Class Vma
- java.lang.Object
-
- org.lwjgl.util.vma.Vma
-
public class Vma extends java.lang.Object
The Vulkan Memory Allocator.Quick start
Initialization
At program startup:
- Initialize Vulkan to have
VkPhysicalDevice
andVkDevice
object. - Fill
VmaAllocatorCreateInfo
structure and createVmaAllocator
object by callingCreateAllocator
.
VmaAllocatorCreateInfo allocatorInfo = {}; allocatorInfo.physicalDevice = physicalDevice; allocatorInfo.device = device; VmaAllocator allocator; vmaCreateAllocator(&allocatorInfo, &allocator);
Resource allocation
When you want to create a buffer or image:
- Fill
VkBufferCreateInfo
/VkImageCreateInfo
structure. - Fill
VmaAllocationCreateInfo
structure. - Call
CreateBuffer
/CreateImage
to getVkBuffer
/VkImage
with memory already allocated and bound to it.
VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO }; bufferInfo.size = 65536; bufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; VmaAllocationCreateInfo allocInfo = {}; allocInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY; VkBuffer buffer; VmaAllocation allocation; vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
Don't forget to destroy your objects when no longer needed:
vmaDestroyBuffer(allocator, buffer, allocation); vmaDestroyAllocator(allocator);
Choosing memory type
Physical devices in Vulkan support various combinations of memory heaps and types. Help with choosing correct and optimal memory type for your specific resource is one of the key features of this library. You can use it by filling appropriate members of VmaAllocationCreateInfo structure, as described below. You can also combine multiple methods.
- If you just want to find memory type index that meets your requirements, you can use function:
FindMemoryTypeIndex
,FindMemoryTypeIndexForBufferInfo
,FindMemoryTypeIndexForImageInfo
. - If you want to allocate a region of device memory without association with any specific image or buffer, you can use function
AllocateMemory
. Usage of this function is not recommended and usually not needed.AllocateMemoryPages
function is also provided for creating multiple allocations at once, which may be useful for sparse binding. - If you already have a buffer or an image created, you want to allocate memory for it and then you will bind it yourself, you can use function
AllocateMemoryForBuffer
,AllocateMemoryForImage
. For binding you should use functions:BindBufferMemory
,BindImageMemory
or their extended versions:BindBufferMemory2
,BindImageMemory2
. - If you want to create a buffer or an image, allocate memory for it and bind them together, all in one call, you can use function
CreateBuffer
,CreateImage
. This is the easiest and recommended way to use this library.
When using 3. or 4., the library internally queries Vulkan for memory types supported for that buffer or image (function
vkGetBufferMemoryRequirements()
) and uses only one of these types.If no memory type can be found that meets all the requirements, these functions return
VK_ERROR_FEATURE_NOT_PRESENT
.You can leave
VmaAllocationCreateInfo
structure completely filled with zeros. It means no requirements are specified for memory type. It is valid, although not very useful.Usage
The easiest way to specify memory requirements is to fill member
VmaAllocationCreateInfo
::usage
using one of the values of enumVmaMemoryUsage
. It defines high level, common usage types. For more details, see description of this enum.For example, if you want to create a uniform buffer that will be filled using transfer only once or infrequently and used for rendering every frame, you can do it using following code:
VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO }; bufferInfo.size = 65536; bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; VmaAllocationCreateInfo allocInfo = {}; allocInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY; VkBuffer buffer; VmaAllocation allocation; vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
Required and preferred flags
You can specify more detailed requirements by filling members
VmaAllocationCreateInfo
::requiredFlags
andVmaAllocationCreateInfo
::preferredFlags
with a combination of bits from enumVkMemoryPropertyFlags
. For example, if you want to create a buffer that will be persistently mapped on host (so it must beHOST_VISIBLE
) and preferably will also beHOST_COHERENT
andHOST_CACHED
, use following code:VmaAllocationCreateInfo allocInfo = {}; allocInfo.requiredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT; allocInfo.preferredFlags = VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT; allocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT; VkBuffer buffer; VmaAllocation allocation; vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
A memory type is chosen that has all the required flags and as many preferred flags set as possible.
If you use
VmaAllocationCreateInfo
::usage
, it is just internally converted to a set of required and preferred flags.Explicit memory types
If you inspected memory types available on the physical device and you have a preference for memory types that you want to use, you can fill member
VmaAllocationCreateInfo
::memoryTypeBits
. It is a bit mask, where each bit set means that a memory type with that index is allowed to be used for the allocation. Special value 0, just likeUINT32_MAX
, means there are no restrictions to memory type index.Please note that this member is NOT just a memory type index. Still you can use it to choose just one, specific memory type. For example, if you already determined that your buffer should be created in memory type 2, use following code:
uint32_t memoryTypeIndex = 2; VmaAllocationCreateInfo allocInfo = {}; allocInfo.memoryTypeBits = 1u << memoryTypeIndex; VkBuffer buffer; VmaAllocation allocation; vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
Custom memory pools
If you allocate from custom memory pool, all the ways of specifying memory requirements described above are not applicable and the aforementioned members of
VmaAllocationCreateInfo
structure are ignored. Memory type is selected explicitly when creating the pool and then used to make all the allocations from that pool. For further details, see Custom Memory Pools below.Dedicated allocations
Memory for allocations is reserved out of larger block of
VkDeviceMemory
allocated from Vulkan internally. That's the main feature of this whole library. You can still request a separate memory block to be created for an allocation, just like you would do in a trivial solution without using any allocator. In that case, a buffer or image is always bound to that memory at offset 0. This is called a "dedicated allocation". You can explicitly request it by using flagALLOCATION_CREATE_DEDICATED_MEMORY_BIT
. The library can also internally decide to use dedicated allocation in some cases, e.g.:- When the size of the allocation is large.
- When
VK_KHR_dedicated_allocation
extension is enabled and it reports that dedicated allocation is required or recommended for the resource. - When allocation of next big memory block fails due to not enough device memory, but allocation with the exact requested size succeeds.
Memory mapping
To "map memory" in Vulkan means to obtain a CPU pointer to
VkDeviceMemory
, to be able to read from it or write to it in CPU code. Mapping is possible only of memory allocated from a memory type that hasVK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
flag. FunctionsvkMapMemory()
,vkUnmapMemory()
are designed for this purpose. You can use them directly with memory allocated by this library, but it is not recommended because of following issue: Mapping the sameVkDeviceMemory
block multiple times is illegal - only one mapping at a time is allowed. This includes mapping disjoint regions. Mapping is not reference-counted internally by Vulkan. Because of this, Vulkan Memory Allocator provides following facilities:Mapping functions
The library provides following functions for mapping of a specific
VmaAllocation
:MapMemory
,UnmapMemory
. They are safer and more convenient to use than standard Vulkan functions. You can map an allocation multiple times simultaneously - mapping is reference-counted internally. You can also map different allocations simultaneously regardless of whether they use the sameVkDeviceMemory
block. The way it's implemented is that the library always maps entire memory block, not just region of the allocation. For further details, see description ofMapMemory
function. Example:// Having these objects initialized: struct ConstantBuffer { ... }; ConstantBuffer constantBufferData; VmaAllocator allocator; VkBuffer constantBuffer; VmaAllocation constantBufferAllocation; // You can map and fill your buffer using following code: void* mappedData; vmaMapMemory(allocator, constantBufferAllocation, &mappedData); memcpy(mappedData, &constantBufferData, sizeof(constantBufferData)); vmaUnmapMemory(allocator, constantBufferAllocation);
When mapping, you may see a warning from Vulkan validation layer similar to this one:
Mapping an image with layout
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL
can result in undefined behavior if this memory is used by the device. OnlyGENERAL
orPREINITIALIZED
should be used.It happens because the library maps entire
VkDeviceMemory
block, where different types of images and buffers may end up together, especially on GPUs with unified memory like Intel. You can safely ignore it if you are sure you access only memory of the intended object that you wanted to map.Persistently mapped memory
Kepping your memory persistently mapped is generally OK in Vulkan. You don't need to unmap it before using its data on the GPU. The library provides a special feature designed for that: Allocations made with
ALLOCATION_CREATE_MAPPED_BIT
flag set inVmaAllocationCreateInfo
::flags
stay mapped all the time, so you can just access CPU pointer to it any time without a need to call any "map" or "unmap" function. Example:VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO }; bufCreateInfo.size = sizeof(ConstantBuffer); bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; VmaAllocationCreateInfo allocCreateInfo = {}; allocCreateInfo.usage = VMA_MEMORY_USAGE_CPU_ONLY; allocCreateInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT; VkBuffer buf; VmaAllocation alloc; VmaAllocationInfo allocInfo; vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo); // Buffer is already mapped. You can access its memory. memcpy(allocInfo.pMappedData, &constantBufferData, sizeof(constantBufferData));
There are some exceptions though, when you should consider mapping memory only for a short period of time:
- When operating system is Windows 7 or 8.x (Windows 10 is not affected because it uses WDDM2), device is discrete AMD GPU, and memory type is the
special 256 MiB pool of
DEVICE_LOCAL + HOST_VISIBLE
memory (selected when you useMEMORY_USAGE_CPU_TO_GPU
), then whenever a memory block allocated from this memory type stays mapped for the time of any call tovkQueueSubmit()
orvkQueuePresentKHR()
, this block is migrated by WDDM to system RAM, which degrades performance. It doesn't matter if that particular memory block is actually used by the command buffer being submitted. - On Mac/MoltenVK there is a known bug - Issue #175 which requires unmapping before GPU can see updated texture.
- Keeping many large memory blocks mapped may impact performance or stability of some debugging tools.
Cache flush and invalidate
Memory in Vulkan doesn't need to be unmapped before using it on GPU, but unless a memory types has
VK_MEMORY_PROPERTY_HOST_COHERENT_BIT
flag set, you need to manually invalidate cache before reading of mapped pointer and flush cache after writing to mapped pointer. Map/unmap operations don't do that automatically. Vulkan provides following functions for this purposevkFlushMappedMemoryRangs()
,vkInvalidateMappedMemoryRanges()
, but this library provides more convenient functions that refer to given allocation object:FlushAllocation
,InvalidateAllocation
.Regions of memory specified for flush/invalidate must be aligned to
VkPhysicalDeviceLimits::nonCoherentAtomSize
. This is automatically ensured by the library. In any memory type that isHOST_VISIBLE
but notHOST_COHERENT
, all allocations within blocks are aligned to this value, so their offsets are always multiply ofnonCoherentAtomSize
and two different allocations never share same "line" of this size.Please note that memory allocated with
MEMORY_USAGE_CPU_ONLY
is guaranteed to beHOST_COHERENT
.Also, Windows drivers from all 3 PC GPU vendors (AMD, Intel, NVIDIA) currently provide
HOST_COHERENT
flag on all memory types that areHOST_VISIBLE
, so on this platform you may not need to bother.Finding out if memory is mappable
It may happen that your allocation ends up in memory that is
HOST_VISIBLE
(available for mapping) despite it wasn't explicitly requested. For example, application may work on integrated graphics with unified memory (like Intel) or allocation from video memory might have failed, so the library chose system memory as fallback.You can detect this case and map such allocation to access its memory on CPU directly, instead of launching a transfer operation. In order to do that: inspect
allocInfo.memoryType
, callGetMemoryTypeProperties
, and look forVK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
flag in properties of that memory type.VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO }; bufCreateInfo.size = sizeof(ConstantBuffer); bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; VmaAllocationCreateInfo allocCreateInfo = {}; allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY; allocCreateInfo.preferredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT; VkBuffer buf; VmaAllocation alloc; VmaAllocationInfo allocInfo; vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo); VkMemoryPropertyFlags memFlags; vmaGetMemoryTypeProperties(allocator, allocInfo.memoryType, &memFlags); if((memFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) == 0) { // Allocation ended up in mappable memory. You can map it and access it directly. void* mappedData; vmaMapMemory(allocator, alloc, &mappedData); memcpy(mappedData, &constantBufferData, sizeof(constantBufferData)); vmaUnmapMemory(allocator, alloc); } else { // Allocation ended up in non-mappable memory. // You need to create CPU-side buffer in VMA_MEMORY_USAGE_CPU_ONLY and make a transfer. }
You can even use
ALLOCATION_CREATE_MAPPED_BIT
flag while creating allocations that are not necessarilyHOST_VISIBLE
(e.g. usingMEMORY_USAGE_GPU_ONLY
). If the allocation ends up in memory type that isHOST_VISIBL
E, it will be persistently mapped and you can use it directly. If not, the flag is just ignored. Example:VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO }; bufCreateInfo.size = sizeof(ConstantBuffer); bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; VmaAllocationCreateInfo allocCreateInfo = {}; allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY; allocCreateInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT; VkBuffer buf; VmaAllocation alloc; VmaAllocationInfo allocInfo; vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo); if(allocInfo.pUserData != nullptr) { // Allocation ended up in mappable memory. // It's persistently mapped. You can access it directly. memcpy(allocInfo.pMappedData, &constantBufferData, sizeof(constantBufferData)); } else { // Allocation ended up in non-mappable memory. // You need to create CPU-side buffer in VMA_MEMORY_USAGE_CPU_ONLY and make a transfer. }
Staying within budget
When developing a graphics-intensive game or program, it is important to avoid allocating more GPU memory than it's physically available. When the memory is over-committed, various bad things can happen, depending on the specific GPU, graphics driver, and operating system:
- It may just work without any problems.
- The application may slow down because some memory blocks are moved to system RAM and the GPU has to access them through PCI Express bus.
- A new allocation may take very long time to complete, even few seconds, and possibly freeze entire system.
- The new allocation may fail with
VK_ERROR_OUT_OF_DEVICE_MEMORY
. - It may even result in GPU crash (TDR), observed as
VK_ERROR_DEVICE_LOST
returned somewhere later.
Querying for budget
To query for current memory usage and available budget, use function
GetBudget
. Returned structureVmaBudget
contains quantities expressed in bytes, per Vulkan memory heap.Please note that this function returns different information and works faster than
CalculateStats
.vmaGetBudget()
can be called every frame or even before every allocation, whilevmaCalculateStats()
is intended to be used rarely, only to obtain statistical information, e.g. for debugging purposes.It is recommended to use VK_EXT_memory_budget device extension to obtain information about the budget from Vulkan device. VMA is able to use this extension automatically. When not enabled, the allocator behaves same way, but then it estimates current usage and available budget based on its internal information and Vulkan memory heap sizes, which may be less precise. In order to use this extension:
- Make sure extensions
VK_EXT_memory_budget
andVK_KHR_get_physical_device_properties2
required by it are available and enable them. Please note that the first is a device extension and the second is instance extension! - Use flag
ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT
when creatingVmaAllocator
object. - Make sure to call
SetCurrentFrameIndex
every frame. Budget is queried from Vulkan inside of it to avoid overhead of querying it with every allocation.
Controlling memory usage
There are many ways in which you can try to stay within the budget.
