// | |
// Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved. | |
// | |
// Permission is hereby granted, free of charge, to any person obtaining a copy | |
// of this software and associated documentation files (the "Software"), to deal | |
// in the Software without restriction, including without limitation the rights | |
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
// copies of the Software, and to permit persons to whom the Software is | |
// furnished to do so, subject to the following conditions: | |
// | |
// The above copyright notice and this permission notice shall be included in | |
// all copies or substantial portions of the Software. | |
// | |
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
// THE SOFTWARE. | |
// | |
#pragma once | |
/** \mainpage D3D12 Memory Allocator | |
<b>Version 2.1.0-development</b> (2024-07-05) | |
Copyright (c) 2019-2024 Advanced Micro Devices, Inc. All rights reserved. \n | |
License: MIT | |
Documentation of all members: D3D12MemAlloc.h | |
\section main_table_of_contents Table of contents | |
- \subpage quick_start | |
- [Project setup](@ref quick_start_project_setup) | |
- [Creating resources](@ref quick_start_creating_resources) | |
- [Resource reference counting](@ref quick_start_resource_reference_counting) | |
- [Mapping memory](@ref quick_start_mapping_memory) | |
- \subpage custom_pools | |
- \subpage defragmentation | |
- \subpage statistics | |
- \subpage resource_aliasing | |
- \subpage linear_algorithm | |
- \subpage virtual_allocator | |
- \subpage configuration | |
- [Custom CPU memory allocator](@ref custom_memory_allocator) | |
- [Debug margins](@ref debug_margins) | |
- \subpage general_considerations | |
- [Thread safety](@ref general_considerations_thread_safety) | |
- [Versioning and compatibility](@ref general_considerations_versioning_and_compatibility) | |
- [Features not supported](@ref general_considerations_features_not_supported) | |
\section main_see_also See also | |
- [Product page on GPUOpen](https://gpuopen.com/gaming-product/d3d12-memory-allocator/) | |
- [Source repository on GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator) | |
*/ | |
// If using this library on a platform different than Windows PC or want to use different version of DXGI, | |
// you should include D3D12-compatible headers before this library on your own and define | |
// D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED. | |
// Alternatively, if you are targeting the open sourced DirectX headers, defining D3D12MA_USING_DIRECTX_HEADERS | |
// will include them rather the ones provided by the Windows SDK. | |
#ifndef D3D12MA_D3D12_HEADERS_ALREADY_INCLUDED | |
#if defined(D3D12MA_USING_DIRECTX_HEADERS) | |
#include <directx/d3d12.h> | |
#include <dxguids/dxguids.h> | |
#else | |
#include <d3d12.h> | |
#endif | |
#include <dxgi1_4.h> | |
#endif | |
// Define this macro to 0 to disable usage of DXGI 1.4 (needed for IDXGIAdapter3 and query for memory budget). | |
#ifndef D3D12MA_DXGI_1_4 | |
#ifdef __IDXGIAdapter3_INTERFACE_DEFINED__ | |
#define D3D12MA_DXGI_1_4 1 | |
#else | |
#define D3D12MA_DXGI_1_4 0 | |
#endif | |
#endif | |
/* | |
When defined to value other than 0, the library will try to use | |
D3D12_SMALL_RESOURCE_PLACEMENT_ALIGNMENT or D3D12_SMALL_MSAA_RESOURCE_PLACEMENT_ALIGNMENT | |
for created textures when possible, which can save memory because some small textures | |
may get their alignment 4K and their size a multiply of 4K instead of 64K. | |
#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 0 | |
Disables small texture alignment. | |
#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1 | |
Enables conservative algorithm that will use small alignment only for some textures | |
that are surely known to support it. | |
#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 2 | |
Enables query for small alignment to D3D12 (based on Microsoft sample) which will | |
enable small alignment for more textures, but will also generate D3D Debug Layer | |
error #721 on call to ID3D12Device::GetResourceAllocationInfo, which you should just | |
ignore. | |
*/ | |
#ifndef D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT | |
#define D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT 1 | |
#endif | |
/// \cond INTERNAL | |
#define D3D12MA_CLASS_NO_COPY(className) \ | |
private: \ | |
className(const className&) = delete; \ | |
className(className&&) = delete; \ | |
className& operator=(const className&) = delete; \ | |
className& operator=(className&&) = delete; | |
// To be used with MAKE_HRESULT to define custom error codes. | |
#define FACILITY_D3D12MA 3542 | |
/* | |
If providing your own implementation, you need to implement a subset of std::atomic. | |
*/ | |
#if !defined(D3D12MA_ATOMIC_UINT32) || !defined(D3D12MA_ATOMIC_UINT64) | |
#include <atomic> | |
#endif | |
#ifndef D3D12MA_ATOMIC_UINT32 | |
#define D3D12MA_ATOMIC_UINT32 std::atomic<UINT> | |
#endif | |
#ifndef D3D12MA_ATOMIC_UINT64 | |
#define D3D12MA_ATOMIC_UINT64 std::atomic<UINT64> | |
#endif | |
#ifdef D3D12MA_EXPORTS | |
#define D3D12MA_API __declspec(dllexport) | |
#elif defined(D3D12MA_IMPORTS) | |
#define D3D12MA_API __declspec(dllimport) | |
#else | |
#define D3D12MA_API | |
#endif | |
// Forward declaration if ID3D12ProtectedResourceSession is not defined inside the headers (older SDK, pre ID3D12Device4) | |
struct ID3D12ProtectedResourceSession; | |
// Define this enum even if SDK doesn't provide it, to simplify the API. | |
#ifndef __ID3D12Device1_INTERFACE_DEFINED__ | |
typedef enum D3D12_RESIDENCY_PRIORITY | |
{ | |
D3D12_RESIDENCY_PRIORITY_MINIMUM = 0x28000000, | |
D3D12_RESIDENCY_PRIORITY_LOW = 0x50000000, | |
D3D12_RESIDENCY_PRIORITY_NORMAL = 0x78000000, | |
D3D12_RESIDENCY_PRIORITY_HIGH = 0xa0010000, | |
D3D12_RESIDENCY_PRIORITY_MAXIMUM = 0xc8000000 | |
} D3D12_RESIDENCY_PRIORITY; | |
#endif | |
namespace D3D12MA | |
{ | |
class D3D12MA_API IUnknownImpl : public IUnknown | |
{ | |
public: | |
virtual ~IUnknownImpl() = default; | |
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject) override; | |
ULONG STDMETHODCALLTYPE AddRef() override; | |
ULONG STDMETHODCALLTYPE Release() override; | |
protected: | |
virtual void ReleaseThis() { delete this; } | |
private: | |
D3D12MA_ATOMIC_UINT32 m_RefCount = {1}; | |
}; | |
} // namespace D3D12MA | |
/// \endcond | |
namespace D3D12MA | |
{ | |
/// \cond INTERNAL | |
class DefragmentationContextPimpl; | |
class AllocatorPimpl; | |
class PoolPimpl; | |
class NormalBlock; | |
class BlockVector; | |
class CommittedAllocationList; | |
class JsonWriter; | |
class VirtualBlockPimpl; | |
/// \endcond | |
class Pool; | |
class Allocator; | |
struct Statistics; | |
struct DetailedStatistics; | |
struct TotalStatistics; | |
/// \brief Unique identifier of single allocation done inside the memory heap. | |
typedef UINT64 AllocHandle; | |
/// Pointer to custom callback function that allocates CPU memory. | |
using ALLOCATE_FUNC_PTR = void* (*)(size_t Size, size_t Alignment, void* pPrivateData); | |
/** | |
\brief Pointer to custom callback function that deallocates CPU memory. | |
`pMemory = null` should be accepted and ignored. | |
*/ | |
using FREE_FUNC_PTR = void (*)(void* pMemory, void* pPrivateData); | |
/// Custom callbacks to CPU memory allocation functions. | |
struct ALLOCATION_CALLBACKS | |
{ | |
/// %Allocation function. | |
ALLOCATE_FUNC_PTR pAllocate; | |
/// Dellocation function. | |
FREE_FUNC_PTR pFree; | |
/// Custom data that will be passed to allocation and deallocation functions as `pUserData` parameter. | |
void* pPrivateData; | |
}; | |
/// \brief Bit flags to be used with ALLOCATION_DESC::Flags. | |
enum ALLOCATION_FLAGS | |
{ | |
/// Zero | |
ALLOCATION_FLAG_NONE = 0, | |
/** | |
Set this flag if the allocation should have its own dedicated memory allocation (committed resource with implicit heap). | |
Use it for special, big resources, like fullscreen textures used as render targets. | |
- When used with functions like D3D12MA::Allocator::CreateResource, it will use `ID3D12Device::CreateCommittedResource`, | |
so the created allocation will contain a resource (D3D12MA::Allocation::GetResource() `!= NULL`) but will not have | |
a heap (D3D12MA::Allocation::GetHeap() `== NULL`), as the heap is implicit. | |
- When used with raw memory allocation like D3D12MA::Allocator::AllocateMemory, it will use `ID3D12Device::CreateHeap`, | |
so the created allocation will contain a heap (D3D12MA::Allocation::GetHeap() `!= NULL`) and its offset will always be 0. | |
*/ | |
ALLOCATION_FLAG_COMMITTED = 0x1, | |
/** | |
Set this flag to only try to allocate from existing memory heaps and never create new such heap. | |
If new allocation cannot be placed in any of the existing heaps, allocation | |
fails with `E_OUTOFMEMORY` error. | |
You should not use D3D12MA::ALLOCATION_FLAG_COMMITTED and | |
D3D12MA::ALLOCATION_FLAG_NEVER_ALLOCATE at the same time. It makes no sense. | |
*/ | |
ALLOCATION_FLAG_NEVER_ALLOCATE = 0x2, | |
/** Create allocation only if additional memory required for it, if any, won't exceed | |
memory budget. Otherwise return `E_OUTOFMEMORY`. | |
*/ | |
ALLOCATION_FLAG_WITHIN_BUDGET = 0x4, | |
/** Allocation will be created from upper stack in a double stack pool. | |
This flag is only allowed for custom pools created with #POOL_FLAG_ALGORITHM_LINEAR flag. | |
*/ | |
ALLOCATION_FLAG_UPPER_ADDRESS = 0x8, | |
/** Set this flag if the allocated memory will have aliasing resources. | |
Use this when calling D3D12MA::Allocator::CreateResource() and similar to | |
guarantee creation of explicit heap for desired allocation and prevent it from using `CreateCommittedResource`, | |
so that new allocation object will always have `allocation->GetHeap() != NULL`. | |
*/ | |
ALLOCATION_FLAG_CAN_ALIAS = 0x10, | |
/** %Allocation strategy that chooses smallest possible free range for the allocation | |
to minimize memory usage and fragmentation, possibly at the expense of allocation time. | |
*/ | |
ALLOCATION_FLAG_STRATEGY_MIN_MEMORY = 0x00010000, | |
/** %Allocation strategy that chooses first suitable free range for the allocation - | |
not necessarily in terms of the smallest offset but the one that is easiest and fastest to find | |
to minimize allocation time, possibly at the expense of allocation quality. | |
*/ | |
ALLOCATION_FLAG_STRATEGY_MIN_TIME = 0x00020000, | |
/** %Allocation strategy that chooses always the lowest offset in available space. | |
This is not the most efficient strategy but achieves highly packed data. | |
Used internally by defragmentation, not recomended in typical usage. | |
*/ | |
ALLOCATION_FLAG_STRATEGY_MIN_OFFSET = 0x0004000, | |
/// Alias to #ALLOCATION_FLAG_STRATEGY_MIN_MEMORY. | |
ALLOCATION_FLAG_STRATEGY_BEST_FIT = ALLOCATION_FLAG_STRATEGY_MIN_MEMORY, | |
/// Alias to #ALLOCATION_FLAG_STRATEGY_MIN_TIME. | |
ALLOCATION_FLAG_STRATEGY_FIRST_FIT = ALLOCATION_FLAG_STRATEGY_MIN_TIME, | |
/// A bit mask to extract only `STRATEGY` bits from entire set of flags. | |
ALLOCATION_FLAG_STRATEGY_MASK = | |
ALLOCATION_FLAG_STRATEGY_MIN_MEMORY | | |
ALLOCATION_FLAG_STRATEGY_MIN_TIME | | |
ALLOCATION_FLAG_STRATEGY_MIN_OFFSET, | |
}; | |
/// \brief Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource. | |
struct ALLOCATION_DESC | |
{ | |
/// Flags. | |
ALLOCATION_FLAGS Flags; | |
/** \brief The type of memory heap where the new allocation should be placed. | |
It must be one of: `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`. | |
When D3D12MA::ALLOCATION_DESC::CustomPool != NULL this member is ignored. | |
*/ | |
D3D12_HEAP_TYPE HeapType; | |
/** \brief Additional heap flags to be used when allocating memory. | |
In most cases it can be 0. | |
- If you use D3D12MA::Allocator::CreateResource(), you don't need to care. | |
Necessary flag `D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS`, `D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES`, | |
or `D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES` is added automatically. | |
- If you use D3D12MA::Allocator::AllocateMemory(), you should specify one of those `ALLOW_ONLY` flags. | |
Except when you validate that D3D12MA::Allocator::GetD3D12Options()`.ResourceHeapTier == D3D12_RESOURCE_HEAP_TIER_1` - | |
then you can leave it 0. | |
- You can specify additional flags if needed. Then the memory will always be allocated as | |
separate block using `D3D12Device::CreateCommittedResource` or `CreateHeap`, not as part of an existing larget block. | |
When D3D12MA::ALLOCATION_DESC::CustomPool != NULL this member is ignored. | |
*/ | |
D3D12_HEAP_FLAGS ExtraHeapFlags; | |
/** \brief Custom pool to place the new resource in. Optional. | |
When not NULL, the resource will be created inside specified custom pool. | |
*/ | |
Pool* CustomPool; | |
/// Custom general-purpose pointer that will be stored in D3D12MA::Allocation. | |
void* pPrivateData; | |
}; | |
/** \brief Calculated statistics of memory usage e.g. in a specific memory heap type, | |
memory segment group, custom pool, or total. | |
These are fast to calculate. | |
See functions: D3D12MA::Allocator::GetBudget(), D3D12MA::Pool::GetStatistics(). | |
*/ | |
struct Statistics | |
{ | |
/** \brief Number of D3D12 memory blocks allocated - `ID3D12Heap` objects and committed resources. | |
*/ | |
UINT BlockCount; | |
/** \brief Number of D3D12MA::Allocation objects allocated. | |
Committed allocations have their own blocks, so each one adds 1 to `AllocationCount` as well as `BlockCount`. | |
*/ | |
UINT AllocationCount; | |
/** \brief Number of bytes allocated in memory blocks. | |
*/ | |
UINT64 BlockBytes; | |
/** \brief Total number of bytes occupied by all D3D12MA::Allocation objects. | |
Always less or equal than `BlockBytes`. | |
Difference `(BlockBytes - AllocationBytes)` is the amount of memory allocated from D3D12 | |
but unused by any D3D12MA::Allocation. | |
*/ | |
UINT64 AllocationBytes; | |
}; | |
/** \brief More detailed statistics than D3D12MA::Statistics. | |
These are slower to calculate. Use for debugging purposes. | |
See functions: D3D12MA::Allocator::CalculateStatistics(), D3D12MA::Pool::CalculateStatistics(). | |
Averages are not provided because they can be easily calculated as: | |
\code | |
UINT64 AllocationSizeAvg = DetailedStats.Statistics.AllocationBytes / detailedStats.Statistics.AllocationCount; | |
UINT64 UnusedBytes = DetailedStats.Statistics.BlockBytes - DetailedStats.Statistics.AllocationBytes; | |
UINT64 UnusedRangeSizeAvg = UnusedBytes / DetailedStats.UnusedRangeCount; | |
