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| <p>Parameters for incremental defragmentation steps. |
| <a href="#details">More...</a></p> |
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| <p><code>#include <D3D12MemAlloc.h></code></p> |
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| Public Attributes</h2></td></tr> |
| <tr class="memitem:a8df22d990c318d82fe9fcc5f04132c04" id="r_a8df22d990c318d82fe9fcc5f04132c04"><td class="memItemLeft" align="right" valign="top">UINT32 </td><td class="memItemRight" valign="bottom"><a class="el" href="#a8df22d990c318d82fe9fcc5f04132c04">MoveCount</a></td></tr> |
| <tr class="memdesc:a8df22d990c318d82fe9fcc5f04132c04"><td class="mdescLeft"> </td><td class="mdescRight">Number of elements in the <code>pMoves</code> array. <br /></td></tr> |
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| <tr class="memdesc:a719fbdaae54251759605c41baeb24dc4"><td class="mdescLeft"> </td><td class="mdescRight">Array of moves to be performed by the user in the current defragmentation pass. <br /></td></tr> |
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| <a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2> |
| <div class="textblock"><p>Parameters for incremental defragmentation steps. </p> |
| <p>To be used with function <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">DefragmentationContext::BeginPass()</a>. </p> |
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| <h2 class="memtitle"><span class="permalink"><a href="#a8df22d990c318d82fe9fcc5f04132c04">◆ </a></span>MoveCount</h2> |
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| <td class="memname">UINT32 D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::MoveCount</td> |
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| <p>Number of elements in the <code>pMoves</code> array. </p> |
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| <a id="a719fbdaae54251759605c41baeb24dc4" name="a719fbdaae54251759605c41baeb24dc4"></a> |
| <h2 class="memtitle"><span class="permalink"><a href="#a719fbdaae54251759605c41baeb24dc4">◆ </a></span>pMoves</h2> |
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| <td class="memname"><a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html">DEFRAGMENTATION_MOVE</a>* D3D12MA::DEFRAGMENTATION_PASS_MOVE_INFO::pMoves</td> |
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| <p>Array of moves to be performed by the user in the current defragmentation pass. </p> |
| <p>Pointer to an array of <code>MoveCount</code> elements, owned by D3D12MA, created in <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#a1606c015d02edc094bb246986159d592" title="Starts single defragmentation pass.">DefragmentationContext::BeginPass()</a>, destroyed in <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a>.</p> |
| <p>For each element, you should:</p> |
| <ol type="1"> |
| <li>Create a new resource in the place pointed by <code>pMoves[i].pDstTmpAllocation->GetHeap()</code> + <code>pMoves[i].pDstTmpAllocation->GetOffset()</code>.</li> |
| <li>Store new resource in <code>pMoves[i].pDstTmpAllocation</code> by using <a class="el" href="class_d3_d12_m_a_1_1_allocation.html#a414a088c22bae0f29b1038f5f9346d14" title="Releases the resource currently pointed by the allocation (if any), sets it to new one,...">Allocation::SetResource()</a>. It will later replace old resource from <code>pMoves[i].pSrcAllocation</code>.</li> |
| <li>Copy data from the <code>pMoves[i].pSrcAllocation</code> e.g. using <code>D3D12GraphicsCommandList::CopyResource</code>.</li> |
| <li>Make sure these commands finished executing on the GPU.</li> |
| </ol> |
| <p>Only then you can finish defragmentation pass by calling <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a>. After this call, the allocation will point to the new place in memory.</p> |
| <p>Alternatively, if you cannot move specific allocation, you can set <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a5ba8d6894267ae59df4efb9972af5d81" title="Operation to be performed on the allocation by DefragmentationContext::EndPass(). Default value is DE...">DEFRAGMENTATION_MOVE::Operation</a> to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602abefe270a1803998dda3f8e01ec3a4ad6" title="Set this value if you cannot move the allocation. New place reserved at pDstTmpAllocation will be fre...">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_IGNORE</a>.</p> |
| <p>Alternatively, if you decide you want to completely remove the allocation, set <a class="el" href="struct_d3_d12_m_a_1_1_d_e_f_r_a_g_m_e_n_t_a_t_i_o_n___m_o_v_e.html#a5ba8d6894267ae59df4efb9972af5d81" title="Operation to be performed on the allocation by DefragmentationContext::EndPass(). Default value is DE...">DEFRAGMENTATION_MOVE::Operation</a> to <a class="el" href="namespace_d3_d12_m_a.html#a82bb787a69699a877b4166789a30e602aa2143507d723de458c2ed94e143ac242" title="Set this value if you decide to abandon the allocation and you destroyed the resource....">D3D12MA::DEFRAGMENTATION_MOVE_OPERATION_DESTROY</a>. Then, after <a class="el" href="class_d3_d12_m_a_1_1_defragmentation_context.html#aad502ba70d6dadaeee37703fd8bf90ae" title="Ends single defragmentation pass.">DefragmentationContext::EndPass()</a> the allocation will be released. </p> |
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| <hr/>The documentation for this struct was generated from the following file:<ul> |
| <li>D:/PROJECTS/D3D12 Memory Allocator/REPO/include/<a class="el" href="_d3_d12_mem_alloc_8h.html">D3D12MemAlloc.h</a></li> |
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