First, when making new allocation requires allocating a new memory block, the library tries not to exceed the budget automatically. If a block with default recommended size (e.g. 256 MB) would go over budget, a smaller block is allocated, possibly even dedicated memory for just this resource.
If the size of the requested resource plus current memory usage is more than the budget, by default the library still tries to create it, leaving it to the Vulkan implementation whether the allocation succeeds or fails. You can change this behavior by using
ALLOCATION_CREATE_WITHIN_BUDGET_BIT
flag. With it, the allocation is not made if it would exceed the budget or if the budget is already exceeded. Some other allocations become lost instead to make room for it, if the mechanism of lost allocations is used. If that is not possible, the allocation fails withVK_ERROR_OUT_OF_DEVICE_MEMORY
. Example usage pattern may be to pass theVMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT
flag when creating resources that are not essential for the application (e.g. the texture of a specific object) and not to pass it when creating critically important resources (e.g. render targets).Finally, you can also use
ALLOCATION_CREATE_NEVER_ALLOCATE_BIT
flag to make sure a new allocation is created only when it fits inside one of the existing memory blocks. If it would require to allocate a new block, if fails instead withVK_ERROR_OUT_OF_DEVICE_MEMORY
. This also ensures that the function call is very fast because it never goes to Vulkan to obtain a new block.Please note that creating custom memory pools with
VmaPoolCreateInfo
::minBlockCount
set to more than 0 will try to allocate memory blocks without checking whether they fit within budget.Custom memory pools
A memory pool contains a number of
VkDeviceMemory
blocks. The library automatically creates and manages default pool for each memory type available on the device. Default memory pool automatically grows in size. Size of allocated blocks is also variable and managed automatically.You can create custom pool and allocate memory out of it. It can be useful if you want to:
- Keep certain kind of allocations separate from others.
- Enforce particular, fixed size of Vulkan memory blocks.
- Limit maximum amount of Vulkan memory allocated for that pool.
- Reserve minimum or fixed amount of Vulkan memory always preallocated for that pool.
To use custom memory pools:
- Fill
VmaPoolCreateInfo
structure. - Call
CreatePool
to obtainVmaPool
handle. - When making an allocation, set
VmaAllocationCreateInfo
::pool
to this handle. You don't need to specify any other parameters of this structure, likeusage
.
Example:
// Create a pool that can have at most 2 blocks, 128 MiB each. VmaPoolCreateInfo poolCreateInfo = {}; poolCreateInfo.memoryTypeIndex = ... poolCreateInfo.blockSize = 128ull * 1024 * 1024; poolCreateInfo.maxBlockCount = 2; VmaPool pool; vmaCreatePool(allocator, &poolCreateInfo, &pool); // Allocate a buffer out of it. VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO }; bufCreateInfo.size = 1024; bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; VmaAllocationCreateInfo allocCreateInfo = {}; allocCreateInfo.pool = pool; VkBuffer buf; VmaAllocation alloc; VmaAllocationInfo allocInfo; vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
You have to free all allocations made from this pool before destroying it.
vmaDestroyBuffer(allocator, buf, alloc); vmaDestroyPool(allocator, pool);
Choosing memory type index
When creating a pool, you must explicitly specify memory type index. To find the one suitable for your buffers or images, you can use helper functions
FindMemoryTypeIndexForBufferInfo
,FindMemoryTypeIndexForImageInfo
. You need to provide structures with example parameters of buffers or images that you are going to create in that pool.VkBufferCreateInfo exampleBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO }; exampleBufCreateInfo.size = 1024; // Whatever. exampleBufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; // Change if needed. VmaAllocationCreateInfo allocCreateInfo = {}; allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY; // Change if needed. uint32_t memTypeIndex; vmaFindMemoryTypeIndexForBufferInfo(allocator, &exampleBufCreateInfo, &allocCreateInfo, &memTypeIndex); VmaPoolCreateInfo poolCreateInfo = {}; poolCreateInfo.memoryTypeIndex = memTypeIndex; // ...
When creating buffers/images allocated in that pool, provide following parameters:
VkBufferCreateInfo
: Prefer to pass same parameters as above. Otherwise you risk creating resources in a memory type that is not suitable for them, which may result in undefined behavior. Using differentVK_BUFFER_USAGE_
flags may work, but you shouldn't create images in a pool intended for buffers or the other way around.VmaAllocationCreateInfo
: You don't need to pass same parameters. Fill onlypool
member. Other members are ignored anyway.
Linear allocation algorithm
Each Vulkan 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.
Sometimes there is a need to use simpler, linear allocation algorithm. You can create custom pool that uses such algorithm by adding flag
POOL_CREATE_LINEAR_ALGORITHM_BIT
toVmaPoolCreateInfo
::flags
while creatingVmaPool
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.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.
Free-at-once
In a pool that uses linear algorithm, you still need to free all the allocations individually, e.g. by using
FreeMemory
orDestroyBuffer
. 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.This mode is also available for pools created with
VmaPoolCreateInfo
::maxBlockCount
value that allows multiple memory blocks.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.
This mode is also available for pools created with
VmaPoolCreateInfo
::maxBlockCount
value that allows multiple memory blocks.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 upper stack, add flag
ALLOCATION_CREATE_UPPER_ADDRESS_BIT
toVmaAllocationCreateInfo
::flags
.Double stack is available only in pools with one memory block -
VmaPoolCreateInfo
::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
VK_ERROR_OUT_OF_DEVICE_MEMORY
error.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.
Pools with linear algorithm support lost allocations when used as ring buffer. If there is not enough free space for a new allocation, but existing allocations from the front of the queue can become lost, they become lost and the allocation succeeds.
Ring buffer is available only in pools with one memory block -
VmaPoolCreateInfo
::maxBlockCount
must be 1. Otherwise behavior is undefined.Buddy allocation algorithm
There is another allocation algorithm that can be used with custom pools, called "buddy". Its internal data structure is based on a tree of blocks, each having size that is a power of two and a half of its parent's size. When you want to allocate memory of certain size, a free node in the tree is located. If it's too large, it is recursively split into two halves (called "buddies"). However, if requested allocation size is not a power of two, the size of a tree node is aligned up to the nearest power of two and the remaining space is wasted. When two buddy nodes become free, they are merged back into one larger node.
The advantage of buddy allocation algorithm over default algorithm is faster allocation and deallocation, as well as smaller external fragmentation. The disadvantage is more wasted space (internal fragmentation).
For more information, please read "Buddy memory allocation" on Wikipedia or other sources that describe this concept in general.
To use buddy allocation algorithm with a custom pool, add flag
POOL_CREATE_BUDDY_ALGORITHM_BIT
toVmaPoolCreateInfo
::flags
while creatingVmaPool
object.Several limitations apply to pools that use buddy algorithm:
- It is recommended to use
VmaPoolCreateInfo
::blockSize
that is a power of two. Otherwise, only largest power of two smaller than the size is used for allocations. The remaining space always stays unused. - Margins and corruption detection don't work in such pools.
- Lost allocations don't work in such pools. You can use them, but they never become lost. Support may be added in the future.
- Defragmentation doesn't work with allocations made from such pool.
Defragmentation
Interleaved allocations and deallocations of many objects of varying size 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:
VmaDefragmentationInfo2
,DefragmentationBegin
,DefragmentationEnd
. Given set of allocations, this function can move them to compact used memory, ensure more continuous free space and possibly also free someVkDeviceMemory
blocks.What the defragmentation does is:
- Updates
VmaAllocation
objects to point to newVkDeviceMemory
and offset. After allocation has been moved, itsVmaAllocationInfo
::deviceMemory
and/orVmaAllocationInfo::offset
changes. You must query them again usingGetAllocationInfo
if you need them. - Moves actual data in memory.
What it doesn't do, so you need to do it yourself:
- Recreate buffers and images that were bound to allocations that were defragmented and bind them with their new places in memory. You must use
vkDestroyBuffer()
,vkDestroyImage()
,vkCreateBuffer()
,vkCreateImage()
,BindBufferMemory
,BindImageMemory
for that purpose and NOTDestroyBuffer
,DestroyImage
,CreateBuffer
,CreateImage
, because you don't need to destroy or create allocation objects! - Recreate views and update descriptors that point to these buffers and images.
Defragmenting CPU memory
Following example demonstrates how you can run defragmentation on CPU. Only allocations created in memory types that are
HOST_VISIBLE
can be defragmented. Others are ignored.The way it works is:
- It temporarily maps entire memory blocks when necessary.
- It moves data using
memmove()
function.
// Given following variables already initialized: VkDevice device; VmaAllocator allocator; std::vector<VkBuffer> buffers; std::vector<VmaAllocation> allocations; const uint32_t allocCount = (uint32_t)allocations.size(); std::vector<VkBool32> allocationsChanged(allocCount); VmaDefragmentationInfo2 defragInfo = {}; defragInfo.allocationCount = allocCount; defragInfo.pAllocations = allocations.data(); defragInfo.pAllocationsChanged = allocationsChanged.data(); defragInfo.maxCpuBytesToMove = VK_WHOLE_SIZE; // No limit. defragInfo.maxCpuAllocationsToMove = UINT32_MAX; // No limit. VmaDefragmentationContext defragCtx; vmaDefragmentationBegin(allocator, &defragInfo, nullptr, &defragCtx); vmaDefragmentationEnd(allocator, defragCtx); for(uint32_t i = 0; i < allocCount; ++i) { if(allocationsChanged[i]) { // Destroy buffer that is immutably bound to memory region which is no longer valid. vkDestroyBuffer(device, buffers[i], nullptr); // Create new buffer with same parameters. VkBufferCreateInfo bufferInfo = ...; vkCreateBuffer(device, &bufferInfo, nullptr, &buffers[i]); // You can make dummy call to vkGetBufferMemoryRequirements here to silence validation layer warning. // Bind new buffer to new memory region. Data contained in it is already moved. VmaAllocationInfo allocInfo; vmaGetAllocationInfo(allocator, allocations[i], &allocInfo); vmaBindBufferMemory(allocator, allocations[i], buffers[i]); } }
Setting
VmaDefragmentationInfo2
::pAllocationsChanged
is optional. This output array tells whether particular allocation inVmaDefragmentationInfo2::pAllocations
at the same index has been modified during defragmentation. You can pass null, but you then need to query every allocation passed to defragmentation for new parameters usingGetAllocationInfo
if you might need to recreate and rebind a buffer or image associated with it.If you use
Custom memory pools
, you can fillVmaDefragmentationInfo2::poolCount
andVmaDefragmentationInfo2::pPools
instead ofVmaDefragmentationInfo2::allocationCount
andVmaDefragmentationInfo2::pAllocations
to defragment all allocations in given pools. You cannot useVmaDefragmentationInfo2::pAllocationsChanged
in that case. You can also combine both methods.Defragmenting GPU memory
It is also possible to defragment allocations created in memory types that are not
HOST_VISIBLE
. To do that, you need to pass a command buffer that meets requirements as described inVmaDefragmentationInfo2::commandBuffer
. The way it works is:- It creates temporary buffers and binds them to entire memory blocks when necessary.
- It issues
vkCmdCopyBuffer()
to passed command buffer.
Example:
// Given following variables already initialized: VkDevice device; VmaAllocator allocator; VkCommandBuffer commandBuffer; std::vector<VkBuffer> buffers; std::vector<VmaAllocation> allocations; const uint32_t allocCount = (uint32_t)allocations.size(); std::vector<VkBool32> allocationsChanged(allocCount); VkCommandBufferBeginInfo cmdBufBeginInfo = ...; vkBeginCommandBuffer(commandBuffer, &cmdBufBeginInfo); VmaDefragmentationInfo2 defragInfo = {}; defragInfo.allocationCount = allocCount; defragInfo.pAllocations = allocations.data(); defragInfo.pAllocationsChanged = allocationsChanged.data(); defragInfo.maxGpuBytesToMove = VK_WHOLE_SIZE; // Notice it's "GPU" this time. defragInfo.maxGpuAllocationsToMove = UINT32_MAX; // Notice it's "GPU" this time. defragInfo.commandBuffer = commandBuffer; VmaDefragmentationContext defragCtx; vmaDefragmentationBegin(allocator, &defragInfo, nullptr, &defragCtx); vkEndCommandBuffer(commandBuffer); // Submit commandBuffer. // Wait for a fence that ensures commandBuffer execution finished. vmaDefragmentationEnd(allocator, defragCtx); for(uint32_t i = 0; i < allocCount; ++i) { if(allocationsChanged[i]) { // Destroy buffer that is immutably bound to memory region which is no longer valid. vkDestroyBuffer(device, buffers[i], nullptr); // Create new buffer with same parameters. VkBufferCreateInfo bufferInfo = ...; vkCreateBuffer(device, &bufferInfo, nullptr, &buffers[i]); // You can make dummy call to vkGetBufferMemoryRequirements here to silence validation layer warning. // Bind new buffer to new memory region. Data contained in it is already moved. VmaAllocationInfo allocInfo; vmaGetAllocationInfo(allocator, allocations[i], &allocInfo); vmaBindBufferMemory(allocator, allocations[i], buffers[i]); } }
You can combine these two methods by specifying non-zero
maxGpu*
as well asmaxCpu*
parameters. The library automatically chooses best method to defragment each memory pool.You may try not to block your entire program to wait until defragmentation finishes, but do it in the background, as long as you carefully fullfill requirements described in function
DefragmentationBegin
.Additional notes
It is only legal to defragment allocations bound to:
- buffers
- images created with
VK_IMAGE_CREATE_ALIAS_BIT
,VK_IMAGE_TILING_LINEAR
, and being currently inVK_IMAGE_LAYOUT_GENERAL
orVK_IMAGE_LAYOUT_PREINITIALIZED
.
Defragmentation of images created with
VK_IMAGE_TILING_OPTIMAL
or in any other layout may give undefined results.If you defragment allocations bound to images, new images to be bound to new memory region after defragmentation should be created with
VK_IMAGE_LAYOUT_PREINITIALIZED
and then transitioned to their original layout from before defragmentation if needed using an image memory barrier.While using defragmentation, you may experience validation layer warnings, which you just need to ignore.
Please don't expect memory to be fully compacted after defragmentation. Algorithms inside are based on some heuristics that try to maximize number of Vulkan memory blocks to make totally empty to release them, as well as to maximize continuous empty space inside remaining blocks, while minimizing the number and size of allocations that need to be moved. Some fragmentation may still remain - this is normal.
Writing custom defragmentation algorithm
If you want to implement your own, custom defragmentation algorithm, there is infrastructure prepared for that, but it is not exposed through the library API - you need to hack its source code.
Here are steps needed to do this:
- Main thing you need to do is to define your own class derived from base abstract class
VmaDefragmentationAlgorithm
and implement your version of its pure virtual methods. See definition and comments of this class for details. - Your code needs to interact with device memory block metadata. If you need more access to its data than it's provided by its public interface,
declare your new class as a friend class e.g. in class
VmaBlockMetadata_Generic
. - If you want to create a flag that would enable your algorithm or pass some additional flags to configure it, add them to
VmaDefragmentationFlagBits
and use them inVmaDefragmentationInfo2::flags
. - Modify function
VmaBlockVectorDefragmentationContext::Begin
to create object of your new class whenever needed.