\endcode | |
*/ | |
struct DetailedStatistics | |
{ | |
/// Basic statistics. | |
Statistics Stats; | |
/// Number of free ranges of memory between allocations. | |
UINT UnusedRangeCount; | |
/// Smallest allocation size. `UINT64_MAX` if there are 0 allocations. | |
UINT64 AllocationSizeMin; | |
/// Largest allocation size. 0 if there are 0 allocations. | |
UINT64 AllocationSizeMax; | |
/// Smallest empty range size. `UINT64_MAX` if there are 0 empty ranges. | |
UINT64 UnusedRangeSizeMin; | |
/// Largest empty range size. 0 if there are 0 empty ranges. | |
UINT64 UnusedRangeSizeMax; | |
}; | |
/** \brief General statistics from current state of the allocator - | |
total memory usage across all memory heaps and segments. | |
These are slower to calculate. Use for debugging purposes. | |
See function D3D12MA::Allocator::CalculateStatistics(). | |
*/ | |
struct TotalStatistics | |
{ | |
/** \brief One element for each type of heap located at the following indices: | |
- 0 = `D3D12_HEAP_TYPE_DEFAULT` | |
- 1 = `D3D12_HEAP_TYPE_UPLOAD` | |
- 2 = `D3D12_HEAP_TYPE_READBACK` | |
- 3 = `D3D12_HEAP_TYPE_CUSTOM` | |
- 4 = `D3D12_HEAP_TYPE_GPU_UPLOAD` | |
*/ | |
DetailedStatistics HeapType[5]; | |
/** \brief One element for each memory segment group located at the following indices: | |
- 0 = `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` | |
- 1 = `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` | |
Meaning of these segment groups is: | |
- When `IsUMA() == FALSE` (discrete graphics card): | |
- `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` (index 0) represents GPU memory | |
(resources allocated in `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_GPU_UPLOAD` or `D3D12_MEMORY_POOL_L1`). | |
- `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` (index 1) represents system memory | |
(resources allocated in `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`, or `D3D12_MEMORY_POOL_L0`). | |
- When `IsUMA() == TRUE` (integrated graphics chip): | |
- `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` = (index 0) represents memory shared for all the resources. | |
- `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` = (index 1) is unused and always 0. | |
*/ | |
DetailedStatistics MemorySegmentGroup[2]; | |
/// Total statistics from all memory allocated from D3D12. | |
DetailedStatistics Total; | |
}; | |
/** \brief %Statistics of current memory usage and available budget for a specific memory segment group. | |
These are fast to calculate. See function D3D12MA::Allocator::GetBudget(). | |
*/ | |
struct Budget | |
{ | |
/** \brief %Statistics fetched from the library. | |
*/ | |
Statistics Stats; | |
/** \brief Estimated current memory usage of the program. | |
Fetched from system using `IDXGIAdapter3::QueryVideoMemoryInfo` if possible. | |
It might be different than `BlockBytes` (usually higher) due to additional implicit objects | |
also occupying the memory, like swapchain, pipeline state objects, descriptor heaps, command lists, or | |
heaps and resources allocated outside of this library, if any. | |
*/ | |
UINT64 UsageBytes; | |
/** \brief Estimated amount of memory available to the program. | |
Fetched from system using `IDXGIAdapter3::QueryVideoMemoryInfo` if possible. | |
It might be different (most probably smaller) than memory capacity returned | |
by D3D12MA::Allocator::GetMemoryCapacity() due to factors | |
external to the program, decided by the operating system. | |
Difference `BudgetBytes - UsageBytes` is the amount of additional memory that can probably | |
be allocated without problems. Exceeding the budget may result in various problems. | |
*/ | |
UINT64 BudgetBytes; | |
}; | |
/// \brief Represents single memory allocation done inside VirtualBlock. | |
struct D3D12MA_API VirtualAllocation | |
{ | |
/// \brief Unique idenitfier of current allocation. 0 means null/invalid. | |
AllocHandle AllocHandle; | |
}; | |
/** \brief Represents single memory allocation. | |
It may be either implicit memory heap dedicated to a single resource or a | |
specific region of a bigger heap plus unique offset. | |
To create such object, fill structure D3D12MA::ALLOCATION_DESC and call function | |
Allocator::CreateResource. | |
The object remembers size and some other information. | |
To retrieve this information, use methods of this class. | |
The object also remembers `ID3D12Resource` and "owns" a reference to it, | |
so it calls `%Release()` on the resource when destroyed. | |
*/ | |
class D3D12MA_API Allocation : public IUnknownImpl | |
{ | |
public: | |
/** \brief Returns offset in bytes from the start of memory heap. | |
You usually don't need to use this offset. If you create a buffer or a texture together with the allocation using function | |
D3D12MA::Allocator::CreateResource, functions that operate on that resource refer to the beginning of the resource, | |
not entire memory heap. | |
If the Allocation represents committed resource with implicit heap, returns 0. | |
*/ | |
UINT64 GetOffset() const; | |
/// Returns alignment that resource was created with. | |
UINT64 GetAlignment() const { return m_Alignment; } | |
/** \brief Returns size in bytes of the allocation. | |
- If you created a buffer or a texture together with the allocation using function D3D12MA::Allocator::CreateResource, | |
this is the size of the resource returned by `ID3D12Device::GetResourceAllocationInfo`. | |
- For allocations made out of bigger memory blocks, this also is the size of the memory region assigned exclusively to this allocation. | |
- For resources created as committed, this value may not be accurate. DirectX implementation may optimize memory usage internally | |
so that you may even observe regions of `ID3D12Resource::GetGPUVirtualAddress()` + Allocation::GetSize() to overlap in memory and still work correctly. | |
*/ | |
UINT64 GetSize() const { return m_Size; } | |
/** \brief Returns D3D12 resource associated with this object. | |
Calling this method doesn't increment resource's reference counter. | |
*/ | |
ID3D12Resource* GetResource() const { return m_Resource; } | |
/// Releases the resource currently pointed by the allocation (if any), sets it to new one, incrementing its reference counter (if not null). | |
void SetResource(ID3D12Resource* pResource); | |
/** \brief Returns memory heap that the resource is created in. | |
If the Allocation represents committed resource with implicit heap, returns NULL. | |
*/ | |
ID3D12Heap* GetHeap() const; | |
/// Changes custom pointer for an allocation to a new value. | |
void SetPrivateData(void* pPrivateData) { m_pPrivateData = pPrivateData; } | |
/// Get custom pointer associated with the allocation. | |
void* GetPrivateData() const { return m_pPrivateData; } | |
/** \brief Associates a name with the allocation object. This name is for use in debug diagnostics and tools. | |
Internal copy of the string is made, so the memory pointed by the argument can be | |
changed of freed immediately after this call. | |
`Name` can be null. | |
*/ | |
void SetName(LPCWSTR Name); | |
/** \brief Returns the name associated with the allocation object. | |
Returned string points to an internal copy. | |
If no name was associated with the allocation, returns null. | |
*/ | |
LPCWSTR GetName() const { return m_Name; } | |
protected: | |
void ReleaseThis() override; | |
private: | |
friend class AllocatorPimpl; | |
friend class BlockVector; | |
friend class CommittedAllocationList; | |
friend class JsonWriter; | |
friend class BlockMetadata_Linear; | |
friend class DefragmentationContextPimpl; | |
friend struct CommittedAllocationListItemTraits; | |
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*); | |
template<typename T> friend class PoolAllocator; | |
enum Type | |
{ | |
TYPE_COMMITTED, | |
TYPE_PLACED, | |
TYPE_HEAP, | |
TYPE_COUNT | |
}; | |
AllocatorPimpl* m_Allocator; | |
UINT64 m_Size; | |
UINT64 m_Alignment; | |
ID3D12Resource* m_Resource; | |
void* m_pPrivateData; | |
wchar_t* m_Name; | |
union | |
{ | |
struct | |
{ | |
CommittedAllocationList* list; | |
Allocation* prev; | |
Allocation* next; | |
} m_Committed; | |
struct | |
{ | |
AllocHandle allocHandle; | |
NormalBlock* block; | |
} m_Placed; | |
struct | |
{ | |
// Beginning must be compatible with m_Committed. | |
CommittedAllocationList* list; | |
Allocation* prev; | |
Allocation* next; | |
ID3D12Heap* heap; | |
} m_Heap; | |
}; | |
struct PackedData | |
{ | |
public: | |
PackedData() : | |
m_Type(0), m_ResourceDimension(0), m_ResourceFlags(0), m_TextureLayout(0) { } | |
Type GetType() const { return (Type)m_Type; } | |
D3D12_RESOURCE_DIMENSION GetResourceDimension() const { return (D3D12_RESOURCE_DIMENSION)m_ResourceDimension; } | |
D3D12_RESOURCE_FLAGS GetResourceFlags() const { return (D3D12_RESOURCE_FLAGS)m_ResourceFlags; } | |
D3D12_TEXTURE_LAYOUT GetTextureLayout() const { return (D3D12_TEXTURE_LAYOUT)m_TextureLayout; } | |
void SetType(Type type); | |
void SetResourceDimension(D3D12_RESOURCE_DIMENSION resourceDimension); | |
void SetResourceFlags(D3D12_RESOURCE_FLAGS resourceFlags); | |
void SetTextureLayout(D3D12_TEXTURE_LAYOUT textureLayout); | |
private: | |
UINT m_Type : 2; // enum Type | |
UINT m_ResourceDimension : 3; // enum D3D12_RESOURCE_DIMENSION | |
UINT m_ResourceFlags : 24; // flags D3D12_RESOURCE_FLAGS | |
UINT m_TextureLayout : 9; // enum D3D12_TEXTURE_LAYOUT | |
} m_PackedData; | |
Allocation(AllocatorPimpl* allocator, UINT64 size, UINT64 alignment); | |
// Nothing here, everything already done in Release. | |
virtual ~Allocation() = default; | |
void InitCommitted(CommittedAllocationList* list); | |
void InitPlaced(AllocHandle allocHandle, NormalBlock* block); | |
void InitHeap(CommittedAllocationList* list, ID3D12Heap* heap); | |
void SwapBlockAllocation(Allocation* allocation); | |
// If the Allocation represents committed resource with implicit heap, returns UINT64_MAX. | |
AllocHandle GetAllocHandle() const; | |
NormalBlock* GetBlock(); | |
template<typename D3D12_RESOURCE_DESC_T> | |
void SetResourcePointer(ID3D12Resource* resource, const D3D12_RESOURCE_DESC_T* pResourceDesc); | |
void FreeName(); | |
D3D12MA_CLASS_NO_COPY(Allocation) | |
}; | |
/// Flags to be passed as DEFRAGMENTATION_DESC::Flags. | |
enum DEFRAGMENTATION_FLAGS | |
{ | |
/** Use simple but fast algorithm for defragmentation. | |
May not achieve best results but will require least time to compute and least allocations to copy. | |
*/ | |
DEFRAGMENTATION_FLAG_ALGORITHM_FAST = 0x1, | |
/** Default defragmentation algorithm, applied also when no `ALGORITHM` flag is specified. | |
Offers a balance between defragmentation quality and the amount of allocations and bytes that need to be moved. | |
*/ | |
DEFRAGMENTATION_FLAG_ALGORITHM_BALANCED = 0x2, | |
/** Perform full defragmentation of memory. | |
Can result in notably more time to compute and allocations to copy, but will achieve best memory packing. | |
*/ | |
DEFRAGMENTATION_FLAG_ALGORITHM_FULL = 0x4, | |
/// A bit mask to extract only `ALGORITHM` bits from entire set of flags. | |
DEFRAGMENTATION_FLAG_ALGORITHM_MASK = | |
DEFRAGMENTATION_FLAG_ALGORITHM_FAST | | |
DEFRAGMENTATION_FLAG_ALGORITHM_BALANCED | | |
DEFRAGMENTATION_FLAG_ALGORITHM_FULL | |
}; | |
/** \brief Parameters for defragmentation. | |
To be used with functions Allocator::BeginDefragmentation() and Pool::BeginDefragmentation(). | |
*/ | |
struct DEFRAGMENTATION_DESC | |
{ | |
/// Flags. | |
DEFRAGMENTATION_FLAGS Flags; | |
/** \brief Maximum numbers of bytes that can be copied during single pass, while moving allocations to different places. | |
0 means no limit. | |
*/ | |
UINT64 MaxBytesPerPass; | |
/** \brief Maximum number of allocations that can be moved during single pass to a different place. | |
0 means no limit. | |
*/ | |
UINT32 MaxAllocationsPerPass; | |
}; | |
/// Operation performed on single defragmentation move. | |
enum DEFRAGMENTATION_MOVE_OPERATION | |
{ | |
/** Resource has been recreated at `pDstTmpAllocation`, data has been copied, old resource has been destroyed. | |
`pSrcAllocation` will be changed to point to the new place. This is the default value set by DefragmentationContext::BeginPass(). | |
*/ | |
DEFRAGMENTATION_MOVE_OPERATION_COPY = 0, | |
/// Set this value if you cannot move the allocation. New place reserved at `pDstTmpAllocation` will be freed. `pSrcAllocation` will remain unchanged. | |
DEFRAGMENTATION_MOVE_OPERATION_IGNORE = 1, | |
/// Set this value if you decide to abandon the allocation and you destroyed the resource. New place reserved `pDstTmpAllocation` will be freed, along with `pSrcAllocation`. | |
DEFRAGMENTATION_MOVE_OPERATION_DESTROY = 2, | |
}; | |
/// Single move of an allocation to be done for defragmentation. | |
struct DEFRAGMENTATION_MOVE | |
{ | |
/** \brief Operation to be performed on the allocation by DefragmentationContext::EndPass(). | |
Default value is #DEFRAGMENTATION_MOVE_OPERATION_COPY. You can modify it. | |
*/ | |
DEFRAGMENTATION_MOVE_OPERATION Operation; | |
/// %Allocation that should be moved. | |
Allocation* pSrcAllocation; | |
/** \brief Temporary allocation pointing to destination memory that will replace `pSrcAllocation`. | |
Use it to retrieve new `ID3D12Heap` and offset to create new `ID3D12Resource` and then store it here via Allocation::SetResource(). | |
\warning Do not store this allocation in your data structures! It exists only temporarily, for the duration of the defragmentation pass, | |
to be used for storing newly created resource. DefragmentationContext::EndPass() will destroy it and make `pSrcAllocation` point to this memory. | |
*/ | |
Allocation* pDstTmpAllocation; | |
}; | |
/** \brief Parameters for incremental defragmentation steps. | |
To be used with function DefragmentationContext::BeginPass(). | |
*/ | |
struct DEFRAGMENTATION_PASS_MOVE_INFO | |
{ | |
/// Number of elements in the `pMoves` array. | |
UINT32 MoveCount; | |
/** \brief Array of moves to be performed by the user in the current defragmentation pass. | |
Pointer to an array of `MoveCount` elements, owned by %D3D12MA, created in DefragmentationContext::BeginPass(), destroyed in DefragmentationContext::EndPass(). | |
For each element, you should: | |
1. Create a new resource in the place pointed by `pMoves[i].pDstTmpAllocation->GetHeap()` + `pMoves[i].pDstTmpAllocation->GetOffset()`. | |
2. Store new resource in `pMoves[i].pDstTmpAllocation` by using Allocation::SetResource(). It will later replace old resource from `pMoves[i].pSrcAllocation`. | |
