public class Vma
extends java.lang.Object
At program startup:
VkPhysicalDevice and VkDevice object.VmaAllocatorCreateInfo structure and create VmaAllocator object by calling CreateAllocator.
VmaAllocatorCreateInfo allocatorInfo = {};
allocatorInfo.physicalDevice = physicalDevice;
allocatorInfo.device = device;
VmaAllocator allocator;
vmaCreateAllocator(&allocatorInfo, &allocator);
When you want to create a buffer or image:
VkBufferCreateInfo / VkImageCreateInfo structure.VmaAllocationCreateInfo structure.CreateBuffer / CreateImage to get VkBuffer/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);
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.
FindMemoryTypeIndex,
FindMemoryTypeIndexForBufferInfo, FindMemoryTypeIndexForImageInfo.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.AllocateMemoryForBuffer, AllocateMemoryForImage. For binding you should use functions: BindBufferMemory, BindImageMemory or their
extended versions: BindBufferMemory2, BindImageMemory2.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.
The easiest way to specify memory requirements is to fill member VmaAllocationCreateInfo::usage using one of the values of enum
VmaMemoryUsage. 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);
You can specify more detailed requirements by filling members VmaAllocationCreateInfo::requiredFlags and
VmaAllocationCreateInfo::preferredFlags with a combination of bits from enum VkMemoryPropertyFlags. For example, if you want to
create a buffer that will be persistently mapped on host (so it must be HOST_VISIBLE) and preferably will also be HOST_COHERENT and
HOST_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.
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 like UINT32_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);
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.
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 flag ALLOCATION_CREATE_DEDICATED_MEMORY_BIT. The library can also internally decide to use dedicated allocation in some
cases, e.g.:
VK_KHR_dedicated_allocation extension is enabled and it reports that dedicated allocation is required or recommended for the resource.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 has VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT flag. Functions vkMapMemory(),
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 same VkDeviceMemory 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:
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 same VkDeviceMemory 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 of MapMemory 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. Only GENERAL or PREINITIALIZED 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.
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 in VmaAllocationCreateInfo::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:
DEVICE_LOCAL + HOST_VISIBLE memory (selected when you use MEMORY_USAGE_CPU_TO_GPU), then whenever a memory block
allocated from this memory type stays mapped for the time of any call to vkQueueSubmit() or vkQueuePresentKHR(), 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.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 purpose vkFlushMappedMemoryRangs(),
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 is HOST_VISIBLE but not HOST_COHERENT, all allocations within blocks are aligned to this value,
so their offsets are always multiply of nonCoherentAtomSize and two different allocations never share same "line" of this size.
Please note that memory allocated with MEMORY_USAGE_CPU_ONLY is guaranteed to be HOST_COHERENT.
Also, Windows drivers from all 3 PC GPU vendors (AMD, Intel, NVIDIA) currently provide HOST_COHERENT flag on all memory types that are
HOST_VISIBLE, so on this platform you may not need to bother.
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, call GetMemoryTypeProperties, and look for VK_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 necessarily HOST_VISIBLE (e.g. using
MEMORY_USAGE_GPU_ONLY). If the allocation ends up in memory type that is HOST_VISIBLE, 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.
}
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:
VK_ERROR_OUT_OF_DEVICE_MEMORY.VK_ERROR_DEVICE_LOST returned somewhere later.To query for current memory usage and available budget, use function GetBudget. Returned structure VmaBudget 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, while vmaCalculateStats() 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:
VK_EXT_memory_budget and VK_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!ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT when creating VmaAllocator object.SetCurrentFrameIndex every frame. Budget is queried from Vulkan inside of it to avoid overhead of querying it with every
allocation.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 with
VK_ERROR_OUT_OF_DEVICE_MEMORY. Example usage pattern may be to pass the VMA_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 with VK_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.
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:
To use custom memory pools:
VmaPoolCreateInfo structure.CreatePool to obtain VmaPool handle.VmaAllocationCreateInfo::pool to this handle. You don't need to specify any other parameters of this
structure, like usage.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);
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 different VK_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 only pool member. Other members are ignored anyway.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 to VmaPoolCreateInfo::flags while creating VmaPool 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.
In a pool that uses linear algorithm, you still need to free all the allocations individually, e.g. by using FreeMemory or DestroyBuffer. 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.
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.
The space reserved by a custom pool with linear algorithm may be used by two stacks:
To make allocation from upper stack, add flag ALLOCATION_CREATE_UPPER_ADDRESS_BIT to VmaAllocationCreateInfo::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.
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.
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 to VmaPoolCreateInfo::flags while creating
VmaPool object.
Several limitations apply to pools that use buddy algorithm:
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.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 some VkDeviceMemory
blocks.
What the defragmentation does is:
VmaAllocation objects to point to new VkDeviceMemory and offset. After allocation has been moved, its
VmaAllocationInfo::deviceMemory and/or VmaAllocationInfo::offset changes. You must query them again using GetAllocationInfo if
you need them.What it doesn't do, so you need to do it yourself:
vkDestroyBuffer(), vkDestroyImage(), vkCreateBuffer(), vkCreateImage(), BindBufferMemory, BindImageMemory for
that purpose and NOT DestroyBuffer, DestroyImage, CreateBuffer, CreateImage, because you don't need to destroy or create allocation
objects!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:
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 in
VmaDefragmentationInfo2::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 using GetAllocationInfo if you might need to recreate and rebind a buffer or image
associated with it.