Lost allocations
If your game oversubscribes video memory, it may work OK in previous-generation graphics APIs (DirectX 9, 10, 11, OpenGL) because resources are automatically paged to system RAM. In Vulkan you can't do it because when you run out of memory, an allocation just fails. If you have more data (e.g. textures) than can fit into VRAM and you don't need it all at once, you may want to upload them to GPU on demand and "push out" ones that are not used for a long time to make room for the new ones, effectively using VRAM (or a cartain memory pool) as a form of cache. Vulkan Memory Allocator can help you with that by supporting a concept of "lost allocations".
To create an allocation that can become lost, include
ALLOCATION_CREATE_CAN_BECOME_LOST_BIT
flag inVmaAllocationCreateInfo
::flags
. Before using a buffer or image bound to such allocation in every new frame, you need to query it if it's not lost. To check it, callTouchAllocation
. If the allocation is lost, you should not use it or buffer/image bound to it. You mustn't forget to destroy this allocation and this buffer/image.GetAllocationInfo
can also be used for checking status of the allocation. Allocation is lost when returnedVmaAllocationInfo
::deviceMemory
==VK_NULL_HANDLE
.To create an allocation that can make some other allocations lost to make room for it, use
ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT
flag. You will usually use both flagsALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT
andALLOCATION_CREATE_CAN_BECOME_LOST_BIT
at the same time.Warning! Current implementation uses quite naive, brute force algorithm, which can make allocation calls that use
ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT
flag quite slow. A new, more optimal algorithm and data structure to speed this up is planned for the future.Q: When interleaving creation of new allocations with usage of existing ones, how do you make sure that an allocation won't become lost while it's used in the current frame?
It is ensured because
TouchAllocation
/GetAllocationInfo
not only returns allocation status/parameters and checks whether it's not lost, but when it's not, it also atomically marks it as used in the current frame, which makes it impossible to become lost in that frame. It uses lockless algorithm, so it works fast and doesn't involve locking any internal mutex.Q: What if my allocation may still be in use by the GPU when it's rendering a previous frame while I already submit new frame on the CPU?
You can make sure that allocations "touched" by
TouchAllocation
/GetAllocationInfo
will not become lost for a number of additional frames back from the current one by specifying this number asVmaAllocatorCreateInfo
::frameInUseCount
(for default memory pool) andVmaPoolCreateInfo
::frameInUseCount
(for custom pool).Q: How do you inform the library when new frame starts?
You need to call function
SetCurrentFrameIndex
.Example code:
struct MyBuffer { VkBuffer m_Buf = nullptr; VmaAllocation m_Alloc = nullptr; // Called when the buffer is really needed in the current frame. void EnsureBuffer(); }; void MyBuffer::EnsureBuffer() { // Buffer has been created. if(m_Buf != VK_NULL_HANDLE) { // Check if its allocation is not lost + mark it as used in current frame. if(vmaTouchAllocation(allocator, m_Alloc)) { // It's all OK - safe to use m_Buf. return; } } // Buffer not yet exists or lost - destroy and recreate it. vmaDestroyBuffer(allocator, m_Buf, m_Alloc); VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO }; bufCreateInfo.size = 1024; bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; VmaAllocationCreateInfo allocCreateInfo = {}; allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY; allocCreateInfo.flags = VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT | VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT; vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &m_Buf, &m_Alloc, nullptr); }
When using lost allocations, you may see some Vulkan validation layer warnings about overlapping regions of memory bound to different kinds of buffers and images. This is still valid as long as you implement proper handling of lost allocations (like in the example above) and don't use them.
You can create an allocation that is already in lost state from the beginning using function
CreateLostAllocation
. It may be useful if you need a "dummy" allocation that is not null.You can call function
MakePoolAllocationsLost
to set all eligible allocations in a specified custom pool to lost state. Allocations that have been "touched" in current frame orVmaPoolCreateInfo
::frameInUseCount
frames back cannot become lost.Q: Can I touch allocation that cannot become lost?
Yes, although it has no visible effect. Calls to
GetAllocationInfo
andTouchAllocation
update last use frame index also for allocations that cannot become lost, but the only way to observe it is to dump internal allocator state usingBuildStatsString
. You can use this feature for debugging purposes to explicitly mark allocations that you use in current frame and then analyze JSON dump to see for how long each allocation stays unused.Statistics
This library contains functions that return information about its internal state, especially the amount of memory allocated from Vulkan. Please keep in mind that these functions need to traverse all internal data structures to gather these information, so they may be quite time-consuming. Don't call them too often.
Numeric statistics
You can query for overall statistics of the allocator using function
CalculateStats
. Information are returned using structureVmaStats
. It containsVmaStatInfo
- number of allocated blocks, number of allocations (occupied ranges in these blocks), number of unused (free) ranges in these blocks, number of bytes used and unused (but still allocated from Vulkan) and other information. They are summed across memory heaps, memory types and total for whole allocator.You can query for statistics of a custom pool using function
GetPoolStats
. Information are returned using structureVmaPoolStats
.You can query for information about specific allocation using function
GetAllocationInfo
. It fill structureVmaAllocationInfo
.JSON dump
You can dump internal state of the allocator to a string in JSON format using function
BuildStatsString
. The result is guaranteed to be correct JSON. It uses ANSI encoding. Any strings provided by user are copied as-is and properly escaped for JSON, so if they use UTF-8, ISO-8859-2 or any other encoding, this JSON string can be treated as using this encoding. It must be freed using functionFreeStatsString
.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
CalculateStats
. 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.Allocation names and user data
Allocation user data
You can annotate allocations with your own information, e.g. for debugging purposes. To do that, fill
VmaAllocationCreateInfo
::pUserData
field when creating an allocation. It's an opaquevoid*
pointer. You can use it e.g. as a pointer, some handle, index, key, ordinal number or any other value that would associate the allocation with your custom metadata.VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO }; // Fill bufferInfo... MyBufferMetadata* pMetadata = CreateBufferMetadata(); VmaAllocationCreateInfo allocCreateInfo = {}; allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY; allocCreateInfo.pUserData = pMetadata; VkBuffer buffer; VmaAllocation allocation; vmaCreateBuffer(allocator, &bufferInfo, &allocCreateInfo, &buffer, &allocation, nullptr);
The pointer may be later retrieved as
VmaAllocationInfo
::pUserData
:VmaAllocationInfo allocInfo; vmaGetAllocationInfo(allocator, allocation, &allocInfo); MyBufferMetadata* pMetadata = (MyBufferMetadata*)allocInfo.pUserData;
It can also be changed using function
SetAllocationUserData
.Values of (non-zero) allocations'
pUserData
are printed in JSON report created byBuildStatsString
, in hexadecimal form.Allocation names
There is alternative mode available where
pUserData
pointer is used to point to a null-terminated string, giving a name to the allocation. To use this mode, setALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT
flag inVmaAllocationCreateInfo
::flags
. ThenpUserData
passed asVmaAllocationCreateInfo
::pUserData
or argument toSetAllocationUserData
must be either null or pointer to a null-terminated string. The library creates internal copy of the string, so the pointer you pass doesn't need to be valid for whole lifetime of the allocation. You can free it after the call.VkImageCreateInfo imageInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO }; // Fill imageInfo... std::string imageName = "Texture: "; imageName += fileName; VmaAllocationCreateInfo allocCreateInfo = {}; allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY; allocCreateInfo.flags = VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT; allocCreateInfo.pUserData = imageName.c_str(); VkImage image; VmaAllocation allocation; vmaCreateImage(allocator, &imageInfo, &allocCreateInfo, &image, &allocation, nullptr);
The value of
pUserData
pointer of the allocation will be different than the one you passed when setting allocation's name - pointing to a buffer managed internally that holds copy of the string.VmaAllocationInfo allocInfo; vmaGetAllocationInfo(allocator, allocation, &allocInfo); const char* imageName = (const char*)allocInfo.pUserData; printf("Image name: %s\n", imageName);
That string is also printed in JSON report created by
BuildStatsString
.Debugging incorrect memory usage
If you suspect a bug with memory usage, like usage of uninitialized memory or memory being overwritten out of bounds of an allocation, you can use debug features of this library to verify this.
Memory initialization
If you experience a bug with incorrect and nondeterministic data in your program and you suspect uninitialized memory to be used, you can enable automatic memory initialization to verify this. To do it, define macro
VMA_DEBUG_INITIALIZE_ALLOCATIONS
to 1.It makes memory of all new allocations initialized to bit pattern
0xDCDCDCDC
. Before an allocation is destroyed, its memory is filled with bit pattern0xEFEFEFEF
. Memory is automatically mapped and unmapped if necessary.If you find these values while debugging your program, good chances are that you incorrectly read Vulkan memory that is allocated but not initialized, or already freed, respectively.
Memory initialization works only with memory types that are
HOST_VISIBLE
. It works also with dedicated allocations. It doesn't work with allocations created withALLOCATION_CREATE_CAN_BECOME_LOST_BIT
flag, as they cannot be mapped.Margins
By default, allocations are laid out in memory blocks next to each other if possible (considering required alignment,
bufferImageGranularity
, andnonCoherentAtomSize
).Define macro
VMA_DEBUG_MARGIN
to some non-zero value (e.g. 16) to enforce specified number of bytes as a margin before and after every allocation.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.
The margin is applied also before first and after last allocation in a block. It may occur only once between two adjacent allocations.
Margins work with all types of memory.
Margin is applied only to allocations made out of memory blocks and not to dedicated allocations, which have their own memory block of specific size. It is thus not applied to allocations made using
ALLOCATION_CREATE_DEDICATED_MEMORY_BIT
flag or those automatically decided to put into dedicated allocations, e.g. due to its large size or recommended byVK_KHR_dedicated_allocation
extension. Margins are also not active in custom pools created withPOOL_CREATE_BUDDY_ALGORITHM_BIT
flag.Margins appear in JSON dump as part of free space.
Note that enabling margins increases memory usage and fragmentation.
Corruption detection
You can additionally define macro
VMA_DEBUG_DETECT_CORRUPTION
to 1 to enable validation of contents of the margins.When this feature is enabled, number of bytes specified as
VMA_DEBUG_MARGIN
(it must be multiple of 4) before and after every allocation is filled with a magic number. This idea is also know as "canary". Memory is automatically mapped and unmapped if necessary.This number is validated automatically when the allocation is destroyed. If it's not equal to the expected value,
VMA_ASSERT()
is executed. It clearly means that either CPU or GPU overwritten the memory outside of boundaries of the allocation, which indicates a serious bug.You can also explicitly request checking margins of all allocations in all memory blocks that belong to specified memory types by using function
CheckCorruption
, or in memory blocks that belong to specified custom pool, by using functionCheckPoolCorruption
.Margin validation (corruption detection) works only for memory types that are
HOST_VISIBLE
andHOST_COHERENT
.Record and replay
Introduction
While using the library, sequence of calls to its functions together with their parameters can be recorded to a file and later replayed using standalone player application. It can be useful to:
- Test correctness - check if same sequence of calls will not cause crash or failures on a target platform.
- Gather statistics - see number of allocations, peak memory usage, number of calls etc.
- Benchmark performance - see how much time it takes to replay the whole sequence.
Usage
Recording functionality is disabled by default. To enable it, define following macro before every include of this library:
#define VMA_RECORDING_ENABLED 1
To record sequence of calls to a file: Fill in
VmaAllocatorCreateInfo
::pRecordSettings
member while creatingVmaAllocator
object. File is opened and written during whole lifetime of the allocator.To replay file: Use
VmaReplay
- standalone command-line program. Precompiled binary can be found in "bin" directory. Its source can be found in "src/VmaReplay" directory. Its project is generated by Premake. Command line syntax is printed when the program is launched without parameters. Basic usage:VmaReplay.exe MyRecording.csv
Documentation of file format can be found in file: "docs/Recording file format.md". It's a human-readable, text file in CSV format (Comma Separated Values).
Additional considerations
- Replaying file that was recorded on a different GPU (with different parameters like
bufferImageGranularity
,nonCoherentAtomSize
, and especially different set of memory heaps and types) may give different performance and memory usage results, as well as issue some warnings and errors. - Current implementation of recording in VMA, as well as
VmaReplay
application, is coded and tested only on Windows. Inclusion of recording code is driven byVMA_RECORDING_ENABLED
macro. Support for other platforms should be easy to add. Contributions are welcomed.
Recommended usage patterns
See also slides from talk: Sawicki, Adam. Advanced Graphics Techniques Tutorial: Memory management in Vulkan and DX12. Game Developers Conference, 2018
Common mistakes
Use of
CPU_TO_GPU
instead ofCPU_ONLY
memoryMEMORY_USAGE_CPU_TO_GPU
is recommended only for resources that will be mapped and written by the CPU, as well as read directly by the GPU - like some buffers or textures updated every frame (dynamic). If you create a staging copy of a resource to be written by CPU and then used as a source of transfer to another resource placed in the GPU memory, that staging resource should be created withMEMORY_USAGE_CPU_ONLY
. Please read the descriptions of these enums carefully for details.Unnecessary use of custom pools
Custom memory pools may be useful for special purposes - when you want to keep certain type of resources separate e.g. to reserve minimum amount of memory for them, limit maximum amount of memory they can occupy, or make some of them push out the other through the mechanism of lost allocations. For most resources this is not needed and so it is not recommended to create
VmaPool
objects and allocations out of them. Allocating from the default pool is sufficient.Simple patterns
Render targets
When: Any resources that you frequently write and read on GPU, e.g. images used as color attachments (aka "render targets"), depth-stencil attachments, images/buffers used as storage image/buffer (aka "Unordered Access View (UAV)").
What to do: Create them in video memory that is fastest to access from GPU using
MEMORY_USAGE_GPU_ONLY
.Consider using
VK_KHR_dedicated_allocation
extension and/or manually creating them as dedicated allocations usingALLOCATION_CREATE_DEDICATED_MEMORY_BIT
, especially if they are large or if you plan to destroy and recreate them e.g. when display resolution changes. Prefer to create such resources first and all other GPU resources (like textures and vertex buffers) later.Immutable resources
When: Any resources that you fill on CPU only once (aka "immutable") or infrequently and then read frequently on GPU, e.g. textures, vertex and index buffers, constant buffers that don't change often.
What to do: Create them in video memory that is fastest to access from GPU using
MEMORY_USAGE_GPU_ONLY
.To initialize content of such resource, create a CPU-side (aka "staging") copy of it in system memory -
MEMORY_USAGE_CPU_ONLY
, map it, fill it, and submit a transfer from it to the GPU resource. You can keep the staging copy if you need it for another upload transfer in the future. If you don't, you can destroy it or reuse this buffer for uploading different resource after the transfer finishes.Prefer to create just buffers in system memory rather than images, even for uploading textures. Use
vkCmdCopyBufferToImage()
. Dont use images withVK_IMAGE_TILING_LINEA
R.Dynamic resources
When: Any resources that change frequently (aka "dynamic"), e.g. every frame or every draw call, written on CPU, read on GPU.