3. Copy data from the `pMoves[i].pSrcAllocation` e.g. using `D3D12GraphicsCommandList::CopyResource`. | |
4. Make sure these commands finished executing on the GPU. | |
Only then you can finish defragmentation pass by calling DefragmentationContext::EndPass(). | |
After this call, the allocation will point to the new place in memory. | |
Alternatively, if you cannot move specific allocation, | |
you can set DEFRAGMENTATION_MOVE::Operation to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE. | |
Alternatively, if you decide you want to completely remove the allocation, | |
set DEFRAGMENTATION_MOVE::Operation to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY. | |
Then, after DefragmentationContext::EndPass() the allocation will be released. | |
*/ | |
DEFRAGMENTATION_MOVE* pMoves; | |
}; | |
/// %Statistics returned for defragmentation process by function DefragmentationContext::GetStats(). | |
struct DEFRAGMENTATION_STATS | |
{ | |
/// Total number of bytes that have been copied while moving allocations to different places. | |
UINT64 BytesMoved; | |
/// Total number of bytes that have been released to the system by freeing empty heaps. | |
UINT64 BytesFreed; | |
/// Number of allocations that have been moved to different places. | |
UINT32 AllocationsMoved; | |
/// Number of empty `ID3D12Heap` objects that have been released to the system. | |
UINT32 HeapsFreed; | |
}; | |
/** \brief Represents defragmentation process in progress. | |
You can create this object using Allocator::BeginDefragmentation (for default pools) or | |
Pool::BeginDefragmentation (for a custom pool). | |
*/ | |
class D3D12MA_API DefragmentationContext : public IUnknownImpl | |
{ | |
public: | |
/** \brief Starts single defragmentation pass. | |
\param[out] pPassInfo Computed informations for current pass. | |
\returns | |
- `S_OK` if no more moves are possible. Then you can omit call to DefragmentationContext::EndPass() and simply end whole defragmentation. | |
- `S_FALSE` if there are pending moves returned in `pPassInfo`. You need to perform them, call DefragmentationContext::EndPass(), | |
and then preferably try another pass with DefragmentationContext::BeginPass(). | |
*/ | |
HRESULT BeginPass(DEFRAGMENTATION_PASS_MOVE_INFO* pPassInfo); | |
/** \brief Ends single defragmentation pass. | |
\param pPassInfo Computed informations for current pass filled by DefragmentationContext::BeginPass() and possibly modified by you. | |
\return Returns `S_OK` if no more moves are possible or `S_FALSE` if more defragmentations are possible. | |
Ends incremental defragmentation pass and commits all defragmentation moves from `pPassInfo`. | |
After this call: | |
- %Allocation at `pPassInfo[i].pSrcAllocation` that had `pPassInfo[i].Operation ==` #DEFRAGMENTATION_MOVE_OPERATION_COPY | |
(which is the default) will be pointing to the new destination place. | |
- %Allocation at `pPassInfo[i].pSrcAllocation` that had `pPassInfo[i].operation ==` #DEFRAGMENTATION_MOVE_OPERATION_DESTROY | |
will be released. | |
If no more moves are possible you can end whole defragmentation. | |
*/ | |
HRESULT EndPass(DEFRAGMENTATION_PASS_MOVE_INFO* pPassInfo); | |
/** \brief Returns statistics of the defragmentation performed so far. | |
*/ | |
void GetStats(DEFRAGMENTATION_STATS* pStats); | |
protected: | |
void ReleaseThis() override; | |
private: | |
friend class Pool; | |
friend class Allocator; | |
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*); | |
DefragmentationContextPimpl* m_Pimpl; | |
DefragmentationContext(AllocatorPimpl* allocator, | |
const DEFRAGMENTATION_DESC& desc, | |
BlockVector* poolVector); | |
~DefragmentationContext(); | |
D3D12MA_CLASS_NO_COPY(DefragmentationContext) | |
}; | |
/// \brief Bit flags to be used with POOL_DESC::Flags. | |
enum POOL_FLAGS | |
{ | |
/// Zero | |
POOL_FLAG_NONE = 0, | |
/** \brief Enables alternative, linear allocation algorithm in this pool. | |
Specify this flag to enable linear allocation algorithm, which always creates | |
new allocations after last one and doesn't reuse space from allocations freed in | |
between. It trades memory consumption for simplified algorithm and data | |
structure, which has better performance and uses less memory for metadata. | |
By using this flag, you can achieve behavior of free-at-once, stack, | |
ring buffer, and double stack. | |
For details, see documentation chapter \ref linear_algorithm. | |
*/ | |
POOL_FLAG_ALGORITHM_LINEAR = 0x1, | |
/** \brief Optimization, allocate MSAA textures as committed resources always. | |
Specify this flag to create MSAA textures with implicit heaps, as if they were created | |
with flag D3D12MA::ALLOCATION_FLAG_COMMITTED. Usage of this flags enables pool to create its heaps | |
on smaller alignment not suitable for MSAA textures. | |
*/ | |
POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED = 0x2, | |
// Bit mask to extract only `ALGORITHM` bits from entire set of flags. | |
POOL_FLAG_ALGORITHM_MASK = POOL_FLAG_ALGORITHM_LINEAR | |
}; | |
/// \brief Parameters of created D3D12MA::Pool object. To be used with D3D12MA::Allocator::CreatePool. | |
struct POOL_DESC | |
{ | |
/// Flags. | |
POOL_FLAGS Flags; | |
/** \brief The parameters of memory heap where allocations of this pool should be placed. | |
In the simplest case, just fill it with zeros and set `Type` to one of: `D3D12_HEAP_TYPE_DEFAULT`, | |
`D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`. Additional parameters can be used e.g. to utilize UMA. | |
*/ | |
D3D12_HEAP_PROPERTIES HeapProperties; | |
/** \brief Heap flags to be used when allocating heaps of this pool. | |
It should contain one of these values, depending on type of resources you are going to create in this heap: | |
`D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS`, | |
`D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES`, | |
`D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES`. | |
Except if ResourceHeapTier = 2, then it may be `D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES` = 0. | |
You can specify additional flags if needed. | |
*/ | |
D3D12_HEAP_FLAGS HeapFlags; | |
/** \brief Size of a single heap (memory block) to be allocated as part of this pool, in bytes. Optional. | |
Specify nonzero to set explicit, constant size of memory blocks used by this pool. | |
Leave 0 to use default and let the library manage block sizes automatically. | |
Then sizes of particular blocks may vary. | |
*/ | |
UINT64 BlockSize; | |
/** \brief Minimum number of heaps (memory blocks) to be always allocated in this pool, even if they stay empty. Optional. | |
Set to 0 to have no preallocated blocks and allow the pool be completely empty. | |
*/ | |
UINT MinBlockCount; | |
/** \brief Maximum number of heaps (memory blocks) that can be allocated in this pool. Optional. | |
Set to 0 to use default, which is `UINT64_MAX`, which means no limit. | |
Set to same value as D3D12MA::POOL_DESC::MinBlockCount to have fixed amount of memory allocated | |
throughout whole lifetime of this pool. | |
*/ | |
UINT MaxBlockCount; | |
/** \brief Additional minimum alignment to be used for all allocations created from this pool. Can be 0. | |
Leave 0 (default) not to impose any additional alignment. If not 0, it must be a power of two. | |
*/ | |
UINT64 MinAllocationAlignment; | |
/** \brief Additional parameter allowing pool to create resources with passed protected session. | |
If not null then all the heaps and committed resources will be created with this parameter. | |
Valid only if ID3D12Device4 interface is present in current Windows SDK! | |
*/ | |
ID3D12ProtectedResourceSession* pProtectedSession; | |
/** \brief Residency priority to be set for all allocations made in this pool. Optional. | |
Set this parameter to one of the possible enum values e.g. `D3D12_RESIDENCY_PRIORITY_HIGH` | |
to apply specific residency priority to all allocations made in this pool: | |
`ID3D12Heap` memory blocks used to sub-allocate for placed resources, as well as | |
committed resources or heaps created when D3D12MA::ALLOCATION_FLAG_COMMITTED is used. | |
This can increase/decrease chance that the memory will be pushed out from VRAM | |
to system RAM when the system runs out of memory, which is invisible to the developer | |
using D3D12 API while it can degrade performance. | |
Priority is set using function `ID3D12Device1::SetResidencyPriority`. | |
It is performed only when `ID3D12Device1` interface is defined and successfully obtained. | |
Otherwise, this parameter is ignored. | |
This parameter is optional. If you set it to `D3D12_RESIDENCY_PRIORITY(0)`, | |
residency priority will not be set for allocations made in this pool. | |
There is no equivalent parameter for allocations made in default pools. | |
If you want to set residency priority for such allocation, you need to do it manually: | |
allocate with D3D12MA::ALLOCATION_FLAG_COMMITTED and call | |
`ID3D12Device1::SetResidencyPriority`, passing `allocation->GetResource()`. | |
*/ | |
D3D12_RESIDENCY_PRIORITY ResidencyPriority; | |
}; | |
/** \brief Custom memory pool | |
Represents a separate set of heaps (memory blocks) that can be used to create | |
D3D12MA::Allocation-s and resources in it. Usually there is no need to create custom | |
pools - creating resources in default pool is sufficient. | |
To create custom pool, fill D3D12MA::POOL_DESC and call D3D12MA::Allocator::CreatePool. | |
*/ | |
class D3D12MA_API Pool : public IUnknownImpl | |
{ | |
public: | |
/** \brief Returns copy of parameters of the pool. | |
These are the same parameters as passed to D3D12MA::Allocator::CreatePool. | |
*/ | |
POOL_DESC GetDesc() const; | |
/** \brief Retrieves basic statistics of the custom pool that are fast to calculate. | |
\param[out] pStats %Statistics of the current pool. | |
*/ | |
void GetStatistics(Statistics* pStats); | |
/** \brief Retrieves detailed statistics of the custom pool that are slower to calculate. | |
\param[out] pStats %Statistics of the current pool. | |
*/ | |
void CalculateStatistics(DetailedStatistics* pStats); | |
/** \brief Associates a name with the pool. This name is for use in debug diagnostics and tools. | |
Internal copy of the string is made, so the memory pointed by the argument can be | |
changed of freed immediately after this call. | |
`Name` can be NULL. | |
*/ | |
void SetName(LPCWSTR Name); | |
/** \brief Returns the name associated with the pool object. | |
Returned string points to an internal copy. | |
If no name was associated with the allocation, returns NULL. | |
*/ | |
LPCWSTR GetName() const; | |
/** \brief Begins defragmentation process of the current pool. | |
\param pDesc Structure filled with parameters of defragmentation. | |
\param[out] ppContext Context object that will manage defragmentation. | |
\returns | |
- `S_OK` if defragmentation can begin. | |
- `E_NOINTERFACE` if defragmentation is not supported. | |
For more information about defragmentation, see documentation chapter: | |
[Defragmentation](@ref defragmentation). | |
*/ | |
HRESULT BeginDefragmentation(const DEFRAGMENTATION_DESC* pDesc, DefragmentationContext** ppContext); | |
protected: | |
void ReleaseThis() override; | |
private: | |
friend class Allocator; | |
friend class AllocatorPimpl; | |
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*); | |
PoolPimpl* m_Pimpl; | |
Pool(Allocator* allocator, const POOL_DESC &desc); | |
~Pool(); | |
D3D12MA_CLASS_NO_COPY(Pool) | |
}; | |
/// \brief Bit flags to be used with ALLOCATOR_DESC::Flags. | |
enum ALLOCATOR_FLAGS | |
{ | |
/// Zero | |
ALLOCATOR_FLAG_NONE = 0, | |
/** | |
Allocator and all objects created from it will not be synchronized internally, | |
so you must guarantee they are used from only one thread at a time or | |
synchronized by you. | |
Using this flag may increase performance because internal mutexes are not used. | |
*/ | |
ALLOCATOR_FLAG_SINGLETHREADED = 0x1, | |
/** | |
Every allocation will have its own memory block. | |
To be used for debugging purposes. | |
*/ | |
ALLOCATOR_FLAG_ALWAYS_COMMITTED = 0x2, | |
/** | |
Heaps created for the default pools will be created with flag `D3D12_HEAP_FLAG_CREATE_NOT_ZEROED`, | |
allowing for their memory to be not zeroed by the system if possible, | |
which can speed up allocation. | |
Only affects default pools. | |
To use the flag with @ref custom_pools, you need to add it manually: | |
\code | |
poolDesc.heapFlags |= D3D12_HEAP_FLAG_CREATE_NOT_ZEROED; | |
\endcode | |
Only avaiable if `ID3D12Device8` is present. Otherwise, the flag is ignored. | |
*/ | |
ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED = 0x4, | |
/** \brief Optimization, allocate MSAA textures as committed resources always. | |
Specify this flag to create MSAA textures with implicit heaps, as if they were created | |
with flag D3D12MA::ALLOCATION_FLAG_COMMITTED. Usage of this flags enables all default pools | |
to create its heaps on smaller alignment not suitable for MSAA textures. | |
*/ | |
ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED = 0x8, | |
/** \brief Disable optimization that prefers creating small buffers as committed to avoid 64 KB alignment. | |
By default, the library prefers creating small buffers <= 32 KB as committed, | |
because drivers tend to pack them better, while placed buffers require 64 KB alignment. | |
This, however, may decrease performance, as creating committed resources involves allocation of implicit heaps, | |
which may take longer than creating placed resources in existing heaps. | |
Passing this flag will disable this committed preference globally for the allocator. | |
It can also be disabled for a single allocation by using #ALLOCATION_FLAG_STRATEGY_MIN_TIME. | |
*/ | |
ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED = 0x10, | |
}; | |
/// \brief Parameters of created Allocator object. To be used with CreateAllocator(). | |
struct ALLOCATOR_DESC | |
{ | |
/// Flags. | |
ALLOCATOR_FLAGS Flags; | |
/** Direct3D device object that the allocator should be attached to. | |
Allocator is doing `AddRef`/`Release` on this object. | |
*/ | |
ID3D12Device* pDevice; | |
/** \brief Preferred size of a single `ID3D12Heap` block to be allocated. | |
Set to 0 to use default, which is currently 64 MiB. | |
*/ | |
UINT64 PreferredBlockSize; | |
/** \brief Custom CPU memory allocation callbacks. Optional. | |
Optional, can be null. When specified, will be used for all CPU-side memory allocations. | |
*/ | |
const ALLOCATION_CALLBACKS* pAllocationCallbacks; | |
