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<li class="navelem"><a class="el" href="namespace_d3_d12_m_a.html">D3D12MA</a></li><li class="navelem"><a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a></li> </ul>
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<a href="#pub-attribs">Public Attributes</a> &#124;
<a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c-members.html">List of all members</a> </div>
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<div class="title">D3D12MA::ALLOCATION_DESC Struct Reference</div> </div>
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<p>Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object. To be used with <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">Allocator::CreateResource</a>.
<a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#details">More...</a></p>
<p><code>#include &lt;D3D12MemAlloc.h&gt;</code></p>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a92dec49b788a334fc91c55340dfbace6"><td class="memItemLeft" align="right" valign="top"><a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645e">ALLOCATION_FLAGS</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a92dec49b788a334fc91c55340dfbace6">Flags</a></td></tr>
<tr class="memdesc:a92dec49b788a334fc91c55340dfbace6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Flags. <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a92dec49b788a334fc91c55340dfbace6">More...</a><br /></td></tr>
<tr class="separator:a92dec49b788a334fc91c55340dfbace6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa46b3c0456e5a23edef3328607ebf4d7"><td class="memItemLeft" align="right" valign="top">D3D12_HEAP_TYPE&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">HeapType</a></td></tr>
<tr class="memdesc:aa46b3c0456e5a23edef3328607ebf4d7"><td class="mdescLeft">&#160;</td><td class="mdescRight">The type of memory heap where the new allocation should be placed. <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#aa46b3c0456e5a23edef3328607ebf4d7">More...</a><br /></td></tr>
<tr class="separator:aa46b3c0456e5a23edef3328607ebf4d7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a97878838f976b2d1e6b1a76881035690"><td class="memItemLeft" align="right" valign="top">D3D12_HEAP_FLAGS&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a97878838f976b2d1e6b1a76881035690">ExtraHeapFlags</a></td></tr>
<tr class="memdesc:a97878838f976b2d1e6b1a76881035690"><td class="mdescLeft">&#160;</td><td class="mdescRight">Additional heap flags to be used when allocating memory. <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#a97878838f976b2d1e6b1a76881035690">More...</a><br /></td></tr>
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<tr class="memitem:ab06b85f3cf3254f855b29264477e3934"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_d3_d12_m_a_1_1_pool.html">Pool</a> *&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934">CustomPool</a></td></tr>
<tr class="memdesc:ab06b85f3cf3254f855b29264477e3934"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom pool to place the new resource in. Optional. <a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Parameters of created <a class="el" href="class_d3_d12_m_a_1_1_allocation.html" title="Represents single memory allocation.">D3D12MA::Allocation</a> object. To be used with <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">Allocator::CreateResource</a>. </p>
</div><h2 class="groupheader">Member Data Documentation</h2>
<a id="ab06b85f3cf3254f855b29264477e3934"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ab06b85f3cf3254f855b29264477e3934">&#9670;&nbsp;</a></span>CustomPool</h2>
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<td class="memname"><a class="el" href="class_d3_d12_m_a_1_1_pool.html">Pool</a>* D3D12MA::ALLOCATION_DESC::CustomPool</td>
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<p>Custom pool to place the new resource in. Optional. </p>
<p>When not NULL, the resource will be created inside specified custom pool. It will then never be created as committed. </p>
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<a id="a97878838f976b2d1e6b1a76881035690"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a97878838f976b2d1e6b1a76881035690">&#9670;&nbsp;</a></span>ExtraHeapFlags</h2>
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<td class="memname">D3D12_HEAP_FLAGS D3D12MA::ALLOCATION_DESC::ExtraHeapFlags</td>
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<p>Additional heap flags to be used when allocating memory. </p>
<p>In most cases it can be 0.</p>
<ul>
<li>If you use <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#aa37d6b9fe8ea0864f7a35b9d68e8345a" title="Allocates memory and creates a D3D12 resource (buffer or texture). This is the main allocation functi...">D3D12MA::Allocator::CreateResource()</a>, you don't need to care. Necessary flag <code>D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS</code>, <code>D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES</code>, or <code>D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES</code> is added automatically.</li>
<li>If you use <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#acb8a10a5ea30171ce60128286aec5ee2" title="Allocates memory without creating any resource placed in it.">D3D12MA::Allocator::AllocateMemory()</a>, you should specify one of those <code>ALLOW_ONLY</code> flags. Except when you validate that <a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a8ce95f85e5f2a1d41b81d676b21c04ae" title="Returns cached options retrieved from D3D12 device.">D3D12MA::Allocator::GetD3D12Options()</a><code>.ResourceHeapTier == D3D12_RESOURCE_HEAP_TIER_1</code> - then you can leave it 0.</li>
<li>You can specify additional flags if needed. Then the memory will always be allocated as separate block using <code>D3D12Device::CreateCommittedResource</code> or <code>CreateHeap</code>, not as part of an existing larget block.</li>
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<p>When <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a> != NULL this member is ignored. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a92dec49b788a334fc91c55340dfbace6">&#9670;&nbsp;</a></span>Flags</h2>
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<td class="memname"><a class="el" href="namespace_d3_d12_m_a.html#abbad31a7e0b3d09d77f3fb704b77645e">ALLOCATION_FLAGS</a> D3D12MA::ALLOCATION_DESC::Flags</td>
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<p>Flags. </p>
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<a id="aa46b3c0456e5a23edef3328607ebf4d7"></a>
<h2 class="memtitle"><span class="permalink"><a href="#aa46b3c0456e5a23edef3328607ebf4d7">&#9670;&nbsp;</a></span>HeapType</h2>
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<td class="memname">D3D12_HEAP_TYPE D3D12MA::ALLOCATION_DESC::HeapType</td>
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<p>The type of memory heap where the new allocation should be placed. </p>
<p>It must be one of: <code>D3D12_HEAP_TYPE_DEFAULT</code>, <code>D3D12_HEAP_TYPE_UPLOAD</code>, <code>D3D12_HEAP_TYPE_READBACK</code>.</p>
<p>When <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html#ab06b85f3cf3254f855b29264477e3934" title="Custom pool to place the new resource in. Optional.">D3D12MA::ALLOCATION_DESC::CustomPool</a> != NULL this member is ignored. </p>
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<hr/>The documentation for this struct was generated from the following file:<ul>
<li><a class="el" href="_d3_d12_mem_alloc_8h.html">D3D12MemAlloc.h</a></li>
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