What to do: Create them using
MEMORY_USAGE_CPU_TO_GPU
. You can map it and write to it directly on CPU, as well as read from it on GPU.This is a more complex situation. Different solutions are possible, and the best one depends on specific GPU type, but you can use this simple approach for the start. Prefer to write to such resource sequentially (e.g. using
memcpy
). Don't perform random access or any reads from it on CPU, as it may be very slow.Readback
When: Resources that contain data written by GPU that you want to read back on CPU, e.g. results of some computations.
What to do: Create them using
MEMORY_USAGE_GPU_TO_CPU
. You can write to them directly on GPU, as well as map and read them on CPU.Advanced patterns
Detecting integrated graphics
You can support integrated graphics (like Intel HD Graphics, AMD APU) better by detecting it in Vulkan. To do it, call
vkGetPhysicalDeviceProperties()
, inspectVkPhysicalDeviceProperties::deviceType
and look forVK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU
. When you find it, you can assume that memory is unified and all memory types are comparably fast to access from GPU, regardless ofVK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
.You can then sum up sizes of all available memory heaps and treat them as useful for your GPU resources, instead of only
DEVICE_LOCAL
ones. You can also prefer to create your resources in memory types that areHOST_VISIBLE
to map them directly instead of submitting explicit transfer (see below).Direct access versus transfer
For resources that you frequently write on CPU and read on GPU, many solutions are possible:
- Create one copy in video memory using
MEMORY_USAGE_GPU_ONLY
, second copy in system memory usingMEMORY_USAGE_CPU_ONLY
and submit explicit tranfer each time. - Create just single copy using
MEMORY_USAGE_CPU_TO_GPU
, map it and fill it on CPU, read it directly on GPU. - Create just single copy using
MEMORY_USAGE_CPU_ONLY
, map it and fill it on CPU, read it directly on GPU.
Which solution is the most efficient depends on your resource and especially on the GPU. It is best to measure it and then make the decision. Some general recommendations:
- On integrated graphics use (2) or (3) to avoid unnecesary time and memory overhead related to using a second copy and making transfer.
- For small resources (e.g. constant buffers) use (2). Discrete AMD cards have special 256 MiB pool of video memory that is directly mappable. Even if the resource ends up in system memory, its data may be cached on GPU after first fetch over PCIe bus.
- For larger resources (e.g. textures), decide between (1) and (2). You may want to differentiate NVIDIA and AMD, e.g. by looking for memory type
that is both
DEVICE_LOCAL
andHOST_VISIBLE
. When you find it, use (2), otherwise use (1).
Similarly, for resources that you frequently write on GPU and read on CPU, multiple solutions are possible:
- Create one copy in video memory using
MEMORY_USAGE_GPU_ONLY
, second copy in system memory usingMEMORY_USAGE_GPU_TO_CPU
and submit explicit transfer each time. - Create just single copy using
MEMORY_USAGE_GPU_TO_CPU
, write to it directly on GPU, map it and read it on CPU.
You should take some measurements to decide which option is faster in case of your specific resource.
If you don't want to specialize your code for specific types of GPUs, you can still make an simple optimization for cases when your resource ends up in mappable memory to use it directly in this case instead of creating CPU-side staging copy. For details see Finding out if memory is mappable.
Configuration
Custom host memory allocator
If you use custom allocator for CPU memory rather than default operator
new
anddelete
from C++, you can make this library using your allocator as well by filling optional memberVmaAllocatorCreateInfo
::pAllocationCallbacks
. These functions will be passed to Vulkan, as well as used by the library itself to make any CPU-side allocations.Device memory allocation callbacks
The library makes calls to
vkAllocateMemory()
andvkFreeMemory()
internally. You can setup callbacks to be informed about these calls, e.g. for the purpose of gathering some statistics. To do it, fill optional memberVmaAllocatorCreateInfo
::pDeviceMemoryCallbacks
.Device heap memory limit
When device memory of certain heap runs out of free space, new allocations may fail (returning error code) or they may succeed, silently pushing some existing memory blocks from GPU VRAM to system RAM (which degrades performance). This behavior is implementation-dependant - it depends on GPU vendor and graphics driver.
On AMD cards it can be controlled while creating Vulkan device object by using
VK_AMD_memory_overallocation_behavior
extension, if available.Alternatively, if you want to test how your program behaves with limited amount of Vulkan devicememory available without switching your graphics card to one that really has smaller VRAM, you can use a feature of this library intended for this purpose. To do it, fill optional member
VmaAllocatorCreateInfo
::pHeapSizeLimit
.VK_KHR_dedicated_allocation
VK_KHR_dedicated_allocation
is a Vulkan extension which can be used to improve performance on some GPUs. It augments Vulkan API with possibility to query driver whether it prefers particular buffer or image to have its own, dedicated allocation (separateVkDeviceMemory
block) for better efficiency - to be able to do some internal optimizations.The extension is supported by this library. It will be used automatically when enabled. To enable it:
1 . When creating Vulkan device, check if following 2 device extensions are supported (call
vkEnumerateDeviceExtensionProperties()
). If yes, enable them (fillVkDeviceCreateInfo
::ppEnabledExtensionNames
).VK_KHR_get_memory_requirements2
VK_KHR_dedicated_allocation
If you enabled these extensions:
2 . Use
ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT
flag when creating yourVmaAllocator
to inform the library that you enabled required extensions and you want the library to use them.allocatorInfo.flags |= VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT; vmaCreateAllocator(&allocatorInfo, &allocator);
That's all. The extension will be automatically used whenever you create a buffer using
CreateBuffer
or image usingCreateImage
.When using the extension together with Vulkan Validation Layer, you will receive warnings like this:
vkBindBufferMemory(): Binding memory to buffer 0x33 but vkGetBufferMemoryRequirements() has not been called on that buffer.
It is OK, you should just ignore it. It happens because you use function
vkGetBufferMemoryRequirements2KHR()
instead of standardvkGetBufferMemoryRequirements()
, while the validation layer seems to be unaware of it.To learn more about this extension, see:
General considerations
Thread safety
- The library has no global state, so separate
VmaAllocator
objects can be used independently. There should be no need to create multiple such objects though - one perVkDevice
is enough. - By default, all calls to functions that take
VmaAllocator
as first parameter are safe to call from multiple threads simultaneously because they are synchronized internally when needed. - When the allocator is created with
ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT
flag, calls to functions that take suchVmaAllocator
object must be synchronized externally. - Access to a
VmaAllocation
object must be externally synchronized. For example, you must not callGetAllocationInfo
andMapMemory
from different threads at the same time if you pass the sameVmaAllocation
object to these functions.
Validation layer warnings
When using this library, you can meet following types of warnings issued by Vulkan validation layer. They don't necessarily indicate a bug, so you may need to just ignore them.
vkBindBufferMemory()
: Binding memory to buffer0xeb8e4
butvkGetBufferMemoryRequirements()
has not been called on that buffer.It happens when
VK_KHR_dedicated_allocation
extension is enabled.vkGetBufferMemoryRequirements2KHR
function is used instead, while validation layer seems to be unaware of it.- Mapping an image with layout
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL
can result in undefined behavior if this memory is used by the device. OnlyGENERAL
orPREINITIALIZED
should be used.It happens when you map a buffer or image, because the library maps entire
VkDeviceMemory
block, where different types of images and buffers may end up together, especially on GPUs with unified memory like Intel. - Non-linear image
0xebc91
is aliased with linear buffer0xeb8e4
which may indicate a bug.It happens when you use lost allocations, and a new image or buffer is created in place of an existing object that became lost. It may happen also when you use defragmentation.
Allocation algorithm
The library uses following algorithm for allocation, in order:
- Try to find free range of memory in existing blocks.
- If failed, try to create a new block of
VkDeviceMemor
y, with preferred block size. - If failed, try to create such block with size/2, size/4, size/8.
- If failed and
ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT
flag was specified, try to find space in existing blocks, possilby making some other allocations lost. - If failed, try to allocate separate
VkDeviceMemory
for this allocation, just like when you useALLOCATION_CREATE_DEDICATED_MEMORY_BIT
. - If failed, choose other memory type that meets the requirements specified in
VmaAllocationCreateInfo
and go to point 1. - If failed, return
VK_ERROR_OUT_OF_DEVICE_MEMORY
.
Features not supported
Features deliberately excluded from the scope of this library:
- Data transfer. Uploading (streaming) and downloading data of buffers and images between CPU and GPU memory and related synchronization is responsibility of the user.
- Defining some "texture" object that would automatically stream its data from a staging copy in CPU memory to GPU memory would rather be a feature of another, higher-level library implemented on top of VMA.
- Allocations for imported/exported external memory. They tend to require explicit memory type index and dedicated allocation anyway, so they don't
interact with main features of this library. Such special purpose allocations should be made manually, using
vkCreateBuffer()
andvkAllocateMemory()
. - Recreation of buffers and images. Although the library has functions for buffer and image creation (
CreateBuffer
,CreateImage
), you need to recreate these objects yourself after defragmentation. That's because the big structuresVkBufferCreateInfo
,VkImageCreateInfo
are not stored inVmaAllocation
object. - Handling CPU memory allocation failures. When dynamically creating small C++ objects in CPU memory (not Vulkan memory), allocation failures are not checked and handled gracefully, because that would complicate code significantly and is usually not needed in desktop PC applications anyway.
- Code free of any compiler warnings. Maintaining the library to compile and work correctly on so many different platforms is hard enough. Being free of any warnings, on any version of any compiler, is simply not feasible.
- This is a C++ library with C interface. Bindings or ports to any other programming languages are welcomed as external projects and are not going to be included into this repository.
- Initialize Vulkan to have
-
-
Field Summary
-
Method Summary
All Methods Static Methods Concrete Methods Modifier and Type Method Description static int
nvmaAllocateMemory(long allocator, long pVkMemoryRequirements, long pCreateInfo, long pAllocation, long pAllocationInfo)
Unsafe version of:AllocateMemory
static int
nvmaAllocateMemoryForBuffer(long allocator, long buffer, long pCreateInfo, long pAllocation, long pAllocationInfo)
Unsafe version of:AllocateMemoryForBuffer
static int
nvmaAllocateMemoryForImage(long allocator, long image, long pCreateInfo, long pAllocation, long pAllocationInfo)
Unsafe version of:AllocateMemoryForImage
static int
nvmaAllocateMemoryPages(long allocator, long pVkMemoryRequirements, long pCreateInfo, long allocationCount, long pAllocations, long pAllocationInfo)
Unsafe version of:AllocateMemoryPages
static int
nvmaBindBufferMemory(long allocator, long allocation, long buffer)
Unsafe version of:BindBufferMemory
static int
nvmaBindBufferMemory2(long allocator, long allocation, long allocationLocalOffset, long buffer, long pNext)
Unsafe version of:BindBufferMemory2
static int
nvmaBindImageMemory(long allocator, long allocation, long image)
Unsafe version of:BindImageMemory
static int
nvmaBindImageMemory2(long allocator, long allocation, long allocationLocalOffset, long image, long pNext)
Unsafe version of:BindImageMemory2
static void
nvmaBuildStatsString(long allocator, long ppStatsString, int detailedMap)
Unsafe version of:BuildStatsString
static void
nvmaCalculateStats(long allocator, long pStats)
Unsafe version of:CalculateStats
static int
nvmaCheckCorruption(long allocator, int memoryTypeBits)
Unsafe version of:CheckCorruption
static int
nvmaCheckPoolCorruption(long allocator, long pool)
Unsafe version of:CheckPoolCorruption
static int
nvmaCreateAllocator(long pCreateInfo, long pAllocator)
Unsafe version of:CreateAllocator
static int
nvmaCreateBuffer(long allocator, long pBufferCreateInfo, long pAllocationCreateInfo, long pBuffer, long pAllocation, long pAllocationInfo)
Unsafe version of:CreateBuffer
static int
nvmaCreateImage(long allocator, long pImageCreateInfo, long pAllocationCreateInfo, long pImage, long pAllocation, long pAllocationInfo)
Unsafe version of:CreateImage
static void
nvmaCreateLostAllocation(long allocator, long pAllocation)
Unsafe version of:CreateLostAllocation
static int
nvmaCreatePool(long allocator, long pCreateInfo, long pPool)
Unsafe version of:CreatePool
static int
nvmaDefragment(long allocator, long pAllocations, long allocationCount, long pAllocationsChanged, long pDefragmentationInfo, long pDefragmentationStats)
Unsafe version of:Defragment
static int
nvmaDefragmentationBegin(long allocator, long pInfo, long pStats, long pContext)
Unsafe version of:DefragmentationBegin
static int
nvmaDefragmentationEnd(long allocator, long context)
Unsafe version of:DefragmentationEnd
static void
nvmaDestroyAllocator(long allocator)
Unsafe version of:DestroyAllocator
static void
nvmaDestroyBuffer(long allocator, long buffer, long allocation)
Unsafe version of:DestroyBuffer
static void
nvmaDestroyImage(long allocator, long image, long allocation)
Unsafe version of:DestroyImage
static void
nvmaDestroyPool(long allocator, long pool)
Unsafe version of:DestroyPool
static int
nvmaFindMemoryTypeIndex(long allocator, int memoryTypeBits, long pAllocationCreateInfo, long pMemoryTypeIndex)
Unsafe version of:FindMemoryTypeIndex
static int
nvmaFindMemoryTypeIndexForBufferInfo(long allocator, long pBufferCreateInfo, long pAllocationCreateInfo, long pMemoryTypeIndex)
Unsafe version of:FindMemoryTypeIndexForBufferInfo
static int
nvmaFindMemoryTypeIndexForImageInfo(long allocator, long pImageCreateInfo, long pAllocationCreateInfo, long pMemoryTypeIndex)
Unsafe version of:FindMemoryTypeIndexForImageInfo
static void
nvmaFlushAllocation(long allocator, long allocation, long offset, long size)
Unsafe version of:FlushAllocation
static void
nvmaFreeMemory(long allocator, long allocation)
Unsafe version of:FreeMemory
static void
nvmaFreeMemoryPages(long allocator, long allocationCount, long pAllocations)
Unsafe version of:FreeMemoryPages
static void
nvmaFreeStatsString(long allocator, long pStatsString)
static void
nvmaGetAllocationInfo(long allocator, long allocation, long pAllocationInfo)
Unsafe version of:GetAllocationInfo
static void