/** DXGI Adapter object that you use for D3D12 and this allocator. | |
Allocator is doing `AddRef`/`Release` on this object. | |
*/ | |
IDXGIAdapter* pAdapter; | |
}; | |
/** | |
\brief Represents main object of this library initialized for particular `ID3D12Device`. | |
Fill structure D3D12MA::ALLOCATOR_DESC and call function CreateAllocator() to create it. | |
Call method `Release()` to destroy it. | |
It is recommended to create just one object of this type per `ID3D12Device` object, | |
right after Direct3D 12 is initialized and keep it alive until before Direct3D device is destroyed. | |
*/ | |
class D3D12MA_API Allocator : public IUnknownImpl | |
{ | |
public: | |
/// Returns cached options retrieved from D3D12 device. | |
const D3D12_FEATURE_DATA_D3D12_OPTIONS& GetD3D12Options() const; | |
/** \brief Returns true if `D3D12_FEATURE_DATA_ARCHITECTURE1::UMA` was found to be true. | |
For more information about how to use it, see articles in Microsoft Docs articles: | |
- "UMA Optimizations: CPU Accessible Textures and Standard Swizzle" | |
- "D3D12_FEATURE_DATA_ARCHITECTURE structure (d3d12.h)" | |
- "ID3D12Device::GetCustomHeapProperties method (d3d12.h)" | |
*/ | |
BOOL IsUMA() const; | |
/** \brief Returns true if `D3D12_FEATURE_DATA_ARCHITECTURE1::CacheCoherentUMA` was found to be true. | |
For more information about how to use it, see articles in Microsoft Docs articles: | |
- "UMA Optimizations: CPU Accessible Textures and Standard Swizzle" | |
- "D3D12_FEATURE_DATA_ARCHITECTURE structure (d3d12.h)" | |
- "ID3D12Device::GetCustomHeapProperties method (d3d12.h)" | |
*/ | |
BOOL IsCacheCoherentUMA() const; | |
/** \brief Returns true if GPU Upload Heaps are supported on the current system. | |
When true, you can use `D3D12_HEAP_TYPE_GPU_UPLOAD`. | |
This flag is fetched from `D3D12_FEATURE_D3D12_OPTIONS16::GPUUploadHeapSupported`. | |
`#define D3D12MA_OPTIONS16_SUPPORTED 1` is needed for the compilation of this library. Otherwise the flag is always false. | |
*/ | |
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`. | |
This information is taken from `DXGI_ADAPTER_DESC`. | |
It is not recommended to use this number. | |
You should preferably call GetBudget() and limit memory usage to D3D12MA::Budget::BudgetBytes instead. | |
- When IsUMA() `== FALSE` (discrete graphics card): | |
- `GetMemoryCapacity(DXGI_MEMORY_SEGMENT_GROUP_LOCAL)` returns the size of the video memory. | |
- `GetMemoryCapacity(DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL)` returns the size of the system memory available for D3D12 resources. | |
- When IsUMA() `== TRUE` (integrated graphics chip): | |
- `GetMemoryCapacity(DXGI_MEMORY_SEGMENT_GROUP_LOCAL)` returns the size of the shared memory available for all D3D12 resources. | |
All memory is considered "local". | |
- `GetMemoryCapacity(DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL)` is not applicable and returns 0. | |
*/ | |
UINT64 GetMemoryCapacity(UINT memorySegmentGroup) const; | |
/** \brief Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation function. | |
The function is similar to `ID3D12Device::CreateCommittedResource`, but it may | |
really call `ID3D12Device::CreatePlacedResource` to assign part of a larger, | |
existing memory heap to the new resource, which is the main purpose of this | |
whole library. | |
If `ppvResource` is null, you receive only `ppAllocation` object from this function. | |
It holds pointer to `ID3D12Resource` that can be queried using function D3D12MA::Allocation::GetResource(). | |
Reference count of the resource object is 1. | |
It is automatically destroyed when you destroy the allocation object. | |
If `ppvResource` is not null, you receive pointer to the resource next to allocation object. | |
Reference count of the resource object is then increased by calling `QueryInterface`, so you need to manually `Release` it | |
along with the allocation. | |
\param pAllocDesc Parameters of the allocation. | |
\param pResourceDesc Description of created resource. | |
\param InitialResourceState Initial resource state. | |
\param pOptimizedClearValue Optional. Either null or optimized clear value. | |
\param[out] ppAllocation Filled with pointer to new allocation object created. | |
\param riidResource IID of a resource to be returned via `ppvResource`. | |
\param[out] ppvResource Optional. If not null, filled with pointer to new resouce created. | |
\note This function creates a new resource. Sub-allocation of parts of one large buffer, | |
although recommended as a good practice, is out of scope of this library and could be implemented | |
by the user as a higher-level logic on top of it, e.g. using the \ref virtual_allocator feature. | |
*/ | |
HRESULT CreateResource( | |
const ALLOCATION_DESC* pAllocDesc, | |
const D3D12_RESOURCE_DESC* pResourceDesc, | |
D3D12_RESOURCE_STATES InitialResourceState, | |
const D3D12_CLEAR_VALUE *pOptimizedClearValue, | |
Allocation** ppAllocation, | |
REFIID riidResource, | |
void** ppvResource); | |
#ifdef __ID3D12Device8_INTERFACE_DEFINED__ | |
/** \brief Similar to Allocator::CreateResource, but supports new structure `D3D12_RESOURCE_DESC1`. | |
It internally uses `ID3D12Device8::CreateCommittedResource2` or `ID3D12Device8::CreatePlacedResource1`. | |
To work correctly, `ID3D12Device8` interface must be available in the current system. Otherwise, `E_NOINTERFACE` is returned. | |
*/ | |
HRESULT CreateResource2( | |
const ALLOCATION_DESC* pAllocDesc, | |
const D3D12_RESOURCE_DESC1* pResourceDesc, | |
D3D12_RESOURCE_STATES InitialResourceState, | |
const D3D12_CLEAR_VALUE *pOptimizedClearValue, | |
Allocation** ppAllocation, | |
REFIID riidResource, | |
void** ppvResource); | |
#endif // #ifdef __ID3D12Device8_INTERFACE_DEFINED__ | |
#ifdef __ID3D12Device10_INTERFACE_DEFINED__ | |
/** \brief Similar to Allocator::CreateResource2, but there are initial layout instead of state and | |
castable formats list | |
It internally uses `ID3D12Device10::CreateCommittedResource3` or `ID3D12Device10::CreatePlacedResource2`. | |
To work correctly, `ID3D12Device10` interface must be available in the current system. Otherwise, `E_NOINTERFACE` is returned. | |
*/ | |
HRESULT CreateResource3(const ALLOCATION_DESC* pAllocDesc, | |
const D3D12_RESOURCE_DESC1* pResourceDesc, | |
D3D12_BARRIER_LAYOUT InitialLayout, | |
const D3D12_CLEAR_VALUE* pOptimizedClearValue, | |
UINT32 NumCastableFormats, | |
DXGI_FORMAT* pCastableFormats, | |
Allocation** ppAllocation, | |
REFIID riidResource, | |
void** ppvResource); | |
#endif // #ifdef __ID3D12Device10_INTERFACE_DEFINED__ | |
/** \brief Allocates memory without creating any resource placed in it. | |
This function is similar to `ID3D12Device::CreateHeap`, but it may really assign | |
part of a larger, existing heap to the allocation. | |
`pAllocDesc->heapFlags` should contain one of these values, depending on type of resources you are going to create in this memory: | |
`D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS`, | |
`D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES`, | |
`D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES`. | |
Except if you validate that ResourceHeapTier = 2 - then `heapFlags` | |
may be `D3D12_HEAP_FLAG_ALLOW_ALL_BUFFERS_AND_TEXTURES` = 0. | |
Additional flags in `heapFlags` are allowed as well. | |
`pAllocInfo->SizeInBytes` must be multiply of 64KB. | |
`pAllocInfo->Alignment` must be one of the legal values as described in documentation of `D3D12_HEAP_DESC`. | |
If you use D3D12MA::ALLOCATION_FLAG_COMMITTED you will get a separate memory block - | |
a heap that always has offset 0. | |
*/ | |
HRESULT AllocateMemory( | |
const ALLOCATION_DESC* pAllocDesc, | |
const D3D12_RESOURCE_ALLOCATION_INFO* pAllocInfo, | |
Allocation** ppAllocation); | |
/** \brief Creates a new resource in place of an existing allocation. This is useful for memory aliasing. | |
\param pAllocation Existing allocation indicating the memory where the new resource should be created. | |
It can be created using D3D12MA::Allocator::CreateResource and already have a resource bound to it, | |
or can be a raw memory allocated with D3D12MA::Allocator::AllocateMemory. | |
It must not be created as committed so that `ID3D12Heap` is available and not implicit. | |
\param AllocationLocalOffset Additional offset in bytes to be applied when allocating the resource. | |
Local from the start of `pAllocation`, not the beginning of the whole `ID3D12Heap`! | |
If the new resource should start from the beginning of the `pAllocation` it should be 0. | |
\param pResourceDesc Description of the new resource to be created. | |
\param InitialResourceState | |
\param pOptimizedClearValue | |
\param riidResource | |
\param[out] ppvResource Returns pointer to the new resource. | |
The resource is not bound with `pAllocation`. | |
This pointer must not be null - you must get the resource pointer and `Release` it when no longer needed. | |
Memory requirements of the new resource are checked for validation. | |
If its size exceeds the end of `pAllocation` or required alignment is not fulfilled | |
considering `pAllocation->GetOffset() + AllocationLocalOffset`, the function | |
returns `E_INVALIDARG`. | |
*/ | |
HRESULT CreateAliasingResource( | |
Allocation* pAllocation, | |
UINT64 AllocationLocalOffset, | |
const D3D12_RESOURCE_DESC* pResourceDesc, | |
D3D12_RESOURCE_STATES InitialResourceState, | |
const D3D12_CLEAR_VALUE *pOptimizedClearValue, | |
REFIID riidResource, | |
void** ppvResource); | |
#ifdef __ID3D12Device8_INTERFACE_DEFINED__ | |
/** \brief Similar to Allocator::CreateAliasingResource, but supports new structure `D3D12_RESOURCE_DESC1`. | |
It internally uses `ID3D12Device8::CreatePlacedResource1`. | |
To work correctly, `ID3D12Device8` interface must be available in the current system. Otherwise, `E_NOINTERFACE` is returned. | |
*/ | |
HRESULT CreateAliasingResource1(Allocation* pAllocation, | |
UINT64 AllocationLocalOffset, | |
const D3D12_RESOURCE_DESC1* pResourceDesc, | |
D3D12_RESOURCE_STATES InitialResourceState, | |
const D3D12_CLEAR_VALUE* pOptimizedClearValue, | |
REFIID riidResource, | |
void** ppvResource); | |
#endif // #ifdef __ID3D12Device8_INTERFACE_DEFINED__ | |
#ifdef __ID3D12Device10_INTERFACE_DEFINED__ | |
/** \brief Similar to Allocator::CreateAliasingResource1, but there are initial layout instead of state and | |
castable formats list | |
It internally uses `ID3D12Device10::CreatePlacedResource2`. | |
To work correctly, `ID3D12Device10` interface must be available in the current system. Otherwise, `E_NOINTERFACE` is returned. | |
*/ | |
HRESULT CreateAliasingResource2(Allocation* pAllocation, | |
UINT64 AllocationLocalOffset, | |
const D3D12_RESOURCE_DESC1* pResourceDesc, | |
D3D12_BARRIER_LAYOUT InitialLayout, | |
const D3D12_CLEAR_VALUE* pOptimizedClearValue, | |
UINT32 NumCastableFormats, | |
DXGI_FORMAT* pCastableFormats, | |
REFIID riidResource, | |
void** ppvResource); | |
#endif // #ifdef __ID3D12Device10_INTERFACE_DEFINED__ | |
/** \brief Creates custom pool. | |
*/ | |
HRESULT CreatePool( | |
const POOL_DESC* pPoolDesc, | |
Pool** ppPool); | |
/** \brief Sets the index of the current frame. | |
This function is used to set the frame index in the allocator when a new game frame begins. | |
*/ | |
void SetCurrentFrameIndex(UINT frameIndex); | |
/** \brief Retrieves information about current memory usage and budget. | |
\param[out] pLocalBudget Optional, can be null. | |
\param[out] pNonLocalBudget Optional, can be null. | |
- When IsUMA() `== FALSE` (discrete graphics card): | |
- `pLocalBudget` returns the budget of the video memory. | |
- `pNonLocalBudget` returns the budget of the system memory available for D3D12 resources. | |
- When IsUMA() `== TRUE` (integrated graphics chip): | |
- `pLocalBudget` returns the budget of the shared memory available for all D3D12 resources. | |
All memory is considered "local". | |
- `pNonLocalBudget` is not applicable and returns zeros. | |
This function is called "get" not "calculate" because it is very fast, suitable to be called | |
every frame or every allocation. For more detailed statistics use CalculateStatistics(). | |
Note that when using allocator from multiple threads, returned information may immediately | |
become outdated. | |
*/ | |
void GetBudget(Budget* pLocalBudget, Budget* pNonLocalBudget); | |
/** \brief Retrieves statistics from current state of the allocator. | |
This function is called "calculate" not "get" because it has to traverse all | |
internal data structures, so it may be quite slow. Use it for debugging purposes. | |
For faster but more brief statistics suitable to be called every frame or every allocation, | |
use GetBudget(). | |
Note that when using allocator from multiple threads, returned information may immediately | |
become outdated. | |
*/ | |
void CalculateStatistics(TotalStatistics* pStats); | |
/** \brief Builds and returns statistics as a string in JSON format. | |
* | |
@param[out] ppStatsString Must be freed using Allocator::FreeStatsString. | |
@param DetailedMap `TRUE` to include full list of allocations (can make the string quite long), `FALSE` to only return statistics. | |
*/ | |
void BuildStatsString(WCHAR** ppStatsString, BOOL DetailedMap) const; | |
/// Frees memory of a string returned from Allocator::BuildStatsString. | |
void FreeStatsString(WCHAR* pStatsString) const; | |
/** \brief Begins defragmentation process of the default pools. | |
\param pDesc Structure filled with parameters of defragmentation. | |
\param[out] ppContext Context object that will manage defragmentation. | |
For more information about defragmentation, see documentation chapter: | |
[Defragmentation](@ref defragmentation). | |
*/ | |
void BeginDefragmentation(const DEFRAGMENTATION_DESC* pDesc, DefragmentationContext** ppContext); | |
protected: | |
void ReleaseThis() override; | |
private: | |
friend D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC*, Allocator**); | |
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*); | |
friend class DefragmentationContext; | |
friend class Pool; | |
Allocator(const ALLOCATION_CALLBACKS& allocationCallbacks, const ALLOCATOR_DESC& desc); | |
~Allocator(); | |
AllocatorPimpl* m_Pimpl; | |
D3D12MA_CLASS_NO_COPY(Allocator) | |
}; | |
/// \brief Bit flags to be used with VIRTUAL_BLOCK_DESC::Flags. | |
enum VIRTUAL_BLOCK_FLAGS | |
{ | |
/// Zero | |
VIRTUAL_BLOCK_FLAG_NONE = 0, | |
/** \brief Enables alternative, linear allocation algorithm in this virtual block. | |
