRAPH tag is set to YES or GRAPH and +# HAVE_DOT is enabled as well, then dot will be used to draw the graph. In case +# the CLASS_GRAPH tag is set to YES and HAVE_DOT is disabled or if the +# CLASS_GRAPH tag is set to BUILTIN, then the built-in generator will be used. +# If the CLASS_GRAPH tag is set to TEXT the direct and indirect inheritance +# relations will be shown as texts / links. Explicit enabling an inheritance +# graph or choosing a different representation for an inheritance graph of a +# specific class, can be accomplished by means of the command \inheritancegraph. +# Disabling an inheritance graph can be accomplished by means of the command +# \hideinheritancegraph. +# Possible values are: NO, YES, TEXT, GRAPH and BUILTIN. # The default value is: YES. CLASS_GRAPH = YES -# If the COLLABORATION_GRAPH tag is set to YES then doxygen will generate a +# If the COLLABORATION_GRAPH tag is set to YES then Doxygen will generate a # graph for each documented class showing the direct and indirect implementation # dependencies (inheritance, containment, and class references variables) of the -# class with other documented classes. +# class with other documented classes. Explicit enabling a collaboration graph, +# when COLLABORATION_GRAPH is set to NO, can be accomplished by means of the +# command \collaborationgraph. Disabling a collaboration graph can be +# accomplished by means of the command \hidecollaborationgraph. # The default value is: YES. # This tag requires that the tag HAVE_DOT is set to YES. COLLABORATION_GRAPH = YES -# If the GROUP_GRAPHS tag is set to YES then doxygen will generate a graph for -# groups, showing the direct groups dependencies. See also the chapter Grouping -# in the manual. +# If the GROUP_GRAPHS tag is set to YES then Doxygen will generate a graph for +# groups, showing the direct groups dependencies. Explicit enabling a group +# dependency graph, when GROUP_GRAPHS is set to NO, can be accomplished by means +# of the command \groupgraph. Disabling a directory graph can be accomplished by +# means of the command \hidegroupgraph. See also the chapter Grouping in the +# manual. # The default value is: YES. # This tag requires that the tag HAVE_DOT is set to YES. GROUP_GRAPHS = YES -# If the UML_LOOK tag is set to YES, doxygen will generate inheritance and +# If the UML_LOOK tag is set to YES, Doxygen will generate inheritance and # collaboration diagrams in a style similar to the OMG's Unified Modeling # Language. # The default value is: NO. @@ -2562,10 +2707,10 @@ UML_LIMIT_NUM_FIELDS = 10 -# If the DOT_UML_DETAILS tag is set to NO, doxygen will show attributes and +# If the DOT_UML_DETAILS tag is set to NO, Doxygen will show attributes and # methods without types and arguments in the UML graphs. If the DOT_UML_DETAILS -# tag is set to YES, doxygen will add type and arguments for attributes and -# methods in the UML graphs. If the DOT_UML_DETAILS tag is set to NONE, doxygen +# tag is set to YES, Doxygen will add type and arguments for attributes and +# methods in the UML graphs. If the DOT_UML_DETAILS tag is set to NONE, Doxygen # will not generate fields with class member information in the UML graphs. The # class diagrams will look similar to the default class diagrams but using UML # notation for the relationships. @@ -2577,8 +2722,8 @@ # The DOT_WRAP_THRESHOLD tag can be used to set the maximum number of characters # to display on a single line. If the actual line length exceeds this threshold -# significantly it will wrapped across multiple lines. Some heuristics are apply -# to avoid ugly line breaks. +# significantly it will be wrapped across multiple lines. Some heuristics are +# applied to avoid ugly line breaks. # Minimum value: 0, maximum value: 1000, default value: 17. # This tag requires that the tag HAVE_DOT is set to YES. @@ -2593,24 +2738,29 @@ TEMPLATE_RELATIONS = NO # If the INCLUDE_GRAPH, ENABLE_PREPROCESSING and SEARCH_INCLUDES tags are set to -# YES then doxygen will generate a graph for each documented file showing the +# YES then Doxygen will generate a graph for each documented file showing the # direct and indirect include dependencies of the file with other documented -# files. +# files. Explicit enabling an include graph, when INCLUDE_GRAPH is is set to NO, +# can be accomplished by means of the command \includegraph. Disabling an +# include graph can be accomplished by means of the command \hideincludegraph. # The default value is: YES. # This tag requires that the tag HAVE_DOT is set to YES. INCLUDE_GRAPH = YES # If the INCLUDED_BY_GRAPH, ENABLE_PREPROCESSING and SEARCH_INCLUDES tags are -# set to YES then doxygen will generate a graph for each documented file showing +# set to YES then Doxygen will generate a graph for each documented file showing # the direct and indirect include dependencies of the file with other documented -# files. +# files. Explicit enabling an included by graph, when INCLUDED_BY_GRAPH is set +# to NO, can be accomplished by means of the command \includedbygraph. Disabling +# an included by graph can be accomplished by means of the command +# \hideincludedbygraph. # The default value is: YES. # This tag requires that the tag HAVE_DOT is set to YES. INCLUDED_BY_GRAPH = YES -# If the CALL_GRAPH tag is set to YES then doxygen will generate a call +# If the CALL_GRAPH tag is set to YES then Doxygen will generate a call # dependency graph for every global function or class method. # # Note that enabling this option will significantly increase the time of a run. @@ -2622,7 +2772,7 @@ CALL_GRAPH = NO -# If the CALLER_GRAPH tag is set to YES then doxygen will generate a caller +# If the CALLER_GRAPH tag is set to YES then Doxygen will generate a caller # dependency graph for every global function or class method. # # Note that enabling this option will significantly increase