nvmaGetBudget(long allocator, long pBudget)
Unsafe version of:GetBudget
static void
nvmaGetMemoryProperties(long allocator, long ppPhysicalDeviceMemoryProperties)
Unsafe version of:GetMemoryProperties
static void
nvmaGetMemoryTypeProperties(long allocator, int memoryTypeIndex, long pFlags)
Unsafe version of:GetMemoryTypeProperties
static void
nvmaGetPhysicalDeviceProperties(long allocator, long ppPhysicalDeviceProperties)
Unsafe version of:GetPhysicalDeviceProperties
static void
nvmaGetPoolName(long allocator, long pool, long ppName)
Unsafe version of:GetPoolName
static void
nvmaGetPoolStats(long allocator, long pool, long pPoolStats)
Unsafe version of:GetPoolStats
static void
nvmaInvalidateAllocation(long allocator, long allocation, long offset, long size)
Unsafe version of:InvalidateAllocation
static void
nvmaMakePoolAllocationsLost(long allocator, long pool, long pLostAllocationCount)
Unsafe version of:MakePoolAllocationsLost
static int
nvmaMapMemory(long allocator, long allocation, long ppData)
Unsafe version of:MapMemory
static int
nvmaResizeAllocation(long allocator, long allocation, long newSize)
Unsafe version of:ResizeAllocation
static void
nvmaSetAllocationUserData(long allocator, long allocation, long pUserData)
Unsafe version of:SetAllocationUserData
static void
nvmaSetCurrentFrameIndex(long allocator, int frameIndex)
Unsafe version of:SetCurrentFrameIndex
static void
nvmaSetPoolName(long allocator, long pool, long pName)
Unsafe version of:SetPoolName
static int
nvmaTouchAllocation(long allocator, long allocation)
Unsafe version of:TouchAllocation
static void
nvmaUnmapMemory(long allocator, long allocation)
Unsafe version of:UnmapMemory
static int
vmaAllocateMemory(long allocator, org.lwjgl.vulkan.VkMemoryRequirements pVkMemoryRequirements, VmaAllocationCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocation, VmaAllocationInfo pAllocationInfo)
General purpose memory allocation.static int
vmaAllocateMemoryForBuffer(long allocator, long buffer, VmaAllocationCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocation, VmaAllocationInfo pAllocationInfo)
Buffer memory allocation.static int
vmaAllocateMemoryForImage(long allocator, long image, VmaAllocationCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocation, VmaAllocationInfo pAllocationInfo)
Function similar toAllocateMemoryForBuffer
.static int
vmaAllocateMemoryPages(long allocator, org.lwjgl.vulkan.VkMemoryRequirements pVkMemoryRequirements, VmaAllocationCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocations, VmaAllocationInfo.Buffer pAllocationInfo)
General purpose memory allocation for multiple allocation objects at once.static int
vmaBindBufferMemory(long allocator, long allocation, long buffer)
Binds buffer to allocation.static int
vmaBindBufferMemory2(long allocator, long allocation, long allocationLocalOffset, long buffer, long pNext)
Binds buffer to allocation with additional parameters.static int
vmaBindImageMemory(long allocator, long allocation, long image)
Binds image to allocation.static int
vmaBindImageMemory2(long allocator, long allocation, long allocationLocalOffset, long image, long pNext)
Binds image to allocation with additional parameters.static void
vmaBuildStatsString(long allocator, org.lwjgl.PointerBuffer ppStatsString, boolean detailedMap)
Builds and returns statistics as string in JSON format.static void
vmaCalculateStats(long allocator, VmaStats pStats)
Retrieves statistics from current state of the Allocator.static int
vmaCheckCorruption(long allocator, int memoryTypeBits)
Checks magic number in margins around all allocations in given memory types (in both default and custom pools) in search for corruptions.static int
vmaCheckPoolCorruption(long allocator, long pool)
Checks magic number in margins around all allocations in given memory pool in search for corruptions.static int
vmaCreateAllocator(VmaAllocatorCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocator)
Creates Allocator object.static int
vmaCreateBuffer(long allocator, org.lwjgl.vulkan.VkBufferCreateInfo pBufferCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, java.nio.LongBuffer pBuffer, org.lwjgl.PointerBuffer pAllocation, VmaAllocationInfo pAllocationInfo)
This function automatically: Creates buffer. Allocates appropriate memory for it. Binds the buffer with the memory.static int
vmaCreateImage(long allocator, org.lwjgl.vulkan.VkImageCreateInfo pImageCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, java.nio.LongBuffer pImage, org.lwjgl.PointerBuffer pAllocation, VmaAllocationInfo pAllocationInfo)
Function similar toCreateBuffer
.static void
vmaCreateLostAllocation(long allocator, org.lwjgl.PointerBuffer pAllocation)
Creates new allocation that is in lost state from the beginning.static int
vmaCreatePool(long allocator, VmaPoolCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pPool)
Allocates Vulkan device memory and createsVmaPool
object.static int
vmaDefragment(long allocator, org.lwjgl.PointerBuffer pAllocations, java.nio.IntBuffer pAllocationsChanged, VmaDefragmentationInfo pDefragmentationInfo, VmaDefragmentationStats pDefragmentationStats)
Deprecated: This is a part of the old interface.static int
vmaDefragmentationBegin(long allocator, VmaDefragmentationInfo2 pInfo, VmaDefragmentationStats pStats, org.lwjgl.PointerBuffer pContext)
Begins defragmentation process.static int
vmaDefragmentationEnd(long allocator, long context)
Ends defragmentation process.static void
vmaDestroyAllocator(long allocator)
Destroys allocator object.static void
vmaDestroyBuffer(long allocator, long buffer, long allocation)
Destroys Vulkan buffer and frees allocated memory.static void
vmaDestroyImage(long allocator, long image, long allocation)
Destroys Vulkan image and frees allocated memory.static void
vmaDestroyPool(long allocator, long pool)
DestroysVmaPool
object and frees Vulkan device memory.static int
vmaFindMemoryTypeIndex(long allocator, int memoryTypeBits, VmaAllocationCreateInfo pAllocationCreateInfo, java.nio.IntBuffer pMemoryTypeIndex)
static int
vmaFindMemoryTypeIndexForBufferInfo(long allocator, org.lwjgl.vulkan.VkBufferCreateInfo pBufferCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, java.nio.IntBuffer pMemoryTypeIndex)
static int
vmaFindMemoryTypeIndexForImageInfo(long allocator, org.lwjgl.vulkan.VkImageCreateInfo pImageCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, java.nio.IntBuffer pMemoryTypeIndex)
static void
vmaFlushAllocation(long allocator, long allocation, long offset, long size)
Flushes memory of given allocation.static void
vmaFreeMemory(long allocator, long allocation)
Frees memory previously allocated usingAllocateMemory
,AllocateMemoryForBuffer
, orAllocateMemoryForImage
.static void
vmaFreeMemoryPages(long allocator, org.lwjgl.PointerBuffer pAllocations)
Frees memory and destroys multiple allocations.static void
vmaFreeStatsString(long allocator, java.nio.ByteBuffer pStatsString)
static void
vmaGetAllocationInfo(long allocator, long allocation, VmaAllocationInfo pAllocationInfo)
Returns current information about specified allocation and atomically marks it as used in current frame.static void
vmaGetBudget(long allocator, VmaBudget.Buffer pBudget)
Retrieves information about current memory budget for all memory heaps.static void
vmaGetMemoryProperties(long allocator, org.lwjgl.PointerBuffer ppPhysicalDeviceMemoryProperties)
PhysicalDeviceMemoryProperties
are fetched fromphysicalDevice
by the allocator.static void
vmaGetMemoryTypeProperties(long allocator, int memoryTypeIndex, java.nio.IntBuffer pFlags)
Given Memory Type Index, returns Property Flags of this memory type.static void
vmaGetPhysicalDeviceProperties(long allocator, org.lwjgl.PointerBuffer ppPhysicalDeviceProperties)
PhysicalDeviceProperties
are fetched fromphysicalDevice
by the allocator.static void
vmaGetPoolName(long allocator, long pool, org.lwjgl.PointerBuffer ppName)
Retrieves name of a custom pool.static void
vmaGetPoolStats(long allocator, long pool, VmaPoolStats pPoolStats)
Retrieves statistics of existing VmaPool object.static void
vmaInvalidateAllocation(long allocator, long allocation, long offset, long size)
Invalidates memory of given allocation.static long
vmaMakePoolAllocationsLost(long allocator, long pool)
Marks all allocations in given pool as lost if they are not used in current frame orVmaPoolCreateInfo
::frameInUseCount
back from now.static void
vmaMakePoolAllocationsLost(long allocator, long pool, org.lwjgl.PointerBuffer pLostAllocationCount)
Marks all allocations in given pool as lost if they are not used in current frame orVmaPoolCreateInfo
::frameInUseCount
back from now.static int
vmaMapMemory(long allocator, long allocation, org.lwjgl.PointerBuffer ppData)
Maps memory represented by given allocation and returns pointer to it.static int
vmaResizeAllocation(long allocator, long allocation, long newSize)
Deprecated.static void
vmaSetAllocationUserData(long allocator, long allocation, long pUserData)
SetspUserData
in given allocation to new value.static void
vmaSetCurrentFrameIndex(long allocator, int frameIndex)
Sets index of the current frame.static void
vmaSetPoolName(long allocator, long pool, java.lang.CharSequence pName)
Sets name of a custom pool.static void
vmaSetPoolName(long allocator, long pool, java.nio.ByteBuffer pName)
Sets name of a custom pool.static boolean
vmaTouchAllocation(long allocator, long allocation)
ReturnsVK_TRUE
if allocation is not lost and atomically marks it as used in current frame.static void
vmaUnmapMemory(long allocator, long allocation)
Unmaps memory represented by given allocation, mapped previously usingMapMemory
.
-
-
-
Field Detail
-
VMA_RECORD_FLUSH_AFTER_CALL_BIT
Flags to be used inVmaRecordSettings
::flags
.Enum values:
RECORD_FLUSH_AFTER_CALL_BIT
- Enables flush after recording every function call.Enable it if you expect your application to crash, which may leave recording file truncated. It may degrade performance though.
-
VMA_ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT, VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT, VMA_ALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT, VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT
Flags for createdVmaAllocator
. (VmaAllocatorCreateFlagBits
)Enum values:
ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT
- 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 externally by you.Using this flag may increase performance because internal mutexes are not used.
ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT
- Enables usage ofVK_KHR_dedicated_allocation
extension.The flag works only if
VmaAllocatorCreateInfo
::vulkanApiVersion == VK_API_VERSION_1_0
. When it'sVK_API_VERSION_1_1
, the flag is ignored because the extension has been promoted to Vulkan 1.1.Using this extenion will automatically allocate dedicated blocks of memory for some buffers and images instead of suballocating place for them out of bigger memory blocks (as if you explicitly used
ALLOCATION_CREATE_DEDICATED_MEMORY_BIT
flag) when it is recommended by the driver. It may improve performance on some GPUs.You may set this flag only if you found out that following device extensions are supported, you enabled them while creating Vulkan device passed as
VmaAllocatorCreateInfo
::device
, and you want them to be used internally by this library:VK_KHR_get_memory_requirements2
(device extension)VK_KHR_dedicated_allocation
(device extension)
When this flag is set, you can experience following warnings reported by Vulkan validation layer. You can ignore them.
> vkBindBufferMemory(): Binding memory to buffer 0x2d but vkGetBufferMemoryRequirements() has not been called on that buffer.
ALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT
- Enables usage ofVK_KHR_bind_memory2
extension.The flag works only if
VmaAllocatorCreateInfo
::vulkanApiVersion == VK_API_VERSION_1_0
. When it'sVK_API_VERSION_1_1
, the flag is ignored because the extension has been promoted to Vulkan 1.1.You may set this flag only if you found out that this device extension is supported, you enabled it while creating Vulkan device passed as
VmaAllocatorCreateInfo
::device
, and you want it to be used internally by this library.The extension provides functions
vkBindBufferMemory2KHR
andvkBindImageMemory2KHR
, which allow to pass a chain ofpNext
structures while binding. This flag is required if you usepNext
parameter inBindBufferMemory2
orBindImageMemory2
.ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT
- Enables usage ofVK_EXT_memory_budget
extension.You may set this flag only if you found out that this device extension is supported, you enabled it while creating Vulkan device passed as
VmaAllocatorCreateInfo
::device
, and you want it to be used internally by this library, along with another instance extensionVK_KHR_get_physical_device_properties2
, which is required by it (or Vulkan 1.1, where this extension is promoted).The extension provides query for current memory usage and budget, which will probably be more accurate than an estimation used by the library otherwise.
-
VMA_MEMORY_USAGE_UNKNOWN, VMA_MEMORY_USAGE_GPU_ONLY, VMA_MEMORY_USAGE_CPU_ONLY, VMA_MEMORY_USAGE_CPU_TO_GPU, VMA_MEMORY_USAGE_GPU_TO_CPU, VMA_MEMORY_USAGE_CPU_COPY, VMA_MEMORY_USAGE_GPU_LAZILY_ALLOCATED
VmaMemoryUsage
Enum values:
MEMORY_USAGE_UNKNOWN
- No intended memory usage specified.Use other members of
VmaAllocationCreateInfo
to specify your requirements.MEMORY_USAGE_GPU_ONLY
- Memory will be used on device only, so fast access from the device is preferred.It usually means device-local GPU (video) memory. No need to be mappable on host. It is roughly equivalent of
D3D12_HEAP_TYPE_DEFAULT
.Usage:
- Resources written and read by device, e.g. images used as attachments.
- Resources transferred from host once (immutable) or infrequently and read by device multiple times, e.g. textures to be sampled, vertex buffers, uniform (constant) buffers, and majority of other types of resources used on GPU.
Allocation may still end up in
HOST_VISIBLE
memory on some implementations. In such case, you are free to map it. You can useALLOCATION_CREATE_MAPPED_BIT
with this usage type.MEMORY_USAGE_CPU_ONLY
- Memory will be mappable on host.It usually means CPU (system) memory. Guarantees to be
HOST_VISIBLE
andHOST_COHERENT
. CPU access is typically uncached. Writes may be write-combined. Resources created in this pool may still be accessible to the device, but access to them can be slow. It is roughly equivalent ofD3D12_HEAP_TYPE_UPLOAD
.Usage: Staging copy of resources used as transfer source.
MEMORY_USAGE_CPU_TO_GPU
- Memory that is both mappable on host (guarantees to beHOST_VISIBLE
) and preferably fast to access by GPU.CPU access is typically uncached. Writes may be write-combined.
Usage: Resources written frequently by host (dynamic), read by device. E.g. textures, vertex buffers, uniform buffers updated every frame or every draw call.
MEMORY_USAGE_GPU_TO_CPU
- Memory mappable on host (guarantees to beHOST_VISIBLE
) and cached.It is roughly equivalent of
D3D12_HEAP_TYPE_READBACK
.Usage:
- Resources written by device, read by host - results of some computations, e.g. screen capture, average scene luminance for HDR tone mapping.
- Any resources read or accessed randomly on host, e.g. CPU-side copy of vertex buffer used as source of transfer, but also used for collision detection.
MEMORY_USAGE_CPU_COPY
- CPU memory - memory that is preferably notDEVICE_LOCAL
, but also not guaranteed to beHOST_VISIBLE
.Usage: Staging copy of resources moved from GPU memory to CPU memory as part of custom paging/residency mechanism, to be moved back to GPU memory when needed.