Specify this flag to enable linear allocation algorithm, which always creates | |
new allocations after last one and doesn't reuse space from allocations freed in | |
between. It trades memory consumption for simplified algorithm and data | |
structure, which has better performance and uses less memory for metadata. | |
By using this flag, you can achieve behavior of free-at-once, stack, | |
ring buffer, and double stack. | |
For details, see documentation chapter \ref linear_algorithm. | |
*/ | |
VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR = POOL_FLAG_ALGORITHM_LINEAR, | |
// Bit mask to extract only `ALGORITHM` bits from entire set of flags. | |
VIRTUAL_BLOCK_FLAG_ALGORITHM_MASK = POOL_FLAG_ALGORITHM_MASK | |
}; | |
/// Parameters of created D3D12MA::VirtualBlock object to be passed to CreateVirtualBlock(). | |
struct VIRTUAL_BLOCK_DESC | |
{ | |
/// Flags. | |
VIRTUAL_BLOCK_FLAGS Flags; | |
/** \brief Total size of the block. | |
Sizes can be expressed in bytes or any units you want as long as you are consistent in using them. | |
For example, if you allocate from some array of structures, 1 can mean single instance of entire structure. | |
*/ | |
UINT64 Size; | |
/** \brief Custom CPU memory allocation callbacks. Optional. | |
Optional, can be null. When specified, will be used for all CPU-side memory allocations. | |
*/ | |
const ALLOCATION_CALLBACKS* pAllocationCallbacks; | |
}; | |
/// \brief Bit flags to be used with VIRTUAL_ALLOCATION_DESC::Flags. | |
enum VIRTUAL_ALLOCATION_FLAGS | |
{ | |
/// Zero | |
VIRTUAL_ALLOCATION_FLAG_NONE = 0, | |
/** \brief Allocation will be created from upper stack in a double stack pool. | |
This flag is only allowed for virtual blocks created with #VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR flag. | |
*/ | |
VIRTUAL_ALLOCATION_FLAG_UPPER_ADDRESS = ALLOCATION_FLAG_UPPER_ADDRESS, | |
/// %Allocation strategy that tries to minimize memory usage. | |
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_MEMORY = ALLOCATION_FLAG_STRATEGY_MIN_MEMORY, | |
/// %Allocation strategy that tries to minimize allocation time. | |
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_TIME = ALLOCATION_FLAG_STRATEGY_MIN_TIME, | |
/** %Allocation strategy that chooses always the lowest offset in available space. | |
This is not the most efficient strategy but achieves highly packed data. | |
*/ | |
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_OFFSET = ALLOCATION_FLAG_STRATEGY_MIN_OFFSET, | |
/** \brief A bit mask to extract only `STRATEGY` bits from entire set of flags. | |
These strategy flags are binary compatible with equivalent flags in #ALLOCATION_FLAGS. | |
*/ | |
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MASK = ALLOCATION_FLAG_STRATEGY_MASK, | |
}; | |
/// Parameters of created virtual allocation to be passed to VirtualBlock::Allocate(). | |
struct VIRTUAL_ALLOCATION_DESC | |
{ | |
/// Flags. | |
VIRTUAL_ALLOCATION_FLAGS Flags; | |
/** \brief Size of the allocation. | |
Cannot be zero. | |
*/ | |
UINT64 Size; | |
/** \brief Required alignment of the allocation. | |
Must be power of two. Special value 0 has the same meaning as 1 - means no special alignment is required, so allocation can start at any offset. | |
*/ | |
UINT64 Alignment; | |
/** \brief Custom pointer to be associated with the allocation. | |
It can be fetched or changed later. | |
*/ | |
void* pPrivateData; | |
}; | |
/// Parameters of an existing virtual allocation, returned by VirtualBlock::GetAllocationInfo(). | |
struct VIRTUAL_ALLOCATION_INFO | |
{ | |
/// \brief Offset of the allocation. | |
UINT64 Offset; | |
/** \brief Size of the allocation. | |
Same value as passed in VIRTUAL_ALLOCATION_DESC::Size. | |
*/ | |
UINT64 Size; | |
/** \brief Custom pointer associated with the allocation. | |
Same value as passed in VIRTUAL_ALLOCATION_DESC::pPrivateData or VirtualBlock::SetAllocationPrivateData(). | |
*/ | |
void* pPrivateData; | |
}; | |
/** \brief Represents pure allocation algorithm and a data structure with allocations in some memory block, without actually allocating any GPU memory. | |
This class allows to use the core algorithm of the library custom allocations e.g. CPU memory or | |
sub-allocation regions inside a single GPU buffer. | |
To create this object, fill in D3D12MA::VIRTUAL_BLOCK_DESC and call CreateVirtualBlock(). | |
To destroy it, call its method `VirtualBlock::Release()`. | |
You need to free all the allocations within this block or call Clear() before destroying it. | |
This object is not thread-safe - should not be used from multiple threads simultaneously, must be synchronized externally. | |
*/ | |
class D3D12MA_API VirtualBlock : public IUnknownImpl | |
{ | |
public: | |
/** \brief Returns true if the block is empty - contains 0 allocations. | |
*/ | |
BOOL IsEmpty() const; | |
/** \brief Returns information about an allocation - its offset, size and custom pointer. | |
*/ | |
void GetAllocationInfo(VirtualAllocation allocation, VIRTUAL_ALLOCATION_INFO* pInfo) const; | |
/** \brief Creates new allocation. | |
\param pDesc | |
\param[out] pAllocation Unique indentifier of the new allocation within single block. | |
\param[out] pOffset Returned offset of the new allocation. Optional, can be null. | |
\return `S_OK` if allocation succeeded, `E_OUTOFMEMORY` if it failed. | |
If the allocation failed, `pAllocation->AllocHandle` is set to 0 and `pOffset`, if not null, is set to `UINT64_MAX`. | |
*/ | |
HRESULT Allocate(const VIRTUAL_ALLOCATION_DESC* pDesc, VirtualAllocation* pAllocation, UINT64* pOffset); | |
/** \brief Frees the allocation. | |
Calling this function with `allocation.AllocHandle == 0` is correct and does nothing. | |
*/ | |
void FreeAllocation(VirtualAllocation allocation); | |
/** \brief Frees all the allocations. | |
*/ | |
void Clear(); | |
/** \brief Changes custom pointer for an allocation to a new value. | |
*/ | |
void SetAllocationPrivateData(VirtualAllocation allocation, void* pPrivateData); | |
/** \brief Retrieves basic statistics of the virtual block that are fast to calculate. | |
\param[out] pStats %Statistics of the virtual block. | |
*/ | |
void GetStatistics(Statistics* pStats) const; | |
/** \brief Retrieves detailed statistics of the virtual block that are slower to calculate. | |
\param[out] pStats %Statistics of the virtual block. | |
*/ | |
void CalculateStatistics(DetailedStatistics* pStats) const; | |
/** \brief Builds and returns statistics as a string in JSON format, including the list of allocations with their parameters. | |
@param[out] ppStatsString Must be freed using VirtualBlock::FreeStatsString. | |
*/ | |
void BuildStatsString(WCHAR** ppStatsString) const; | |
/** \brief Frees memory of a string returned from VirtualBlock::BuildStatsString. | |
*/ | |
void FreeStatsString(WCHAR* pStatsString) const; | |
protected: | |
void ReleaseThis() override; | |
private: | |
friend D3D12MA_API HRESULT CreateVirtualBlock(const VIRTUAL_BLOCK_DESC*, VirtualBlock**); | |
template<typename T> friend void D3D12MA_DELETE(const ALLOCATION_CALLBACKS&, T*); | |
VirtualBlockPimpl* m_Pimpl; | |
VirtualBlock(const ALLOCATION_CALLBACKS& allocationCallbacks, const VIRTUAL_BLOCK_DESC& desc); | |
~VirtualBlock(); | |
D3D12MA_CLASS_NO_COPY(VirtualBlock) | |
}; | |
/** \brief Creates new main D3D12MA::Allocator object and returns it through `ppAllocator`. | |
You normally only need to call it once and keep a single Allocator object for your `ID3D12Device`. | |
*/ | |
D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC* pDesc, Allocator** ppAllocator); | |
/** \brief Creates new D3D12MA::VirtualBlock object and returns it through `ppVirtualBlock`. | |
Note you don't need to create D3D12MA::Allocator to use virtual blocks. | |
*/ | |
D3D12MA_API HRESULT CreateVirtualBlock(const VIRTUAL_BLOCK_DESC* pDesc, VirtualBlock** ppVirtualBlock); | |
} // namespace D3D12MA | |
/// \cond INTERNAL | |
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::ALLOCATION_FLAGS); | |
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::DEFRAGMENTATION_FLAGS); | |
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::ALLOCATOR_FLAGS); | |
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::POOL_FLAGS); | |
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::VIRTUAL_BLOCK_FLAGS); | |
DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::VIRTUAL_ALLOCATION_FLAGS); | |
/// \endcond | |
/** | |
\page quick_start Quick start | |
\section quick_start_project_setup Project setup and initialization | |
This is a small, standalone C++ library. It consists of a pair of 2 files: | |
"D3D12MemAlloc.h" header file with public interface and "D3D12MemAlloc.cpp" with | |
internal implementation. The only external dependencies are WinAPI, Direct3D 12, | |
and parts of C/C++ standard library (but STL containers, exceptions, or RTTI are | |
not used). | |
The library is developed and tested using Microsoft Visual Studio 2019, but it | |
should work with other compilers as well. It is designed for 64-bit code. | |
To use the library in your project: | |
(1.) Copy files `D3D12MemAlloc.cpp`, `%D3D12MemAlloc.h` to your project. | |
(2.) Make `D3D12MemAlloc.cpp` compiling as part of the project, as C++ code. | |
(3.) Include library header in each CPP file that needs to use the library. | |
\code | |
#include "D3D12MemAlloc.h" | |
\endcode | |
(4.) Right after you created `ID3D12Device`, fill D3D12MA::ALLOCATOR_DESC | |
structure and call function D3D12MA::CreateAllocator to create the main | |
D3D12MA::Allocator object. | |
Please note that all symbols of the library are declared inside #D3D12MA namespace. | |
\code | |
IDXGIAdapter* adapter = (...) | |
ID3D12Device* device = (...) | |
D3D12MA::ALLOCATOR_DESC allocatorDesc = {}; | |
allocatorDesc.pDevice = device; | |
allocatorDesc.pAdapter = adapter; | |
// These flags are optional but recommended. | |
allocatorDesc.Flags = D3D12MA::ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED | | |
D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED; | |
D3D12MA::Allocator* allocator; | |
HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator); | |
\endcode | |
(5.) Right before destroying the D3D12 device, destroy the allocator object. | |
Objects of this library must be destroyed by calling `Release` method. | |
They are somewhat compatible with COM: they implement `IUnknown` interface with its virtual methods: `AddRef`, `Release`, `QueryInterface`, | |
and they are reference-counted internally. | |
You can use smart pointers designed for COM with objects of this library - e.g. `CComPtr` or `Microsoft::WRL::ComPtr`. | |
The reference counter is thread-safe. | |
`QueryInterface` method supports only `IUnknown`, as classes of this library don't define their own GUIDs. | |
\code | |
allocator->Release(); | |
\endcode | |
\section quick_start_creating_resources Creating resources | |
To use the library for creating resources (textures and buffers), call method | |
D3D12MA::Allocator::CreateResource in the place where you would previously call | |
`ID3D12Device::CreateCommittedResource`. | |
The function has similar syntax, but it expects structure D3D12MA::ALLOCATION_DESC | |
to be passed along with `D3D12_RESOURCE_DESC` and other parameters for created | |
resource. This structure describes parameters of the desired memory allocation, | |
including choice of `D3D12_HEAP_TYPE`. | |
The function returns a new object of type D3D12MA::Allocation. | |
It represents allocated memory and can be queried for size, offset, `ID3D12Heap`. | |
It also holds a reference to the `ID3D12Resource`, which can be accessed by calling D3D12MA::Allocation::GetResource(). | |
\code | |
D3D12_RESOURCE_DESC resourceDesc = {}; | |
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; | |
resourceDesc.Alignment = 0; | |
resourceDesc.Width = 1024; | |
resourceDesc.Height = 1024; | |
resourceDesc.DepthOrArraySize = 1; | |
resourceDesc.MipLevels = 1; | |
resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
resourceDesc.SampleDesc.Count = 1; | |
resourceDesc.SampleDesc.Quality = 0; | |
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; | |
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE; | |
D3D12MA::ALLOCATION_DESC allocationDesc = {}; | |
allocationDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT; | |
D3D12MA::Allocation* allocation; | |
HRESULT hr = allocator->CreateResource( | |
&allocationDesc, | |
&resourceDesc, | |
D3D12_RESOURCE_STATE_COPY_DEST, | |
NULL, | |
&allocation, | |
IID_NULL, NULL); | |
// Use allocation->GetResource()... | |
\endcode | |
You need to release the allocation object when no longer needed. | |
This will also release the D3D12 resource. | |
\code | |
allocation->Release(); | |
\endcode | |
The advantage of using the allocator instead of creating committed resource, and | |
the main purpose of this library, is that it can decide to allocate bigger memory | |
heap internally using `ID3D12Device::CreateHeap` and place multiple resources in | |
it, at different offsets, using `ID3D12Device::CreatePlacedResource`. The library | |
manages its own collection of allocated memory blocks (heaps) and remembers which | |
parts of them are occupied and which parts are free to be used for new resources. | |
It is important to remember that resources created as placed don't have their memory | |
initialized to zeros, but may contain garbage data, so they need to be fully initialized | |
before usage, e.g. using Clear (`ClearRenderTargetView`), Discard (`DiscardResource`), | |
or copy (`CopyResource`). | |
The library also automatically handles resource heap tier. | |
When `D3D12_FEATURE_DATA_D3D12_OPTIONS::ResourceHeapTier` equals `D3D12_RESOURCE_HEAP_TIER_1`, | |
resources of 3 types: buffers, textures that are render targets or depth-stencil, | |
and other textures must be kept in separate heaps. When `D3D12_RESOURCE_HEAP_TIER_2`, | |
they can be kept together. By using this library, you don't need to handle this | |
manually. | |
\section quick_start_resource_reference_counting Resource reference counting | |
`ID3D12Resource` and other interfaces of Direct3D 12 use COM, so they are reference-counted. | |
Objects of this library are reference-counted as well. | |
An object of type D3D12MA::Allocation remembers the resource (buffer or texture) | |
that was created together with this memory allocation | |
and holds a reference to the `ID3D12Resource` object. | |
(Note this is a difference to Vulkan Memory Allocator, where a `VmaAllocation` object has no connection | |