the time of a run. @@ -2634,17 +2784,20 @@ CALLER_GRAPH = NO -# If the GRAPHICAL_HIERARCHY tag is set to YES then doxygen will graphical +# If the GRAPHICAL_HIERARCHY tag is set to YES then Doxygen will graphical # hierarchy of all classes instead of a textual one. # The default value is: YES. # This tag requires that the tag HAVE_DOT is set to YES. GRAPHICAL_HIERARCHY = YES -# If the DIRECTORY_GRAPH tag is set to YES then doxygen will show the +# If the DIRECTORY_GRAPH tag is set to YES then Doxygen will show the # dependencies a directory has on other directories in a graphical way. The # dependency relations are determined by the #include relations between the -# files in the directories. +# files in the directories. Explicit enabling a directory graph, when +# DIRECTORY_GRAPH is set to NO, can be accomplished by means of the command +# \directorygraph. Disabling a directory graph can be accomplished by means of +# the command \hidedirectorygraph. # The default value is: YES. # This tag requires that the tag HAVE_DOT is set to YES. @@ -2660,7 +2813,7 @@ # The DOT_IMAGE_FORMAT tag can be used to set the image format of the images # generated by dot. For an explanation of the image formats see the section # output formats in the documentation of the dot tool (Graphviz (see: -# http://www.graphviz.org/)). +# https://www.graphviz.org/)). # Note: If you choose svg you need to set HTML_FILE_EXTENSION to xhtml in order # to make the SVG files visible in IE 9+ (other browsers do not have this # requirement). @@ -2697,11 +2850,12 @@ DOTFILE_DIRS = -# The MSCFILE_DIRS tag can be used to specify one or more directories that -# contain msc files that are included in the documentation (see the \mscfile -# command). +# You can include diagrams made with dia in Doxygen documentation. Doxygen will +# then run dia to produce the diagram and insert it in the documentation. The +# DIA_PATH tag allows you to specify the directory where the dia binary resides. +# If left empty dia is assumed to be found in the default search path. -MSCFILE_DIRS = +DIA_PATH = # The DIAFILE_DIRS tag can be used to specify one or more directories that # contain dia files that are included in the documentation (see the \diafile @@ -2709,7 +2863,7 @@ DIAFILE_DIRS = -# When using plantuml, the PLANTUML_JAR_PATH tag should be used to specify the +# When using PlantUML, the PLANTUML_JAR_PATH tag should be used to specify the # path where java can find the plantuml.jar file or to the filename of jar file # to be used. If left blank, it is assumed PlantUML is not used or called during # a preprocessing step. Doxygen will generate a warning when it encounters a @@ -2717,20 +2871,26 @@ PLANTUML_JAR_PATH = -# When using plantuml, the PLANTUML_CFG_FILE tag can be used to specify a -# configuration file for plantuml. +# When using PlantUML, the PLANTUML_CFG_FILE tag can be used to specify a +# configuration file for PlantUML. PLANTUML_CFG_FILE = -# When using plantuml, the specified paths are searched for files specified by -# the !include statement in a plantuml block. +# When using PlantUML, the specified paths are searched for files specified by +# the !include statement in a PlantUML block. PLANTUML_INCLUDE_PATH = +# The PLANTUMLFILE_DIRS tag can be used to specify one or more directories that +# contain PlantUml files that are included in the documentation (see the +# \plantumlfile command). + +PLANTUMLFILE_DIRS = + # The DOT_GRAPH_MAX_NODES tag can be used to set the maximum number of nodes # that will be shown in the graph. If the number of nodes in a graph becomes -# larger than this value, doxygen will truncate the graph, which is visualized -# by representing a node as a red box. Note that doxygen if the number of direct +# larger than this value, Doxygen will truncate the graph, which is visualized +# by representing a node as a red box. Note that if the number of direct # children of the root node in a graph is already larger than # DOT_GRAPH_MAX_NODES then the graph will not be shown at all. Also note that # the size of a graph can be further restricted by MAX_DOT_GRAPH_DEPTH. @@ -2760,17 +2920,17 @@ DOT_MULTI_TARGETS = NO -# If the GENERATE_LEGEND tag is set to YES doxygen will generate a legend page +# If the GENERATE_LEGEND tag is set to YES Doxygen will generate a legend page # explaining the meaning of the various boxes and arrows in the dot generated # graphs. -# Note: This tag requires that UML_LOOK isn't set, i.e. the doxygen internal +# Note: This tag requires that UML_LOOK isn't set, i.e. the Doxygen internal # graphical representation for inheritance and collaboration diagrams is used. # The default value is: YES. # This tag requires that the tag HAVE_DOT is set to YES. GENERATE_LEGEND = YES -# If the DOT_CLEANUP tag is set to YES, doxygen will remove the intermediate +# If the DOT_CLEANUP tag is set to YES, Doxygen will remove the intermediate # files that are used to generate the various graphs. # # Note: This setting is not only used for dot files but also for msc temporary @@ -2778,3 +2938,19 @@ # The default value is: YES. DOT_CLEANUP = YES + +# You can define message sequence charts within Doxygen comments using the \msc +# command. If the MSCGEN_TOOL tag is left empty (the default), then Doxygen will +# use a built-in version of mscgen tool to produce the charts. Alternatively, +# the MSCGEN_TOOL tag can also specify the name an external tool. For instance, +# specifying prog as the value, Doxygen will call the tool as prog -T +# <outfile_format> -o <outputfile> <inputfile>. The external tool should support +# output file formats "png", "eps", "svg", and "ismap". + +MSCGEN_TOOL = + +# The MSCFILE_DIRS tag can be used to specify one or more directories that +# contain msc files that are included in the documentation (see the \mscfile +# command). + +MSCFILE_DIRS =