MEMORY_USAGE_GPU_LAZILY_ALLOCATED
- Lazily allocated GPU memory havingVK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT
.Exists mostly on mobile platforms. Using it on desktop PC or other GPUs with no such memory type present will fail the allocation.
Usage: Memory for transient attachment images (color attachments, depth attachments etc.), created with
VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT
.Allocations with this usage are always created as dedicated - it implies
ALLOCATION_CREATE_DEDICATED_MEMORY_BIT
.
-
VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT, VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT, VMA_ALLOCATION_CREATE_MAPPED_BIT, VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT, VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT, VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT, VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT, VMA_ALLOCATION_CREATE_DONT_BIND_BIT, VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT, VMA_ALLOCATION_CREATE_STRATEGY_BEST_FIT_BIT, VMA_ALLOCATION_CREATE_STRATEGY_WORST_FIT_BIT, VMA_ALLOCATION_CREATE_STRATEGY_FIRST_FIT_BIT, VMA_ALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT, VMA_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT, VMA_ALLOCATION_CREATE_STRATEGY_MIN_FRAGMENTATION_BIT, VMA_ALLOCATION_CREATE_STRATEGY_MASK
Flags to be passed asVmaAllocationCreateInfo
::flags
. (VmaAllocationCreateFlagBits
)Enum values:
ALLOCATION_CREATE_DEDICATED_MEMORY_BIT
- Set this flag if the allocation should have its own memory block.Use it for special, big resources, like fullscreen images used as attachments.
You should not use this flag if
VmaAllocationCreateInfo
::pool
is not null.ALLOCATION_CREATE_NEVER_ALLOCATE_BIT
- Set this flag to only try to allocate from existingVkDeviceMemory
blocks and never create new such block.If new allocation cannot be placed in any of the existing blocks, allocation fails with
VK_ERROR_OUT_OF_DEVICE_MEMORY
error.You should not use
ALLOCATION_CREATE_DEDICATED_MEMORY_BIT
andALLOCATION_CREATE_NEVER_ALLOCATE_BIT
at the same time. It makes no sense.If
VmaAllocationCreateInfo
::pool
is not null, this flag is implied and ignored.ALLOCATION_CREATE_MAPPED_BIT
- Set this flag to use a memory that will be persistently mapped and retrieve pointer to it.Pointer to mapped memory will be returned through
VmaAllocationInfo
::pMappedData
.Is it valid to use this flag for allocation made from memory type that is not
HOST_VISIBLE
. This flag is then ignored and memory is not mapped. This is useful if you need an allocation that is efficient to use on GPU (DEVICE_LOCAL
) and still want to map it directly if possible on platforms that support it (e.g. Intel GPU).You should not use this flag together with
ALLOCATION_CREATE_CAN_BECOME_LOST_BIT
.ALLOCATION_CREATE_CAN_BECOME_LOST_BIT
- Allocation created with this flag can become lost as a result of another allocation withALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT
flag, so you must check it before use.To check if allocation is not lost, call
GetAllocationInfo
and check ifVmaAllocationInfo
::deviceMemory
is notVK_NULL_HANDLE
.For details about supporting lost allocations, see Lost Allocations chapter of User Guide on Main Page.
You should not use this flag together with
ALLOCATION_CREATE_MAPPED_BIT
.ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT
- While creating allocation using this flag, other allocations that were created with flagALLOCATION_CREATE_CAN_BECOME_LOST_BIT
can become lost.For details about supporting lost allocations, see Lost Allocations chapter of User Guide on Main Page.
ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT
- Set this flag to treatVmaAllocationCreateInfo
::pUserData
as pointer to a null-terminated string. Instead of copying pointer value, a local copy of the string is made and stored in allocation'spUserData
. The string is automatically freed together with the allocation. It is also used inBuildStatsString
.ALLOCATION_CREATE_UPPER_ADDRESS_BIT
- Allocation will be created from upper stack in a double stack pool.This flag is only allowed for custom pools created with
POOL_CREATE_LINEAR_ALGORITHM_BIT
flag.ALLOCATION_CREATE_DONT_BIND_BIT
- Create both buffer/image and allocation, but don't bind them together.It is useful when you want to bind yourself to do some more advanced binding, e.g. using some extensions. The flag is meaningful only with functions that bind by default:
CreateBuffer
,CreateImage
. Otherwise it is ignored.ALLOCATION_CREATE_WITHIN_BUDGET_BIT
- Create allocation only if additional device memory required for it, if any, won't exceed memory budget.Otherwise return
VK_ERROR_OUT_OF_DEVICE_MEMORY
.ALLOCATION_CREATE_STRATEGY_BEST_FIT_BIT
- Allocation strategy that chooses smallest possible free range for the allocation.ALLOCATION_CREATE_STRATEGY_WORST_FIT_BIT
- Allocation strategy that chooses biggest possible free range for the allocation.ALLOCATION_CREATE_STRATEGY_FIRST_FIT_BIT
- Allocation strategy that chooses first suitable free range for the allocation."First" doesn't necessarily means the one with smallest offset in memory, but rather the one that is easiest and fastest to find.
ALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT
- Allocation strategy that tries to minimize memory usage.ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT
- Allocation strategy that tries to minimize allocation time.ALLOCATION_CREATE_STRATEGY_MIN_FRAGMENTATION_BIT
- Allocation strategy that tries to minimize memory fragmentation.ALLOCATION_CREATE_STRATEGY_MASK
- A bit mask to extract onlySTRATEGY
bits from entire set of flags.
-
VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT, VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT, VMA_POOL_CREATE_BUDDY_ALGORITHM_BIT, VMA_POOL_CREATE_ALGORITHM_MASK
Flags to be passed asVmaPoolCreateInfo
::flags
. (VmaPoolCreateFlagBits
)Enum values:
POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT
- Use this flag if you always allocate only buffers and linear images or only optimal images out of this pool and so Buffer-Image Granularity can be ignored.This is an optional optimization flag.
If you always allocate using
CreateBuffer
,CreateImage
,AllocateMemoryForBuffer
, then you don't need to use it because allocator knows exact type of your allocations so it can handle Buffer-Image Granularity in the optimal way.If you also allocate using
AllocateMemoryForImage
orAllocateMemory
, exact type of such allocations is not known, so allocator must be conservative in handling Buffer-Image Granularity, which can lead to suboptimal allocation (wasted memory). In that case, if you can make sure you always allocate only buffers and linear images or only optimal images out of this pool, use this flag to make allocator disregard Buffer-Image Granularity and so make allocations faster and more optimal.POOL_CREATE_LINEAR_ALGORITHM_BIT
- 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.
When using this flag, you must specify
VmaPoolCreateInfo
::maxBlockCount == 1
(or 0 for default).POOL_CREATE_BUDDY_ALGORITHM_BIT
- Enables alternative, buddy allocation algorithm in this pool.It operates on a tree of blocks, each having size that is a power of two and a half of its parent's size. Comparing to default algorithm, this one provides faster allocation and deallocation and decreased external fragmentation, at the expense of more memory wasted (internal fragmentation).
POOL_CREATE_ALGORITHM_MASK
- Bit mask to extract onlyALGORITHM
bits from entire set of flags.
-
-
Method Detail
-
nvmaCreateAllocator
public static int nvmaCreateAllocator(long pCreateInfo, long pAllocator)
Unsafe version of:CreateAllocator
-
vmaCreateAllocator
public static int vmaCreateAllocator(VmaAllocatorCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocator)
Creates Allocator object.LWJGL: Use
VmaVulkanFunctions
::set(VkInstance, VkDevice)
to populate theVmaAllocatorCreateInfo
::pVulkanFunctions
struct.
-
nvmaDestroyAllocator
public static void nvmaDestroyAllocator(long allocator)
Unsafe version of:DestroyAllocator
-
vmaDestroyAllocator
public static void vmaDestroyAllocator(long allocator)
Destroys allocator object.
-
nvmaGetPhysicalDeviceProperties
public static void nvmaGetPhysicalDeviceProperties(long allocator, long ppPhysicalDeviceProperties)
Unsafe version of:GetPhysicalDeviceProperties
-
vmaGetPhysicalDeviceProperties
public static void vmaGetPhysicalDeviceProperties(long allocator, org.lwjgl.PointerBuffer ppPhysicalDeviceProperties)
PhysicalDeviceProperties
are fetched fromphysicalDevice
by the allocator. You can access it here, without fetching it again on your own.
-
nvmaGetMemoryProperties
public static void nvmaGetMemoryProperties(long allocator, long ppPhysicalDeviceMemoryProperties)
Unsafe version of:GetMemoryProperties
-
vmaGetMemoryProperties
public static void vmaGetMemoryProperties(long allocator, org.lwjgl.PointerBuffer ppPhysicalDeviceMemoryProperties)
PhysicalDeviceMemoryProperties
are fetched fromphysicalDevice
by the allocator. You can access it here, without fetching it again on your own.
-
nvmaGetMemoryTypeProperties
public static void nvmaGetMemoryTypeProperties(long allocator, int memoryTypeIndex, long pFlags)
Unsafe version of:GetMemoryTypeProperties
-
vmaGetMemoryTypeProperties
public static void vmaGetMemoryTypeProperties(long allocator, int memoryTypeIndex, java.nio.IntBuffer pFlags)
Given Memory Type Index, returns Property Flags of this memory type.This is just a convenience function. Same information can be obtained using
GetMemoryProperties
.
-
nvmaSetCurrentFrameIndex
public static void nvmaSetCurrentFrameIndex(long allocator, int frameIndex)
Unsafe version of:SetCurrentFrameIndex
-
vmaSetCurrentFrameIndex
public static void vmaSetCurrentFrameIndex(long allocator, int frameIndex)
Sets index of the current frame.This function must be used if you make allocations with
ALLOCATION_CREATE_CAN_BECOME_LOST_BIT
andALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT
flags to inform the allocator when a new frame begins. Allocations queried usingGetAllocationInfo
cannot become lost in the current frame.
-
nvmaCalculateStats
public static void nvmaCalculateStats(long allocator, long pStats)
Unsafe version of:CalculateStats
-
vmaCalculateStats
public static void vmaCalculateStats(long allocator, VmaStats pStats)
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. 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.
-
nvmaGetBudget
public static void nvmaGetBudget(long allocator, long pBudget)
Unsafe version of:GetBudget
-
vmaGetBudget
public static void vmaGetBudget(long allocator, VmaBudget.Buffer pBudget)
Retrieves information about current memory budget for all memory heaps.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
CalculateStats
.Note that when using allocator from multiple threads, returned information may immediately become outdated.
- Parameters:
pBudget
- must point to array with number of elements at least equal to number of memory heaps in physical device used
-
nvmaBuildStatsString
public static void nvmaBuildStatsString(long allocator, long ppStatsString, int detailedMap)
Unsafe version of:BuildStatsString
-
vmaBuildStatsString
public static void vmaBuildStatsString(long allocator, org.lwjgl.PointerBuffer ppStatsString, boolean detailedMap)
Builds and returns statistics as string in JSON format.- Parameters:
ppStatsString
- must be freed usingFreeStatsString
function
-
nvmaFreeStatsString
public static void nvmaFreeStatsString(long allocator, long pStatsString)
-
vmaFreeStatsString
public static void vmaFreeStatsString(long allocator, java.nio.ByteBuffer pStatsString)
-
nvmaFindMemoryTypeIndex
public static int nvmaFindMemoryTypeIndex(long allocator, int memoryTypeBits, long pAllocationCreateInfo, long pMemoryTypeIndex)
Unsafe version of:FindMemoryTypeIndex
-
vmaFindMemoryTypeIndex
public static int vmaFindMemoryTypeIndex(long allocator, int memoryTypeBits, VmaAllocationCreateInfo pAllocationCreateInfo, java.nio.IntBuffer pMemoryTypeIndex)
Helps to findmemoryTypeIndex
, givenmemoryTypeBits
andVmaAllocationCreateInfo
.This algorithm tries to find a memory type that:
- Is allowed by
memoryTypeBits
. - Contains all the flags from
pAllocationCreateInfo->requiredFlags
. - Matches intended usage.
- Has as many flags from
pAllocationCreateInfo->preferredFlags
as possible.
- Returns:
VK_ERROR_FEATURE_NOT_PRESENT
if not found.Receiving such result from this function or any other allocating function probably means that your device doesn't support any memory type with requested features for the specific type of resource you want to use it for. Please check parameters of your resource, like image layout (
OPTIMAL
versus LINEAR) or mip level count.
- Is allowed by
-
nvmaFindMemoryTypeIndexForBufferInfo
public static int nvmaFindMemoryTypeIndexForBufferInfo(long allocator, long pBufferCreateInfo, long pAllocationCreateInfo, long pMemoryTypeIndex)
Unsafe version of:FindMemoryTypeIndexForBufferInfo
-
vmaFindMemoryTypeIndexForBufferInfo
public static int vmaFindMemoryTypeIndexForBufferInfo(long allocator, org.lwjgl.vulkan.VkBufferCreateInfo pBufferCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, java.nio.IntBuffer pMemoryTypeIndex)
Helps to findmemoryTypeIndex
, givenVkBufferCreateInfo
andVmaAllocationCreateInfo
.It can be useful e.g. to determine value to be used as
VmaPoolCreateInfo
::memoryTypeIndex
. It internally creates a temporary, dummy buffer that never has memory bound. It is just a convenience function, equivalent to calling:vkCreateBuffer
vkGetBufferMemoryRequirements
FindMemoryTypeIndex
vkDestroyBuffer
-
nvmaFindMemoryTypeIndexForImageInfo
public static int nvmaFindMemoryTypeIndexForImageInfo(long allocator, long pImageCreateInfo, long pAllocationCreateInfo, long pMemoryTypeIndex)
Unsafe version of:FindMemoryTypeIndexForImageInfo
-
vmaFindMemoryTypeIndexForImageInfo
public static int vmaFindMemoryTypeIndexForImageInfo(long allocator, org.lwjgl.vulkan.VkImageCreateInfo pImageCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, java.nio.IntBuffer pMemoryTypeIndex)
Helps to findmemoryTypeIndex
, givenVkImageCreateInfo
andVmaAllocationCreateInfo
.It can be useful e.g. to determine value to be used as
VmaPoolCreateInfo
::memoryTypeIndex
. It internally creates a temporary, dummy image that never has memory bound. It is just a convenience function, equivalent to calling:vkCreateImage
vkGetImageMemoryRequirements
FindMemoryTypeIndex
vkDestroyImage
-
nvmaCreatePool
public static int nvmaCreatePool(long allocator, long pCreateInfo, long pPool)
Unsafe version of:CreatePool
-
vmaCreatePool
public static int vmaCreatePool(long allocator, VmaPoolCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pPool)
Allocates Vulkan device memory and createsVmaPool
object.- Parameters:
allocator
- Allocator objectpCreateInfo
- parameters of pool to createpPool
- handle to created pool
-
nvmaDestroyPool
public static void nvmaDestroyPool(long allocator, long pool)
Unsafe version of:DestroyPool
-
vmaDestroyPool
public static void vmaDestroyPool(long allocator, long pool)
DestroysVmaPool
object and frees Vulkan device memory.