with the buffer or image that was created with it.) | |
Thus, it is important to manage the resource reference counter properly. | |
<b>The simplest use case</b> is shown in the code snippet above. | |
When only D3D12MA::Allocation object is obtained from a function call like D3D12MA::Allocator::CreateResource, | |
it remembers the `ID3D12Resource` that was created with it and holds a reference to it. | |
The resource can be obtained by calling `allocation->GetResource()`, which doesn't increment the resource | |
reference counter. | |
Calling `allocation->Release()` will decrease the resource reference counter, which is = 1 in this case, | |
so the resource will be released. | |
<b>Second option</b> is to retrieve a pointer to the resource along with D3D12MA::Allocation. | |
Last parameters of the resource creation function can be used for this purpose. | |
\code | |
D3D12MA::Allocation* allocation; | |
ID3D12Resource* resource; | |
HRESULT hr = allocator->CreateResource( | |
&allocationDesc, | |
&resourceDesc, | |
D3D12_RESOURCE_STATE_COPY_DEST, | |
NULL, | |
&allocation, | |
IID_PPV_ARGS(&resource)); | |
// Use resource... | |
\endcode | |
In this case, returned pointer `resource` is equal to `allocation->GetResource()`, | |
but the creation function additionally increases resource reference counter for the purpose of returning it from this call | |
(it actually calls `QueryInterface` internally), so the resource will have the counter = 2. | |
The resource then need to be released along with the allocation, in this particular order, | |
to make sure the resource is destroyed before its memory heap can potentially be freed. | |
\code | |
resource->Release(); | |
allocation->Release(); | |
\endcode | |
<b>More advanced use cases</b> are possible when we consider that an D3D12MA::Allocation object can just hold | |
a reference to any resource. | |
It can be changed by calling D3D12MA::Allocation::SetResource. This function | |
releases the old resource and calls `AddRef` on the new one. | |
Special care must be taken when performing <b>defragmentation</b>. | |
The new resource created at the destination place should be set as `pass.pMoves[i].pDstTmpAllocation->SetResource(newRes)`, | |
but it is moved to the source allocation at end of the defragmentation pass, | |
while the old resource accessible through `pass.pMoves[i].pSrcAllocation->GetResource()` is then released. | |
For more information, see documentation chapter \ref defragmentation. | |
\section quick_start_mapping_memory Mapping memory | |
The process of getting regular CPU-side pointer to the memory of a resource in | |
Direct3D is called "mapping". There are rules and restrictions to this process, | |
as described in D3D12 documentation of `ID3D12Resource::Map` method. | |
Mapping happens on the level of particular resources, not entire memory heaps, | |
and so it is out of scope of this library. Just as the documentation of the `Map` function says: | |
- Returned pointer refers to data of particular subresource, not entire memory heap. | |
- You can map same resource multiple times. It is ref-counted internally. | |
- Mapping is thread-safe. | |
- Unmapping is not required before resource destruction. | |
- Unmapping may not be required before using written data - some heap types on | |
some platforms support resources persistently mapped. | |
When using this library, you can map and use your resources normally without | |
considering whether they are created as committed resources or placed resources in one large heap. | |
Example for buffer created and filled in `UPLOAD` heap type: | |
\code | |
const UINT64 bufSize = 65536; | |
const float* bufData = (...); | |
D3D12_RESOURCE_DESC resourceDesc = {}; | |
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; | |
resourceDesc.Alignment = 0; | |
resourceDesc.Width = bufSize; | |
resourceDesc.Height = 1; | |
resourceDesc.DepthOrArraySize = 1; | |
resourceDesc.MipLevels = 1; | |
resourceDesc.Format = DXGI_FORMAT_UNKNOWN; | |
resourceDesc.SampleDesc.Count = 1; | |
resourceDesc.SampleDesc.Quality = 0; | |
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; | |
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE; | |
D3D12MA::ALLOCATION_DESC allocationDesc = {}; | |
allocationDesc.HeapType = D3D12_HEAP_TYPE_UPLOAD; | |
D3D12Resource* resource; | |
D3D12MA::Allocation* allocation; | |
HRESULT hr = allocator->CreateResource( | |
&allocationDesc, | |
&resourceDesc, | |
D3D12_RESOURCE_STATE_GENERIC_READ, | |
NULL, | |
&allocation, | |
IID_PPV_ARGS(&resource)); | |
void* mappedPtr; | |
hr = resource->Map(0, NULL, &mappedPtr); | |
memcpy(mappedPtr, bufData, bufSize); | |
resource->Unmap(0, NULL); | |
\endcode | |
\page custom_pools Custom memory pools | |
A "pool" is a collection of memory blocks that share certain properties. | |
Allocator creates 3 default pools: for `D3D12_HEAP_TYPE_DEFAULT`, `UPLOAD`, `READBACK`. | |
A default pool automatically grows in size. Size of allocated blocks is also variable and managed automatically. | |
Typical allocations are created in these pools. You can also create custom pools. | |
\section custom_pools_usage Usage | |
To create a custom pool, fill in structure D3D12MA::POOL_DESC and call function D3D12MA::Allocator::CreatePool | |
to obtain object D3D12MA::Pool. Example: | |
\code | |
POOL_DESC poolDesc = {}; | |
poolDesc.HeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT; | |
// These flags are optional but recommended. | |
poolDesc.Flags = D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED; | |
poolDesc.HeapFlags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED; | |
Pool* pool; | |
HRESULT hr = allocator->CreatePool(&poolDesc, &pool); | |
\endcode | |
To allocate resources out of a custom pool, only set member D3D12MA::ALLOCATION_DESC::CustomPool. | |
Example: | |
\code | |
ALLOCATION_DESC allocDesc = {}; | |
allocDesc.CustomPool = pool; | |
D3D12_RESOURCE_DESC resDesc = ... | |
Allocation* alloc; | |
hr = allocator->CreateResource(&allocDesc, &resDesc, | |
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &alloc, IID_NULL, NULL); | |
\endcode | |
All allocations must be released before releasing the pool. | |
The pool must be released before relasing the allocator. | |
\code | |
alloc->Release(); | |
pool->Release(); | |
\endcode | |
\section custom_pools_features_and_benefits Features and benefits | |
While it is recommended to use default pools whenever possible for simplicity and to give the allocator | |
more opportunities for internal optimizations, custom pools may be useful in following cases: | |
- To keep some resources separate from others in memory. | |
- To keep track of memory usage of just a specific group of resources. %Statistics can be queried using | |
D3D12MA::Pool::CalculateStatistics. | |
- To use specific size of a memory block (`ID3D12Heap`). To set it, use member D3D12MA::POOL_DESC::BlockSize. | |
When set to 0, the library uses automatically determined, variable block sizes. | |
- To reserve some minimum amount of memory allocated. To use it, set member D3D12MA::POOL_DESC::MinBlockCount. | |
- To limit maximum amount of memory allocated. To use it, set member D3D12MA::POOL_DESC::MaxBlockCount. | |
- To use extended parameters of the D3D12 memory allocation. While resources created from default pools | |
can only specify `D3D12_HEAP_TYPE_DEFAULT`, `UPLOAD`, `READBACK`, a custom pool may use non-standard | |
`D3D12_HEAP_PROPERTIES` (member D3D12MA::POOL_DESC::HeapProperties) and `D3D12_HEAP_FLAGS` | |
(D3D12MA::POOL_DESC::HeapFlags), which is useful e.g. for cross-adapter sharing or UMA | |
(see also D3D12MA::Allocator::IsUMA). | |
New versions of this library support creating **committed allocations in custom pools**. | |
It is supported only when D3D12MA::POOL_DESC::BlockSize = 0. | |
To use this feature, set D3D12MA::ALLOCATION_DESC::CustomPool to the pointer to your custom pool and | |
D3D12MA::ALLOCATION_DESC::Flags to D3D12MA::ALLOCATION_FLAG_COMMITTED. Example: | |
\code | |
ALLOCATION_DESC allocDesc = {}; | |
allocDesc.CustomPool = pool; | |
allocDesc.Flags = ALLOCATION_FLAG_COMMITTED; | |
D3D12_RESOURCE_DESC resDesc = ... | |
Allocation* alloc; | |
ID3D12Resource* res; | |
hr = allocator->CreateResource(&allocDesc, &resDesc, | |
D3D12_RESOURCE_STATE_GENERIC_READ, NULL, &alloc, IID_PPV_ARGS(&res)); | |
\endcode | |
This feature may seem unnecessary, but creating committed allocations from custom pools may be useful | |
in some cases, e.g. to have separate memory usage statistics for some group of resources or to use | |
extended allocation parameters, like custom `D3D12_HEAP_PROPERTIES`, which are available only in custom pools. | |
\page defragmentation Defragmentation | |
Interleaved allocations and deallocations of many objects of varying size can | |
cause fragmentation over time, which can lead to a situation where the library is unable | |
to find a continuous range of free memory for a new allocation despite there is | |
enough free space, just scattered across many small free ranges between existing | |
allocations. | |
To mitigate this problem, you can use defragmentation feature. | |
It doesn't happen automatically though and needs your cooperation, | |
because %D3D12MA is a low level library that only allocates memory. | |
It cannot recreate buffers and textures in a new place as it doesn't remember the contents of `D3D12_RESOURCE_DESC` structure. | |
It cannot copy their contents as it doesn't record any commands to a command list. | |
Example: | |
\code | |
D3D12MA::DEFRAGMENTATION_DESC defragDesc = {}; | |
defragDesc.Flags = D3D12MA::DEFRAGMENTATION_FLAG_ALGORITHM_FAST; | |
D3D12MA::DefragmentationContext* defragCtx; | |
allocator->BeginDefragmentation(&defragDesc, &defragCtx); | |
for(;;) | |
{ | |
D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO pass; | |
HRESULT hr = defragCtx->BeginPass(&pass); | |
if(hr == S_OK) | |
break; | |
else if(hr != S_FALSE) | |
// Handle error... | |
for(UINT i = 0; i < pass.MoveCount; ++i) | |
{ | |
// Inspect pass.pMoves[i].pSrcAllocation, identify what buffer/texture it represents. | |
MyEngineResourceData* resData = (MyEngineResourceData*)pMoves[i].pSrcAllocation->GetPrivateData(); | |
// Recreate this buffer/texture as placed at pass.pMoves[i].pDstTmpAllocation. | |
D3D12_RESOURCE_DESC resDesc = ... | |
ID3D12Resource* newRes; | |
hr = device->CreatePlacedResource( | |
pass.pMoves[i].pDstTmpAllocation->GetHeap(), | |
pass.pMoves[i].pDstTmpAllocation->GetOffset(), &resDesc, | |
D3D12_RESOURCE_STATE_COPY_DEST, NULL, IID_PPV_ARGS(&newRes)); | |
// Check hr... | |
// Store new resource in the pDstTmpAllocation. | |
pass.pMoves[i].pDstTmpAllocation->SetResource(newRes); | |
// Copy its content to the new place. | |
cmdList->CopyResource( | |
pass.pMoves[i].pDstTmpAllocation->GetResource(), | |
pass.pMoves[i].pSrcAllocation->GetResource()); | |
} | |
// Make sure the copy commands finished executing. | |
cmdQueue->ExecuteCommandLists(...); | |
// ... | |
WaitForSingleObject(fenceEvent, INFINITE); | |
// Update appropriate descriptors to point to the new places... | |
hr = defragCtx->EndPass(&pass); | |
if(hr == S_OK) | |
break; | |
else if(hr != S_FALSE) | |
// Handle error... | |
} | |
defragCtx->Release(); | |
\endcode | |
Although functions like D3D12MA::Allocator::CreateResource() | |
create an allocation and a buffer/texture at once, these are just a shortcut for | |
allocating memory and creating a placed resource. | |
Defragmentation works on memory allocations only. You must handle the rest manually. | |
Defragmentation is an iterative process that should repreat "passes" as long as related functions | |
return `S_FALSE` not `S_OK`. | |
In each pass: | |
1. D3D12MA::DefragmentationContext::BeginPass() function call: | |
- Calculates and returns the list of allocations to be moved in this pass. | |
Note this can be a time-consuming process. | |
- Reserves destination memory for them by creating temporary destination allocations | |
that you can query for their `ID3D12Heap` + offset using methods like D3D12MA::Allocation::GetHeap(). | |
2. Inside the pass, **you should**: | |
- Inspect the returned list of allocations to be moved. | |
- Create new buffers/textures as placed at the returned destination temporary allocations. | |
- Copy data from source to destination resources if necessary. | |
- Store the pointer to the new resource in the temporary destination allocation. | |
3. D3D12MA::DefragmentationContext::EndPass() function call: | |
- Frees the source memory reserved for the allocations that are moved. | |
- Modifies source D3D12MA::Allocation objects that are moved to point to the destination reserved memory | |
and destination resource, while source resource is released. | |
- Frees `ID3D12Heap` blocks that became empty. | |
Defragmentation algorithm tries to move all suitable allocations. | |
You can, however, refuse to move some of them inside a defragmentation pass, by setting | |
`pass.pMoves[i].Operation` to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE. | |
This is not recommended and may result in suboptimal packing of the allocations after defragmentation. | |
If you cannot ensure any allocation can be moved, it is better to keep movable allocations separate in a custom pool. | |
Inside a pass, for each allocation that should be moved: | |
- You should copy its data from the source to the destination place by calling e.g. `CopyResource()`. | |
- You need to make sure these commands finished executing before the source buffers/textures are released by D3D12MA::DefragmentationContext::EndPass(). | |
- If a resource doesn't contain any meaningful data, e.g. it is a transient render-target texture to be cleared, | |
filled, and used temporarily in each rendering frame, you can just recreate this texture | |
without copying its data. | |
- If the resource is in `D3D12_HEAP_TYPE_READBACK` memory, you can copy its data on the CPU | |
using `memcpy()`. | |
- If you cannot move the allocation, you can set `pass.pMoves[i].Operation` to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE. | |
This will cancel the move. | |
- D3D12MA::DefragmentationContext::EndPass() will then free the destination memory | |
not the source memory of the allocation, leaving it unchanged. | |
- If you decide the allocation is unimportant and can be destroyed instead of moved (e.g. it wasn't used for long time), | |
you can set `pass.pMoves[i].Operation` to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY. | |
- D3D12MA::DefragmentationContext::EndPass() will then free both source and destination memory, and will destroy the source D3D12MA::Allocation object. | |
You can defragment a specific custom pool by calling D3D12MA::Pool::BeginDefragmentation | |
or all the default pools by calling D3D12MA::Allocator::BeginDefragmentation (like in the example above). | |
Defragmentation is always performed in each pool separately. | |
Allocations are never moved between different heap types. | |
The size of the destination memory reserved for a moved allocation is the same as the original one. | |
Alignment of an allocation as it was determined using `GetResourceAllocationInfo()` is also respected after defragmentation. | |
Buffers/textures should be recreated with the same `D3D12_RESOURCE_DESC` parameters as the original ones. | |
You can perform the defragmentation incrementally to limit the number of allocations and bytes to be moved | |
in each pass, e.g. to call it in sync with render frames and not to experience too big hitches. | |
See members: D3D12MA::DEFRAGMENTATION_DESC::MaxBytesPerPass, D3D12MA::DEFRAGMENTATION_DESC::MaxAllocationsPerPass. | |
<b>Thread safety:</b> | |
It is safe to perform the defragmentation asynchronously to render frames and other Direct3D 12 and %D3D12MA | |
usage, possibly from multiple threads, with the exception that allocations | |
returned in D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves shouldn't be released until the defragmentation pass is ended. | |
During the call to D3D12MA::DefragmentationContext::BeginPass(), any operations on the memory pool | |
affected by the defragmentation are blocked by a mutex. | |
What it means in practice is that you shouldn't free any allocations from the defragmented pool | |
since the moment a call to `BeginPass` begins. Otherwise, a thread performing the `allocation->Release()` | |
would block for the time `BeginPass` executes and then free the allocation when it finishes, while the allocation | |
could have ended up on the list of allocations to move. | |
A solution to freeing allocations during defragmentation is to find such allocation on the list | |
`pass.pMoves[i]` and set its operation to D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY instead of | |
calling `allocation->Release()`, or simply deferring the release to the time after defragmentation finished. | |
<b>Mapping</b> is out of scope of this library and so it is not preserved after an allocation is moved during defragmentation. | |
You need to map the new resource yourself if needed. | |
\note Defragmentation is not supported in custom pools created with D3D12MA::POOL_FLAG_ALGORITHM_LINEAR. | |
\page statistics Statistics | |
This library contains several functions that return information about its internal state, | |
especially the amount of memory allocated from D3D12. | |
\section statistics_numeric_statistics Numeric statistics | |
If you need to obtain basic statistics about memory usage per memory segment group, together with current budget, | |
you can call function D3D12MA::Allocator::GetBudget() and inspect structure D3D12MA::Budget. | |
This is useful to keep track of memory usage and stay withing budget. | |
Example: | |
\code | |
D3D12MA::Budget localBudget; | |
allocator->GetBudget(&localBudget, NULL); | |
printf("My GPU memory currently has %u allocations taking %llu B,\n", | |
localBudget.Statistics.AllocationCount, | |
localBudget.Statistics.AllocationBytes); | |
printf("allocated out of %u D3D12 memory heaps taking %llu B,\n", | |
localBudget.Statistics.BlockCount, | |
localBudget.Statistics.BlockBytes); | |
printf("D3D12 reports total usage %llu B with budget %llu B.\n", | |
localBudget.UsageBytes, | |
localBudget.BudgetBytes); | |
\endcode | |
You can query for more detailed statistics per heap type, memory segment group, and totals, | |
including minimum and maximum allocation size and unused range size, | |
by calling function D3D12MA::Allocator::CalculateStatistics() and inspecting structure D3D12MA::TotalStatistics. | |
This function is slower though, as it has to traverse all the internal data structures, | |
so it should be used only for debugging purposes. | |
You can query for statistics of a custom pool using function D3D12MA::Pool::GetStatistics() | |
or D3D12MA::Pool::CalculateStatistics(). | |
You can query for information about a specific allocation using functions of the D3D12MA::Allocation class, | |
e.g. `GetSize()`, `GetOffset()`, `GetHeap()`. | |
\section statistics_json_dump JSON dump | |
You can dump internal state of the allocator to a string in JSON format using function D3D12MA::Allocator::BuildStatsString(). | |
The result is guaranteed to be correct JSON. | |
It uses Windows Unicode (UTF-16) encoding. | |
Any strings provided by user (see D3D12MA::Allocation::SetName()) | |
are copied as-is and properly escaped for JSON. | |
It must be freed using function D3D12MA::Allocator::FreeStatsString(). | |
The format of this JSON string is not part of official documentation of the library, | |
but it will not change in backward-incompatible way without increasing library major version number | |
and appropriate mention in changelog. | |
The JSON string contains all the data that can be obtained using D3D12MA::Allocator::CalculateStatistics(). | |
It can also contain detailed map of allocated memory blocks and their regions - | |
free and occupied by allocations. | |
This allows e.g. to visualize the memory or assess fragmentation. | |
\page resource_aliasing Resource aliasing (overlap) | |
New explicit graphics APIs (Vulkan and Direct3D 12), thanks to manual memory | |
management, give an opportunity to alias (overlap) multiple resources in the | |
same region of memory - a feature not available in the old APIs (Direct3D 11, OpenGL). | |
It can be useful to save video memory, but it must be used with caution. | |
For example, if you know the flow of your whole render frame in advance, you | |
are going to use some intermediate textures or buffers only during a small range of render passes, | |
and you know these ranges don't overlap in time, you can create these resources in | |
the same place in memory, even if they have completely different parameters (width, height, format etc.). | |
![Resource aliasing (overlap)](../gfx/Aliasing.png) | |
Such scenario is possible using D3D12MA, but you need to create your resources | |
using special function D3D12MA::Allocator::CreateAliasingResource. | |
Before that, you need to allocate memory with parameters calculated using formula: | |
- allocation size = max(size of each resource) | |
- allocation alignment = max(alignment of each resource) | |
Following example shows two different textures created in the same place in memory, | |
allocated to fit largest of them. | |
\code | |
D3D12_RESOURCE_DESC resDesc1 = {}; | |
resDesc1.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; | |
resDesc1.Alignment = 0; | |
resDesc1.Width = 1920; | |
resDesc1.Height = 1080; | |
resDesc1.DepthOrArraySize = 1; | |
resDesc1.MipLevels = 1; | |
resDesc1.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
resDesc1.SampleDesc.Count = 1; | |
resDesc1.SampleDesc.Quality = 0; | |
resDesc1.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; | |
resDesc1.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS; | |
D3D12_RESOURCE_DESC resDesc2 = {}; | |
resDesc2.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; | |
resDesc2.Alignment = 0; | |
resDesc2.Width = 1024; | |
resDesc2.Height = 1024; | |
resDesc2.DepthOrArraySize = 1; | |
resDesc2.MipLevels = 0; | |
resDesc2.Format = DXGI_FORMAT_R8G8B8A8_UNORM; | |
resDesc2.SampleDesc.Count = 1; | |
resDesc2.SampleDesc.Quality = 0; | |
resDesc2.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; | |
resDesc2.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; | |
const D3D12_RESOURCE_ALLOCATION_INFO allocInfo1 = | |
device->GetResourceAllocationInfo(0, 1, &resDesc1); | |
const D3D12_RESOURCE_ALLOCATION_INFO allocInfo2 = | |
device->GetResourceAllocationInfo(0, 1, &resDesc2); | |
D3D12_RESOURCE_ALLOCATION_INFO finalAllocInfo = {}; | |
finalAllocInfo.Alignment = std::max(allocInfo1.Alignment, allocInfo2.Alignment); | |
finalAllocInfo.SizeInBytes = std::max(allocInfo1.SizeInBytes, allocInfo2.SizeInBytes); | |
D3D12MA::ALLOCATION_DESC allocDesc = {}; | |
allocDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT; | |
allocDesc.ExtraHeapFlags = D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES; | |
D3D12MA::Allocation* alloc; | |
hr = allocator->AllocateMemory(&allocDesc, &finalAllocInfo, &alloc); | |
assert(alloc != NULL && alloc->GetHeap() != NULL); | |
ID3D12Resource* res1; | |
hr = allocator->CreateAliasingResource( | |
alloc, | |
0, // AllocationLocalOffset | |
&resDesc1, | |
D3D12_RESOURCE_STATE_COMMON, | |
NULL, // pOptimizedClearValue | |
IID_PPV_ARGS(&res1)); | |
ID3D12Resource* res2; | |
hr = allocator->CreateAliasingResource( | |
alloc, | |
0, // AllocationLocalOffset | |
&resDesc2, | |
D3D12_RESOURCE_STATE_COMMON, | |
NULL, // pOptimizedClearValue | |
IID_PPV_ARGS(&res2)); | |
// You can use res1 and res2, but not at the same time! | |
res2->Release(); | |
res1->Release(); | |
alloc->Release(); | |
\endcode | |
Remember that using resouces that alias in memory requires proper synchronization. | |
You need to issue a special barrier of type `D3D12_RESOURCE_BARRIER_TYPE_ALIASING`. | |
You also need to treat a resource after aliasing as uninitialized - containing garbage data. | |
For example, if you use `res1` and then want to use `res2`, you need to first initialize `res2` | |
using either Clear, Discard, or Copy to the entire resource. | |
Additional considerations: | |
- D3D12 also allows to interpret contents of memory between aliasing resources consistently in some cases, | |
which is called "data inheritance". For details, see | |
Microsoft documentation chapter "Memory Aliasing and Data Inheritance". | |
- You can create more complex layout where different textures and buffers are bound | |
at different offsets inside one large allocation. For example, one can imagine | |
a big texture used in some render passes, aliasing with a set of many small buffers | |
used in some further passes. To bind a resource at non-zero offset of an allocation, | |
call D3D12MA::Allocator::CreateAliasingResource with appropriate value of `AllocationLocalOffset` parameter. | |
- Resources of the three categories: buffers, textures with `RENDER_TARGET` or `DEPTH_STENCIL` flags, and all other textures, | |
can be placed in the same memory only when `allocator->GetD3D12Options().ResourceHeapTier >= D3D12_RESOURCE_HEAP_TIER_2`. | |
Otherwise they must be placed in different memory heap types, and thus aliasing them is not possible. | |
\page linear_algorithm Linear allocation algorithm | |
Each D3D12 memory block managed by this library has accompanying metadata that | |
keeps track of used and unused regions. By default, the metadata structure and | |
algorithm tries to find best place for new allocations among free regions to | |
optimize memory usage. This way you can allocate and free objects in any order. | |
![Default allocation algorithm](../gfx/Linear_allocator_1_algo_default.png) | |
Sometimes there is a need to use simpler, linear allocation algorithm. You can | |
create custom pool that uses such algorithm by adding flag | |
D3D12MA::POOL_FLAG_ALGORITHM_LINEAR to D3D12MA::POOL_DESC::Flags while creating | |
D3D12MA::Pool object. Then an alternative metadata management is used. It always | |
creates new allocations after last one and doesn't reuse free regions after | |
allocations freed in the middle. It results in better allocation performance and | |
less memory consumed by metadata. | |
![Linear allocation algorithm](../gfx/Linear_allocator_2_algo_linear.png) | |
With this one flag, you can create a custom pool that can be used in many ways: | |
free-at-once, stack, double stack, and ring buffer. See below for details. | |
You don't need to specify explicitly which of these options you are going to use - it is detected automatically. | |
\section linear_algorithm_free_at_once Free-at-once | |
In a pool that uses linear algorithm, you still need to free all the allocations | |
individually by calling `allocation->Release()`. You can free | |
them in any order. New allocations are always made after last one - free space | |
in the middle is not reused. However, when you release all the allocation and | |
the pool becomes empty, allocation starts from the beginning again. This way you | |
can use linear algorithm to speed up creation of allocations that you are going | |
to release all at once. | |
![Free-at-once](../gfx/Linear_allocator_3_free_at_once.png) | |
This mode is also available for pools created with D3D12MA::POOL_DESC::MaxBlockCount | |
value that allows multiple memory blocks. | |
\section linear_algorithm_stack Stack | |
When you free an allocation that was created last, its space can be reused. | |
Thanks to this, if you always release allocations in the order opposite to their | |
creation (LIFO - Last In First Out), you can achieve behavior of a stack. | |
![Stack](../gfx/Linear_allocator_4_stack.png) | |
This mode is also available for pools created with D3D12MA::POOL_DESC::MaxBlockCount | |
value that allows multiple memory blocks. | |
\section linear_algorithm_double_stack Double stack | |
The space reserved by a custom pool with linear algorithm may be used by two | |
stacks: | |
- First, default one, growing up from offset 0. | |
- Second, "upper" one, growing down from the end towards lower offsets. | |
To make allocation from the upper stack, add flag D3D12MA::ALLOCATION_FLAG_UPPER_ADDRESS | |
to D3D12MA::ALLOCATION_DESC::Flags. | |
![Double stack](../gfx/Linear_allocator_7_double_stack.png) | |
Double stack is available only in pools with one memory block - | |
D3D12MA::POOL_DESC::MaxBlockCount must be 1. Otherwise behavior is undefined. | |
When the two stacks' ends meet so there is not enough space between them for a | |
new allocation, such allocation fails with usual `E_OUTOFMEMORY` error. | |
\section linear_algorithm_ring_buffer Ring buffer | |
When you free some allocations from the beginning and there is not enough free space | |
for a new one at the end of a pool, allocator's "cursor" wraps around to the | |
beginning and starts allocation there. Thanks to this, if you always release | |
allocations in the same order as you created them (FIFO - First In First Out), | |