-
nvmaGetPoolStats
public static void nvmaGetPoolStats(long allocator, long pool, long pPoolStats)
Unsafe version of:GetPoolStats
-
vmaGetPoolStats
public static void vmaGetPoolStats(long allocator, long pool, VmaPoolStats pPoolStats)
Retrieves statistics of existing VmaPool object.- Parameters:
allocator
- Allocator objectpool
- pool objectpPoolStats
- statistics of specified pool
-
nvmaMakePoolAllocationsLost
public static void nvmaMakePoolAllocationsLost(long allocator, long pool, long pLostAllocationCount)
Unsafe version of:MakePoolAllocationsLost
-
vmaMakePoolAllocationsLost
public static void vmaMakePoolAllocationsLost(long allocator, long pool, @Nullable org.lwjgl.PointerBuffer pLostAllocationCount)
Marks all allocations in given pool as lost if they are not used in current frame orVmaPoolCreateInfo
::frameInUseCount
back from now.- Parameters:
allocator
- Allocator objectpool
- poolpLostAllocationCount
- number of allocations marked as lost. Optional - pass null if you don't need this information.
-
vmaMakePoolAllocationsLost
public static long vmaMakePoolAllocationsLost(long allocator, long pool)
Marks all allocations in given pool as lost if they are not used in current frame orVmaPoolCreateInfo
::frameInUseCount
back from now.- Parameters:
allocator
- Allocator objectpool
- pool
-
nvmaCheckPoolCorruption
public static int nvmaCheckPoolCorruption(long allocator, long pool)
Unsafe version of:CheckPoolCorruption
-
vmaCheckPoolCorruption
public static int vmaCheckPoolCorruption(long allocator, long pool)
Checks magic number in margins around all allocations in given memory pool in search for corruptions.Corruption detection is enabled only when
VMA_DEBUG_DETECT_CORRUPTION
macro is defined to nonzero,VMA_DEBUG_MARGIN
is defined to nonzero and the pool is created in memory type that isHOST_VISIBLE
andHOST_COHERENT
.- Returns:
- possible return values:
VK_ERROR_FEATURE_NOT_PRESENT
- corruption detection is not enabled for specified pool.VK_SUCCESS
- corruption detection has been performed and succeeded.VK_ERROR_VALIDATION_FAILED_EXT
- corruption detection has been performed and found memory corruptions around one of the allocations.VMA_ASSERT
is also fired in that case.- Other value: Error returned by Vulkan, e.g. memory mapping failure.
-
nvmaGetPoolName
public static void nvmaGetPoolName(long allocator, long pool, long ppName)
Unsafe version of:GetPoolName
-
vmaGetPoolName
public static void vmaGetPoolName(long allocator, long pool, org.lwjgl.PointerBuffer ppName)
Retrieves name of a custom pool.After the call
ppName
is either null or points to an internally-owned null-terminated string containing name of the pool that was previously set. The pointer becomes invalid when the pool is destroyed or its name is changed usingSetPoolName
.
-
nvmaSetPoolName
public static void nvmaSetPoolName(long allocator, long pool, long pName)
Unsafe version of:SetPoolName
-
vmaSetPoolName
public static void vmaSetPoolName(long allocator, long pool, @Nullable java.nio.ByteBuffer pName) public static void vmaSetPoolName(long allocator, long pool, @Nullable java.lang.CharSequence pName)
Sets name of a custom pool.pName
can be either null or pointer to a null-terminated string with new name for the pool. Function makes internal copy of the string, so it can be changed or freed immediately after this call.
-
nvmaAllocateMemory
public static int nvmaAllocateMemory(long allocator, long pVkMemoryRequirements, long pCreateInfo, long pAllocation, long pAllocationInfo)
Unsafe version of:AllocateMemory
-
vmaAllocateMemory
public static int vmaAllocateMemory(long allocator, org.lwjgl.vulkan.VkMemoryRequirements pVkMemoryRequirements, VmaAllocationCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocation, @Nullable VmaAllocationInfo pAllocationInfo)
General purpose memory allocation.You should free the memory using
FreeMemory
orFreeMemoryPages
.It is recommended to use
AllocateMemoryForBuffer
,AllocateMemoryForImage
,CreateBuffer
,CreateImage
instead whenever possible.- Parameters:
pAllocation
- handle to allocated memorypAllocationInfo
- information about allocated memory. Optional. It can be later fetched using functionGetAllocationInfo
.
-
nvmaAllocateMemoryPages
public static int nvmaAllocateMemoryPages(long allocator, long pVkMemoryRequirements, long pCreateInfo, long allocationCount, long pAllocations, long pAllocationInfo)
Unsafe version of:AllocateMemoryPages
- Parameters:
allocationCount
- number of allocations to make
-
vmaAllocateMemoryPages
public static int vmaAllocateMemoryPages(long allocator, org.lwjgl.vulkan.VkMemoryRequirements pVkMemoryRequirements, VmaAllocationCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocations, @Nullable VmaAllocationInfo.Buffer pAllocationInfo)
General purpose memory allocation for multiple allocation objects at once.You should free the memory using
FreeMemory
orFreeMemoryPages
.Word "pages" is just a suggestion to use this function to allocate pieces of memory needed for sparse binding. It is just a general purpose allocation function able to make multiple allocations at once. It may be internally optimized to be more efficient than calling
AllocateMemory
allocationCount
times.All allocations are made using same parameters. All of them are created out of the same memory pool and type. If any allocation fails, all allocations already made within this function call are also freed, so that when returned result is not
VK_SUCCESS
,pAllocation
array is always entirely filled withVK_NULL_HANDLE
.- Parameters:
allocator
- allocator objectpVkMemoryRequirements
- memory requirements for each allocationpCreateInfo
- creation parameters for each alloctionpAllocations
- pointer to array that will be filled with handles to created allocationspAllocationInfo
- pointer to array that will be filled with parameters of created allocations. Optional.
-
nvmaAllocateMemoryForBuffer
public static int nvmaAllocateMemoryForBuffer(long allocator, long buffer, long pCreateInfo, long pAllocation, long pAllocationInfo)
Unsafe version of:AllocateMemoryForBuffer
-
vmaAllocateMemoryForBuffer
public static int vmaAllocateMemoryForBuffer(long allocator, long buffer, VmaAllocationCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocation, @Nullable VmaAllocationInfo pAllocationInfo)
Buffer memory allocation.You should free the memory using
FreeMemory
.- Parameters:
pAllocation
- handle to allocated memorypAllocationInfo
- information about allocated memory. Optional. It can be later fetched using functionGetAllocationInfo
.
-
nvmaAllocateMemoryForImage
public static int nvmaAllocateMemoryForImage(long allocator, long image, long pCreateInfo, long pAllocation, long pAllocationInfo)
Unsafe version of:AllocateMemoryForImage
-
vmaAllocateMemoryForImage
public static int vmaAllocateMemoryForImage(long allocator, long image, VmaAllocationCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocation, @Nullable VmaAllocationInfo pAllocationInfo)
Function similar toAllocateMemoryForBuffer
.- Parameters:
pAllocation
- handle to allocated memorypAllocationInfo
- information about allocated memory. Optional. It can be later fetched using functionGetAllocationInfo
.
-
nvmaFreeMemory
public static void nvmaFreeMemory(long allocator, long allocation)
Unsafe version of:FreeMemory
-
vmaFreeMemory
public static void vmaFreeMemory(long allocator, long allocation)
Frees memory previously allocated usingAllocateMemory
,AllocateMemoryForBuffer
, orAllocateMemoryForImage
.Passing
VK_NULL_HANDLE
asallocation
is valid. Such function call is just skipped.
-
nvmaFreeMemoryPages
public static void nvmaFreeMemoryPages(long allocator, long allocationCount, long pAllocations)
Unsafe version of:FreeMemoryPages
-
vmaFreeMemoryPages
public static void vmaFreeMemoryPages(long allocator, org.lwjgl.PointerBuffer pAllocations)
Frees memory and destroys multiple allocations.Word "pages" is just a suggestion to use this function to free pieces of memory used for sparse binding. It is just a general purpose function to free memory and destroy allocations made using e.g.
AllocateMemory
,AllocateMemoryPages
and other functions. It may be internally optimized to be more efficient than callingFreeMemory
allocationCount
times.Allocations in
pAllocations
array can come from any memory pools and types. PassingVK_NULL_HANDLE
as elements ofpAllocations
array is valid. Such entries are just skipped.
-
nvmaResizeAllocation
public static int nvmaResizeAllocation(long allocator, long allocation, long newSize)
Unsafe version of:ResizeAllocation
-
vmaResizeAllocation
public static int vmaResizeAllocation(long allocator, long allocation, long newSize)
Deprecated.In version 2.2.0 it used to try to change allocation's size without moving or reallocating it. In current version it returns
VK_SUCCESS
only ifnewSize
equals current allocation's size. Otherwise returnsVK_ERROR_OUT_OF_POOL_MEMORY
, indicating that allocation's size could not be changed.- Returns:
VK_SUCCESS
if allocation's size has been successfully changed. ReturnsVK_ERROR_OUT_OF_POOL_MEMORY
if allocation's size could not be changed.
-
nvmaGetAllocationInfo
public static void nvmaGetAllocationInfo(long allocator, long allocation, long pAllocationInfo)
Unsafe version of:GetAllocationInfo
-
vmaGetAllocationInfo
public static void vmaGetAllocationInfo(long allocator, long allocation, VmaAllocationInfo pAllocationInfo)
Returns current information about specified allocation and atomically marks it as used in current frame.Current parameters of given allocation are returned in
pAllocationInfo
.This function also atomically "touches" allocation - marks it as used in current frame, just like
TouchAllocation
. If the allocation is in lost state,pAllocationInfo->deviceMemory == VK_NULL_HANDLE
.Although this function uses atomics and doesn't lock any mutex, so it should be quite efficient, you can avoid calling it too often.
- You can retrieve same
VmaAllocationInfo
structure while creating your resource, from functionCreateBuffer
,CreateImage
. You can remember it if you are sure parameters don't change (e.g. due to defragmentation or allocation becoming lost). - If you just want to check if allocation is not lost,
TouchAllocation
will work faster.
- You can retrieve same
-
nvmaTouchAllocation
public static int nvmaTouchAllocation(long allocator, long allocation)
Unsafe version of:TouchAllocation
-
vmaTouchAllocation
public static boolean vmaTouchAllocation(long allocator, long allocation)
ReturnsVK_TRUE
if allocation is not lost and atomically marks it as used in current frame.If the allocation has been created with
ALLOCATION_CREATE_CAN_BECOME_LOST_BIT
flag, this function returnsVK_TRUE
if it's not in lost state, so it can still be used. It then also atomically "touches" the allocation - marks it as used in current frame, so that you can be sure it won't become lost in current frame or nextframeInUseCount
frames.If the allocation is in lost state, the function returns
VK_FALSE
. Memory of such allocation, as well as buffer or image bound to it, should not be used. Lost allocation and the buffer/image still need to be destroyed.If the allocation has been created without
ALLOCATION_CREATE_CAN_BECOME_LOST_BIT
flag, this function always returnsVK_TRUE
.
-
nvmaSetAllocationUserData
public static void nvmaSetAllocationUserData(long allocator, long allocation, long pUserData)
Unsafe version of:SetAllocationUserData
-
vmaSetAllocationUserData
public static void vmaSetAllocationUserData(long allocator, long allocation, long pUserData)
SetspUserData
in given allocation to new value.If the allocation was created with
ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT
,pUserData
must be either null, or pointer to a null-terminated string. The function makes local copy of the string and sets it as allocation'spUserData
. String passed aspUserData
doesn't need to be valid for whole lifetime of the allocation - you can free it after this call. String previously pointed by allocation'spUserData
is freed from memory.If the flag was not used, the value of pointer
pUserData
is just copied to allocation'spUserData
. It is opaque, so you can use it however you want - e.g. as a pointer, ordinal number or some handle to you own data.
-
nvmaCreateLostAllocation
public static void nvmaCreateLostAllocation(long allocator, long pAllocation)
Unsafe version of:CreateLostAllocation
-
vmaCreateLostAllocation
public static void vmaCreateLostAllocation(long allocator, org.lwjgl.PointerBuffer pAllocation)
Creates new allocation that is in lost state from the beginning.It can be useful if you need a dummy, non-null allocation.
You still need to destroy created object using
FreeMemory
.Returned allocation is not tied to any specific memory pool or memory type and not bound to any image or buffer. It has size = 0. It cannot be turned into a real, non-empty allocation.
-
nvmaMapMemory
public static int nvmaMapMemory(long allocator, long allocation, long ppData)
Unsafe version of:MapMemory
-
vmaMapMemory
public static int vmaMapMemory(long allocator, long allocation, org.lwjgl.PointerBuffer ppData)
Maps memory represented by given allocation and returns pointer to it.Maps memory represented by given allocation to make it accessible to CPU code. When succeeded,
*ppData
contains pointer to first byte of this memory. If the allocation is part of biggerVkDeviceMemory
block, the pointer is correctly offseted to the beginning of region assigned to this particular allocation.Mapping is internally reference-counted and synchronized, so despite raw Vulkan function
vkMapMemory()
cannot be used to map same block ofVkDeviceMemory
multiple times simultaneously, it is safe to call this function on allocations assigned to the same memory block. Actual Vulkan memory will be mapped on first mapping and unmapped on last unmapping.If the function succeeded, you must call
UnmapMemory
to unmap the allocation when mapping is no longer needed or before freeing the allocation, at the latest.It also safe to call this function multiple times on the same allocation. You must call
vmaUnmapMemory()
same number of times as you calledvmaMapMemory()
.It is also safe to call this function on allocation created with
ALLOCATION_CREATE_MAPPED_BIT
flag. Its memory stays mapped all the time. You must still callvmaUnmapMemory()
same number of times as you calledvmaMapMemory()
. You must not callvmaUnmapMemory()
additional time to free the "0-th" mapping made automatically due toALLOCATION_CREATE_MAPPED_BIT
flag.This function fails when used on allocation made in memory type that is not
HOST_VISIBLE
.This function always fails when called for allocation that was created with
ALLOCATION_CREATE_CAN_BECOME_LOST_BIT
flag. Such allocations cannot be mapped.This function doesn't automatically flush or invalidate caches. If the allocation is made from a memory types that is not
HOST_COHERENT
, you also need to useInvalidateAllocation
/FlushAllocation
, as required by Vulkan specification.
-
nvmaUnmapMemory
public static void nvmaUnmapMemory(long allocator, long allocation)
Unsafe version of:UnmapMemory
-
vmaUnmapMemory
public static void vmaUnmapMemory(long allocator, long allocation)
Unmaps memory represented by given allocation, mapped previously usingMapMemory
.For details, see description of
vmaMapMemory()
.This function doesn't automatically flush or invalidate caches. If the allocation is made from a memory types that is not
HOST_COHERENT
, you also need to useInvalidateAllocation
/FlushAllocation
, as required by Vulkan specification.
-
nvmaFlushAllocation
public static void nvmaFlushAllocation(long allocator, long allocation, long offset, long size)
Unsafe version of:FlushAllocation
-
vmaFlushAllocation
public static void vmaFlushAllocation(long allocator, long allocation, long offset, long size)
Flushes memory of given allocation.Calls
vkFlushMappedMemoryRanges()
for memory associated with given range of given allocation. It needs to be called after writing to a mapped memory for memory types that are notHOST_COHERENT
. Unmap operation doesn't do that automatically.offset
must be relative to the beginning of allocation.size
can beVK_WHOLE_SIZE
. It means all memory fromoffset
the the end of given allocation.offset
andsize
don't have to be aligned. They are internally rounded down/up to multiply ofnonCoherentAtomSize
.- If
size
is 0, this call is ignored. - If memory type that the
allocation
belongs to is notHOST_VISIBLE
or it isHOST_COHERENT
, this call is ignored.
Warning!
offset
andsize
are relative to the contents of givenallocation
. If you mean whole allocation, you can pass 0 andVK_WHOLE_SIZE
, respectively. Do not pass allocation's offset asoffset
!!!
-
nvmaInvalidateAllocation
public static void nvmaInvalidateAllocation(long allocator, long allocation, long offset, long size)
Unsafe version of:InvalidateAllocation
-
vmaInvalidateAllocation
public static void vmaInvalidateAllocation(long allocator, long allocation, long offset, long size)
Invalidates memory of given allocation.Calls
vkInvalidateMappedMemoryRanges()
for memory associated with given range of given allocation. It needs to be called before reading from a mapped memory for memory types that are notHOST_COHERENT
. Map operation doesn't do that automatically.offset
must be relative to the beginning of allocation.size
can beVK_WHOLE_SIZE
. It means all memory fromoffset
the the end of given allocation.offset
andsize
don't have to be aligned. They are internally rounded down/up to multiply ofnonCoherentAtomSize
.- If
size
is 0, this call is ignored. - If memory type that the
allocation
belongs to is notHOST_VISIBLE
or it isHOST_COHERENT
, this call is ignored.
Warning!
offset
andsize
are relative to the contents of givenallocation
. If you mean whole allocation, you can pass 0 andVK_WHOLE_SIZE
, respectively. Do not pass allocation's offset asoffset
!!!
-
nvmaCheckCorruption
public static int nvmaCheckCorruption(long allocator, int memoryTypeBits)
Unsafe version of:CheckCorruption
-
vmaCheckCorruption
public static int vmaCheckCorruption(long allocator, int memoryTypeBits)
Checks magic number in margins around all allocations in given memory types (in both default and custom pools) in search for corruptions.Corruption detection is enabled only when
VMA_DEBUG_DETECT_CORRUPTION
macro is defined to nonzero,VMA_DEBUG_MARGIN
is defined to nonzero and only for memory types that areHOST_VISIBLE
andHOST_COHERENT
.- Parameters:
memoryTypeBits
- bit mask, where each bit set means that a memory type with that index should be checked- Returns:
- possible return values:
VK_ERROR_FEATURE_NOT_PRESENT
- corruption detection is not enabled for any of specified memory types.VK_SUCCESS
- corruption detection has been performed and succeeded.VK_ERROR_VALIDATION_FAILED_EXT
- corruption detection has been performed and found memory corruptions around one of the allocations.VMA_ASSERT
is also fired in that case.- Other value: Error returned by Vulkan, e.g. memory mapping failure.
-
nvmaDefragmentationBegin
public static int nvmaDefragmentationBegin(long allocator, long pInfo, long pStats, long pContext)
Unsafe version of:DefragmentationBegin
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vmaDefragmentationBegin
public static int vmaDefragmentationBegin(long allocator, VmaDefragmentationInfo2 pInfo, @Nullable VmaDefragmentationStats pStats, org.lwjgl.PointerBuffer pContext)
Begins defragmentation process.Use this function instead of old, deprecated
Defragment
.Warning! Between the call to
vmaDefragmentationBegin
andDefragmentationEnd
:- You should not use any of allocations passed as
pInfo->pAllocations
or any allocations that belong to pools passed aspInfo->pPools
, including callingGetAllocationInfo
,TouchAllocation
, or access their data. - Some mutexes protecting internal data structures may be locked, so trying to make or free any allocations, bind buffers or images, map memory, or launch another simultaneous defragmentation in between may cause stall (when done on another thread) or deadlock (when done on the same thread), unless you are 100% sure that defragmented allocations are in different pools.
- Information returned via
pStats
andpInfo->pAllocationsChanged
are undefined. They become valid after call toDefragmentationEnd
. - If
pInfo->commandBuffer
is not null, you must submit that command buffer and make sure it finished execution before callingDefragmentationEnd
.
- Parameters:
allocator
- allocator objectpInfo
- structure filled with parameters of defragmentationpStats
- Optional. Statistics of defragmentation. You can pass null if you are not interested in this information.pContext
- context object that must be passed toDefragmentationEnd
to finish defragmentation- Returns:
VK_SUCCESS
and*pContext == null
if defragmentation finished within this function call.VK_NOT_READY
and*pContext != null
if defragmentation has been started and you need to callDefragmentationEnd
to finish it. Negative value in case of error.
- You should not use any of allocations passed as
-
nvmaDefragmentationEnd
public static int nvmaDefragmentationEnd(long allocator, long context)
Unsafe version of:DefragmentationEnd
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vmaDefragmentationEnd
public static int vmaDefragmentationEnd(long allocator, long context)
Ends defragmentation process.Use this function to finish defragmentation started by
DefragmentationBegin
. It is safe to passcontext == null
. The function then does nothing.- Parameters:
allocator
- allocator object
-
nvmaDefragment
public static int nvmaDefragment(long allocator, long pAllocations, long allocationCount, long pAllocationsChanged, long pDefragmentationInfo, long pDefragmentationStats)
Unsafe version of:Defragment
- Parameters:
allocationCount
- number of elements inpAllocations
andpAllocationsChanged
arrays
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vmaDefragment
public static int vmaDefragment(long allocator, org.lwjgl.PointerBuffer pAllocations, @Nullable java.nio.IntBuffer pAllocationsChanged, @Nullable VmaDefragmentationInfo pDefragmentationInfo, @Nullable VmaDefragmentationStats pDefragmentationStats)
Deprecated: This is a part of the old interface. It is recommended to use structureVmaDefragmentationInfo2
and functionDefragmentationBegin
instead.Compacts memory by moving allocations.
This function works by moving allocations to different places (different
VkDeviceMemory
objects and/or different offsets) in order to optimize memory usage. Only allocations that are inpAllocations
array can be moved. All other allocations are considered nonmovable in this call. Basic rules:- Only allocations made in memory types that have
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
andVK_MEMORY_PROPERTY_HOST_COHERENT_BIT
flags can be compacted. You may pass other allocations but it makes no sense - these will never be moved. - Custom pools created with
POOL_CREATE_LINEAR_ALGORITHM_BIT
orPOOL_CREATE_BUDDY_ALGORITHM_BIT
flag are not defragmented. Allocations passed to this function that come from such pools are ignored. - Allocations created with
ALLOCATION_CREATE_DEDICATED_MEMORY_BIT
or created as dedicated allocations for any other reason are also ignored. - Both allocations made with or without
ALLOCATION_CREATE_MAPPED_BIT
flag can be compacted. If not persistently mapped, memory will be mapped temporarily inside this function if needed. - You must not pass same
VmaAllocation
object multiple times inpAllocations
array.
The function also frees empty
VkDeviceMemory
blocks.Warning: This function may be time-consuming, so you shouldn't call it too often (like after every resource creation/destruction). You can call it on special occasions (like when reloading a game level or when you just destroyed a lot of objects). Calling it every frame may be OK, but you should measure that on your platform.
- Parameters:
pAllocations
- array of allocations that can be moved during this compactionpAllocationsChanged
- array of boolean values that will indicate whether matching allocation inpAllocations
array has been moved. This parameter is optional. Pass null if you don't need this information.pDefragmentationInfo
- configuration parameters. Optional - pass null to use default values.pDefragmentationStats
- statistics returned by the function. Optional - pass null if you don't need this information.- Returns:
VK_SUCCESS
if completed, negative error code in case of error.
- Only allocations made in memory types that have
-
nvmaBindBufferMemory
public static int nvmaBindBufferMemory(long allocator, long allocation, long buffer)
Unsafe version of:BindBufferMemory
-
vmaBindBufferMemory
public static int vmaBindBufferMemory(long allocator, long allocation, long buffer)
Binds buffer to allocation.Binds specified buffer to region of memory represented by specified allocation. Gets
VkDeviceMemory
handle and offset from the allocation. If you want to create a buffer, allocate memory for it and bind them together separately, you should use this function for binding instead of standardvkBindBufferMemory()
, because it ensures proper synchronization so that when aVkDeviceMemory
object is used by multiple allocations, calls tovkBind*Memory()
orvkMapMemory()
won't happen from multiple threads simultaneously (which is illegal in Vulkan).It is recommended to use function
CreateBuffer
instead of this one.
-
nvmaBindBufferMemory2
public static int nvmaBindBufferMemory2(long allocator, long allocation, long allocationLocalOffset, long buffer, long pNext)
Unsafe version of:BindBufferMemory2
-
vmaBindBufferMemory2
public static int vmaBindBufferMemory2(long allocator, long allocation, long allocationLocalOffset, long buffer, long pNext)
Binds buffer to allocation with additional parameters.This function is similar to
BindBufferMemory
, but it provides additional parameters.If
pNext
is not null,VmaAllocator
object must have been created withALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT
flag or withVmaAllocatorCreateInfo
::vulkanApiVersion == VK_API_VERSION_1_1
. Otherwise the call fails.- Parameters:
allocationLocalOffset
- additional offset to be added while binding, relative to the beginning of theallocatio
n. Normally it should be 0.pNext
- a chain of structures to be attached toVkBindBufferMemoryInfoKHR
structure used internally. Normally it should benull
.
-
nvmaBindImageMemory
public static int nvmaBindImageMemory(long allocator, long allocation, long image)
Unsafe version of:BindImageMemory
-
vmaBindImageMemory
public static int vmaBindImageMemory(long allocator, long allocation, long image)
Binds image to allocation.Binds specified image to region of memory represented by specified allocation. Gets
VkDeviceMemory
handle and offset from the allocation. If you want to create an image, allocate memory for it and bind them together separately, you should use this function for binding instead of standardvkBindImageMemory()
, because it ensures proper synchronization so that when aVkDeviceMemory
object is used by multiple allocations, calls tovkBind*Memory()
orvkMapMemory()
won't happen from multiple threads simultaneously (which is illegal in Vulkan).It is recommended to use function vmaCreateImage() instead of this one.
-
nvmaBindImageMemory2
public static int nvmaBindImageMemory2(long allocator, long allocation, long allocationLocalOffset, long image, long pNext)
Unsafe version of:BindImageMemory2
-
vmaBindImageMemory2
public static int vmaBindImageMemory2(long allocator, long allocation, long allocationLocalOffset, long image, long pNext)
Binds image to allocation with additional parameters.This function is similar to
BindImageMemory
, but it provides additional parameters.If
pNext
is not null,VmaAllocator
object must have been created withALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT
flag or withVmaAllocatorCreateInfo
::vulkanApiVersion == VK_API_VERSION_1_1
. Otherwise the call fails.- Parameters:
allocationLocalOffset
- additional offset to be added while binding, relative to the beginning of theallocatio
n. Normally it should be 0.pNext
- a chain of structures to be attached toVkBindImageMemoryInfoKHR
structure used internally. Normally it should be null.
-
nvmaCreateBuffer
public static int nvmaCreateBuffer(long allocator, long pBufferCreateInfo, long pAllocationCreateInfo, long pBuffer, long pAllocation, long pAllocationInfo)
Unsafe version of:CreateBuffer
-
vmaCreateBuffer
public static int vmaCreateBuffer(long allocator, org.lwjgl.vulkan.VkBufferCreateInfo pBufferCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, java.nio.LongBuffer pBuffer, org.lwjgl.PointerBuffer pAllocation, @Nullable VmaAllocationInfo pAllocationInfo)
This function automatically:- Creates buffer.
- Allocates appropriate memory for it.
- Binds the buffer with the memory.
If any of these operations fail, buffer and allocation are not created, returned value is negative error code,
*pBuffer
and*pAllocation
are null.If the function succeeded, you must destroy both buffer and allocation when you no longer need them using either convenience function
DestroyBuffer
or separately, usingvkDestroyBuffer()
andFreeMemory
.If
ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT
flag was used,VK_KHR_dedicated_allocation
extension is used internally to query driver whether it requires or prefers the new buffer to have dedicated allocation. If yes, and if dedicated allocation is possibleVmaAllocationCreateInfo
::pool
is null andALLOCATION_CREATE_NEVER_ALLOCATE_BIT
is not used), it creates dedicated allocation for this buffer, just like when usingALLOCATION_CREATE_DEDICATED_MEMORY_BIT
.- Parameters:
pBuffer
- buffer that was createdpAllocation
- allocation that was createdpAllocationInfo
- information about allocated memory. Optional. It can be later fetched using functionGetAllocationInfo
.
-
nvmaDestroyBuffer
public static void nvmaDestroyBuffer(long allocator, long buffer, long allocation)
Unsafe version of:DestroyBuffer
-
vmaDestroyBuffer
public static void vmaDestroyBuffer(long allocator, long buffer, long allocation)
Destroys Vulkan buffer and frees allocated memory.This is just a convenience function equivalent to:
vkDestroyBuffer(device, buffer, allocationCallbacks); vmaFreeMemory(allocator, allocation);
It it safe to pass null as buffer and/or allocation.
-
nvmaCreateImage
public static int nvmaCreateImage(long allocator, long pImageCreateInfo, long pAllocationCreateInfo, long pImage, long pAllocation, long pAllocationInfo)
Unsafe version of:CreateImage
-
vmaCreateImage
public static int vmaCreateImage(long allocator, org.lwjgl.vulkan.VkImageCreateInfo pImageCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, java.nio.LongBuffer pImage, org.lwjgl.PointerBuffer pAllocation, @Nullable VmaAllocationInfo pAllocationInfo)
Function similar toCreateBuffer
.- Parameters:
pImage
- image that was createdpAllocation
- allocation that was createdpAllocationInfo
- information about allocated memory. Optional. It can be later fetched using functionGetAllocationInfo
.
-
nvmaDestroyImage
public static void nvmaDestroyImage(long allocator, long image, long allocation)
Unsafe version of:DestroyImage
-
vmaDestroyImage
public static void vmaDestroyImage(long allocator, long image, long allocation)
Destroys Vulkan image and frees allocated memory.This is just a convenience function equivalent to:
vkDestroyImage(device, image, allocationCallbacks); vmaFreeMemory(allocator, allocation);
It it safe to pass null as image and/or allocation.
-
-