you can achieve behavior of a ring buffer / queue. | |
![Ring buffer](../gfx/Linear_allocator_5_ring_buffer.png) | |
Ring buffer is available only in pools with one memory block - | |
D3D12MA::POOL_DESC::MaxBlockCount must be 1. Otherwise behavior is undefined. | |
\section linear_algorithm_additional_considerations Additional considerations | |
Linear algorithm can also be used with \ref virtual_allocator. | |
See flag D3D12MA::VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR. | |
\page virtual_allocator Virtual allocator | |
As an extra feature, the core allocation algorithm of the library is exposed through a simple and convenient API of "virtual allocator". | |
It doesn't allocate any real GPU memory. It just keeps track of used and free regions of a "virtual block". | |
You can use it to allocate your own memory or other objects, even completely unrelated to D3D12. | |
A common use case is sub-allocation of pieces of one large GPU buffer. | |
\section virtual_allocator_creating_virtual_block Creating virtual block | |
To use this functionality, there is no main "allocator" object. | |
You don't need to have D3D12MA::Allocator object created. | |
All you need to do is to create a separate D3D12MA::VirtualBlock object for each block of memory you want to be managed by the allocator: | |
-# Fill in D3D12MA::ALLOCATOR_DESC structure. | |
-# Call D3D12MA::CreateVirtualBlock. Get new D3D12MA::VirtualBlock object. | |
Example: | |
\code | |
D3D12MA::VIRTUAL_BLOCK_DESC blockDesc = {}; | |
blockDesc.Size = 1048576; // 1 MB | |
D3D12MA::VirtualBlock *block; | |
HRESULT hr = CreateVirtualBlock(&blockDesc, &block); | |
\endcode | |
\section virtual_allocator_making_virtual_allocations Making virtual allocations | |
D3D12MA::VirtualBlock object contains internal data structure that keeps track of free and occupied regions | |
using the same code as the main D3D12 memory allocator. | |
A single allocation is identified by a lightweight structure D3D12MA::VirtualAllocation. | |
You will also likely want to know the offset at which the allocation was made in the block. | |
In order to make an allocation: | |
-# Fill in D3D12MA::VIRTUAL_ALLOCATION_DESC structure. | |
-# Call D3D12MA::VirtualBlock::Allocate. Get new D3D12MA::VirtualAllocation value that identifies the allocation. | |
Example: | |
\code | |
D3D12MA::VIRTUAL_ALLOCATION_DESC allocDesc = {}; | |
allocDesc.Size = 4096; // 4 KB | |
D3D12MA::VirtualAllocation alloc; | |
UINT64 allocOffset; | |
hr = block->Allocate(&allocDesc, &alloc, &allocOffset); | |
if(SUCCEEDED(hr)) | |
{ | |
// Use the 4 KB of your memory starting at allocOffset. | |
} | |
else | |
{ | |
// Allocation failed - no space for it could be found. Handle this error! | |
} | |
\endcode | |
\section virtual_allocator_deallocation Deallocation | |
When no longer needed, an allocation can be freed by calling D3D12MA::VirtualBlock::FreeAllocation. | |
When whole block is no longer needed, the block object can be released by calling `block->Release()`. | |
All allocations must be freed before the block is destroyed, which is checked internally by an assert. | |
However, if you don't want to call `block->FreeAllocation` for each allocation, you can use D3D12MA::VirtualBlock::Clear to free them all at once - | |
a feature not available in normal D3D12 memory allocator. | |
Example: | |
\code | |
block->FreeAllocation(alloc); | |
block->Release(); | |
\endcode | |
\section virtual_allocator_allocation_parameters Allocation parameters | |
You can attach a custom pointer to each allocation by using D3D12MA::VirtualBlock::SetAllocationPrivateData. | |
Its default value is `NULL`. | |
It can be used to store any data that needs to be associated with that allocation - e.g. an index, a handle, or a pointer to some | |
larger data structure containing more information. Example: | |
\code | |
struct CustomAllocData | |
{ | |
std::string m_AllocName; | |
}; | |
CustomAllocData* allocData = new CustomAllocData(); | |
allocData->m_AllocName = "My allocation 1"; | |
block->SetAllocationPrivateData(alloc, allocData); | |
\endcode | |
The pointer can later be fetched, along with allocation offset and size, by passing the allocation handle to function | |
D3D12MA::VirtualBlock::GetAllocationInfo and inspecting returned structure D3D12MA::VIRTUAL_ALLOCATION_INFO. | |
If you allocated a new object to be used as the custom pointer, don't forget to delete that object before freeing the allocation! | |
Example: | |
\code | |
VIRTUAL_ALLOCATION_INFO allocInfo; | |
block->GetAllocationInfo(alloc, &allocInfo); | |
delete (CustomAllocData*)allocInfo.pPrivateData; | |
block->FreeAllocation(alloc); | |
\endcode | |
\section virtual_allocator_alignment_and_units Alignment and units | |
It feels natural to express sizes and offsets in bytes. | |
If an offset of an allocation needs to be aligned to a multiply of some number (e.g. 4 bytes), you can fill optional member | |
D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment to request it. Example: | |
\code | |
D3D12MA::VIRTUAL_ALLOCATION_DESC allocDesc = {}; | |
allocDesc.Size = 4096; // 4 KB | |
allocDesc.Alignment = 4; // Returned offset must be a multiply of 4 B | |
D3D12MA::VirtualAllocation alloc; | |
UINT64 allocOffset; | |
hr = block->Allocate(&allocDesc, &alloc, &allocOffset); | |
\endcode | |
Alignments of different allocations made from one block may vary. | |
However, if all alignments and sizes are always multiply of some size e.g. 4 B or `sizeof(MyDataStruct)`, | |
you can express all sizes, alignments, and offsets in multiples of that size instead of individual bytes. | |
It might be more convenient, but you need to make sure to use this new unit consistently in all the places: | |
- D3D12MA::VIRTUAL_BLOCK_DESC::Size | |
- D3D12MA::VIRTUAL_ALLOCATION_DESC::Size and D3D12MA::VIRTUAL_ALLOCATION_DESC::Alignment | |
- Using offset returned by D3D12MA::VirtualBlock::Allocate and D3D12MA::VIRTUAL_ALLOCATION_INFO::Offset | |
\section virtual_allocator_statistics Statistics | |
You can obtain brief statistics of a virtual block using D3D12MA::VirtualBlock::GetStatistics(). | |
The function fills structure D3D12MA::Statistics - same as used by the normal D3D12 memory allocator. | |
Example: | |
\code | |
D3D12MA::Statistics stats; | |
block->GetStatistics(&stats); | |
printf("My virtual block has %llu bytes used by %u virtual allocations\n", | |
stats.AllocationBytes, stats.AllocationCount); | |
\endcode | |
More detailed statistics can be obtained using function D3D12MA::VirtualBlock::CalculateStatistics(), | |
but they are slower to calculate. | |
You can also request a full list of allocations and free regions as a string in JSON format by calling | |
D3D12MA::VirtualBlock::BuildStatsString. | |
Returned string must be later freed using D3D12MA::VirtualBlock::FreeStatsString. | |
The format of this string may differ from the one returned by the main D3D12 allocator, but it is similar. | |
\section virtual_allocator_additional_considerations Additional considerations | |
Alternative, linear algorithm can be used with virtual allocator - see flag | |
D3D12MA::VIRTUAL_BLOCK_FLAG_ALGORITHM_LINEAR and documentation: \ref linear_algorithm. | |
Note that the "virtual allocator" functionality is implemented on a level of individual memory blocks. | |
Keeping track of a whole collection of blocks, allocating new ones when out of free space, | |
deleting empty ones, and deciding which one to try first for a new allocation must be implemented by the user. | |
\page configuration Configuration | |
Please check file `D3D12MemAlloc.cpp` lines between "Configuration Begin" and | |
"Configuration End" to find macros that you can define to change the behavior of | |
the library, primarily for debugging purposes. | |
\section custom_memory_allocator Custom CPU memory allocator | |
If you use custom allocator for CPU memory rather than default C++ operator `new` | |
and `delete` or `malloc` and `free` functions, you can make this library using | |
your allocator as well by filling structure D3D12MA::ALLOCATION_CALLBACKS and | |
passing it as optional member D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks. | |
Functions pointed there will be used by the library to make any CPU-side | |
allocations. Example: | |
\code | |
#include <malloc.h> | |
void* CustomAllocate(size_t Size, size_t Alignment, void* pPrivateData) | |
{ | |
void* memory = _aligned_malloc(Size, Alignment); | |
// Your extra bookkeeping here... | |
return memory; | |
} | |
void CustomFree(void* pMemory, void* pPrivateData) | |
{ | |
// Your extra bookkeeping here... | |
_aligned_free(pMemory); | |
} | |
(...) | |
D3D12MA::ALLOCATION_CALLBACKS allocationCallbacks = {}; | |
allocationCallbacks.pAllocate = &CustomAllocate; | |
allocationCallbacks.pFree = &CustomFree; | |
D3D12MA::ALLOCATOR_DESC allocatorDesc = {}; | |
allocatorDesc.pDevice = device; | |
allocatorDesc.pAdapter = adapter; | |
allocatorDesc.pAllocationCallbacks = &allocationCallbacks; | |
D3D12MA::Allocator* allocator; | |
HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator); | |
\endcode | |
\section debug_margins Debug margins | |
By default, allocations are laid out in memory blocks next to each other if possible | |
(considering required alignment returned by `ID3D12Device::GetResourceAllocationInfo`). | |
![Allocations without margin](../gfx/Margins_1.png) | |
Define macro `D3D12MA_DEBUG_MARGIN` to some non-zero value (e.g. 16) inside "D3D12MemAlloc.cpp" | |
to enforce specified number of bytes as a margin after every allocation. | |
![Allocations with margin](../gfx/Margins_2.png) | |
If your bug goes away after enabling margins, it means it may be caused by memory | |
being overwritten outside of allocation boundaries. It is not 100% certain though. | |
Change in application behavior may also be caused by different order and distribution | |
of allocations across memory blocks after margins are applied. | |
Margins work with all memory heap types. | |
Margin is applied only to placed allocations made out of memory heaps and not to committed | |
allocations, which have their own, implicit memory heap of specific size. | |
It is thus not applied to allocations made using D3D12MA::ALLOCATION_FLAG_COMMITTED flag | |
or those automatically decided to put into committed allocations, e.g. due to its large size. | |
Margins appear in [JSON dump](@ref statistics_json_dump) as part of free space. | |
Note that enabling margins increases memory usage and fragmentation. | |
Margins do not apply to \ref virtual_allocator. | |
\page general_considerations General considerations | |
\section general_considerations_thread_safety Thread safety | |
- The library has no global state, so separate D3D12MA::Allocator objects can be used independently. | |
In typical applications there should be no need to create multiple such objects though - one per `ID3D12Device` is enough. | |
- All calls to methods of D3D12MA::Allocator class are safe to be made from multiple | |
threads simultaneously because they are synchronized internally when needed. | |
- When the allocator is created with D3D12MA::ALLOCATOR_FLAG_SINGLETHREADED, | |
calls to methods of D3D12MA::Allocator class must be made from a single thread or synchronized by the user. | |
Using this flag may improve performance. | |
- D3D12MA::VirtualBlock is not safe to be used from multiple threads simultaneously. | |
\section general_considerations_versioning_and_compatibility Versioning and compatibility | |
The library uses [**Semantic Versioning**](https://semver.org/), | |
which means version numbers follow convention: Major.Minor.Patch (e.g. 2.3.0), where: | |
- Incremented Patch version means a release is backward- and forward-compatible, | |
introducing only some internal improvements, bug fixes, optimizations etc. | |
or changes that are out of scope of the official API described in this documentation. | |
- Incremented Minor version means a release is backward-compatible, | |
so existing code that uses the library should continue to work, while some new | |
symbols could have been added: new structures, functions, new values in existing | |
enums and bit flags, new structure members, but not new function parameters. | |
- Incrementing Major version means a release could break some backward compatibility. | |
All changes between official releases are documented in file "CHANGELOG.md". | |
\warning Backward compatiblity is considered on the level of C++ source code, not binary linkage. | |
Adding new members to existing structures is treated as backward compatible if initializing | |
the new members to binary zero results in the old behavior. | |
You should always fully initialize all library structures to zeros and not rely on their | |
exact binary size. | |
\section general_considerations_features_not_supported Features not supported | |
Features deliberately excluded from the scope of this library: | |
- **Descriptor allocation.** Although also called "heaps", objects that represent | |
descriptors are separate part of the D3D12 API from buffers and textures. | |
You can still use \ref virtual_allocator to manage descriptors and their ranges inside a descriptor heap. | |
- **Support for reserved (tiled) resources.** We don't recommend using them. | |
- Support for `ID3D12Device::Evict` and `MakeResident`. We don't recommend using them. | |
You can call them on the D3D12 objects manually. | |
Plese keep in mind, however, that eviction happens on the level of entire `ID3D12Heap` memory blocks | |
and not individual buffers or textures which may be placed inside them. | |
- **Handling CPU memory allocation failures.** When dynamically creating small C++ | |
objects in CPU memory (not the GPU memory), allocation failures are not | |
handled gracefully, because that would complicate code significantly and | |
is usually not needed in desktop PC applications anyway. | |
Success of an allocation is just checked with an assert. | |
- **Code free of any compiler warnings.** | |
There are many preprocessor macros that make some variables unused, function parameters unreferenced, | |
or conditional expressions constant in some configurations. | |
The code of this library should not be bigger or more complicated just to silence these warnings. | |
It is recommended to disable such warnings instead. | |
- This is a C++ library. **Bindings or ports to any other programming languages** are welcome as external projects but | |
are not going to be included into this repository. | |
*/ |