If you use Custom memory pools, you can fill VmaDefragmentationInfo2::poolCount and VmaDefragmentationInfo2::pPools instead of
VmaDefragmentationInfo2::allocationCount and VmaDefragmentationInfo2::pAllocations to defragment all allocations in given pools. You
cannot use VmaDefragmentationInfo2::pAllocationsChanged in that case. You can also combine both methods.
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 in VmaDefragmentationInfo2::commandBuffer. The way it works is:
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 as maxCpu* 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.
It is only legal to defragment allocations bound to:
VK_IMAGE_CREATE_ALIAS_BIT, VK_IMAGE_TILING_LINEAR, and being currently in VK_IMAGE_LAYOUT_GENERAL or
VK_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.
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:
VmaDefragmentationAlgorithm and implement your
version of its pure virtual methods. See definition and comments of this class for details.VmaBlockMetadata_Generic.VmaDefragmentationFlagBits and use them in VmaDefragmentationInfo2::flags.VmaBlockVectorDefragmentationContext::Begin to create object of your new class whenever needed.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 in VmaAllocationCreateInfo::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, call TouchAllocation. 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 returned VmaAllocationInfo::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 flags ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT and ALLOCATION_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 as VmaAllocatorCreateInfo::frameInUseCount (for default memory pool) and
VmaPoolCreateInfo::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 or VmaPoolCreateInfo::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 and TouchAllocation 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 using BuildStatsString. 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.
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.
You can query for overall statistics of the allocator using function CalculateStats. Information are returned using structure VmaStats. It
contains VmaStatInfo - 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 structure VmaPoolStats.
You can query for information about specific allocation using function GetAllocationInfo. It fill structure VmaAllocationInfo.
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 function FreeStatsString.
The format of this JSON string is not part of official documentation of the library, but it will not change in backward-incompatible way without increasing library major version number and appropriate mention in changelog.
The JSON string contains all the data that can be obtained using 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.
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 opaque void* 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 by BuildStatsString, in hexadecimal form.
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, set ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT flag in VmaAllocationCreateInfo::flags. Then pUserData passed as
VmaAllocationCreateInfo::pUserData or argument to SetAllocationUserData 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.
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.
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
pattern 0xEFEFEFEF. 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 with ALLOCATION_CREATE_CAN_BECOME_LOST_BIT flag, as they cannot be mapped.
By default, allocations are laid out in memory blocks next to each other if possible (considering required alignment, bufferImageGranularity,
and nonCoherentAtomSize).
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 by VK_KHR_dedicated_allocation extension. Margins are also not active in custom pools
created with POOL_CREATE_BUDDY_ALGORITHM_BIT flag.
Margins appear in JSON dump as part of free space.
Note that enabling margins increases memory usage and fragmentation.
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 function CheckPoolCorruption.
Margin validation (corruption detection) works only for memory types that are HOST_VISIBLE and HOST_COHERENT.
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:
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 creating VmaAllocator
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).
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.VmaReplay application, is coded and tested only on Windows. Inclusion of recording
code is driven by VMA_RECORDING_ENABLED macro. Support for other platforms should be easy to add. Contributions are welcomed.See also slides from talk: Sawicki, Adam. Advanced Graphics Techniques Tutorial: Memory management in Vulkan and DX12. Game Developers Conference, 2018
Use of CPU_TO_GPU instead of CPU_ONLY memory
MEMORY_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 with MEMORY_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.
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 using
ALLOCATION_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.
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
with VK_IMAGE_TILING_LINEAR.
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.
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.
You can support integrated graphics (like Intel HD Graphics, AMD APU) better by detecting it in Vulkan. To do it, call
vkGetPhysicalDeviceProperties(), inspect VkPhysicalDeviceProperties::deviceType and look for
VK_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 of VK_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 are HOST_VISIBLE to map them directly instead of submitting explicit transfer
(see below).
For resources that you frequently write on CPU and read on GPU, many solutions are possible:
MEMORY_USAGE_GPU_ONLY, second copy in system memory using MEMORY_USAGE_CPU_ONLY and submit explicit tranfer
each time.MEMORY_USAGE_CPU_TO_GPU, map it and fill it on CPU, read it directly on GPU.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:
DEVICE_LOCAL and HOST_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:
MEMORY_USAGE_GPU_ONLY, second copy in system memory using MEMORY_USAGE_GPU_TO_CPU and submit explicit
transfer each time.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.
If you use custom allocator for CPU memory rather than default operator new and delete from C++, you can make this library using your
allocator as well by filling optional member VmaAllocatorCreateInfo::pAllocationCallbacks. These functions will be passed to Vulkan, as well
as used by the library itself to make any CPU-side allocations.
The library makes calls to vkAllocateMemory() and vkFreeMemory() 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 member VmaAllocatorCreateInfo::pDeviceMemoryCallbacks.
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 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 (separate VkDeviceMemory 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 (fill VkDeviceCreateInfo::ppEnabledExtensionNames).
VK_KHR_get_memory_requirements2VK_KHR_dedicated_allocationIf you enabled these extensions:
2 . Use ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT flag when creating your VmaAllocator 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 using CreateImage.
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 standard
vkGetBufferMemoryRequirements(), while the validation layer seems to be unaware of it.
To learn more about this extension, see:
VmaAllocator objects can be used independently. There should be no need to create multiple
such objects though - one per VkDevice is enough.VmaAllocator as first parameter are safe to call from multiple threads simultaneously because
they are synchronized internally when needed.ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT flag, calls to functions that take such VmaAllocator
object must be synchronized externally.VmaAllocation object must be externally synchronized. For example, you must not call GetAllocationInfo and MapMemory from
different threads at the same time if you pass the same VmaAllocation object to these functions.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 buffer 0xeb8e4 but vkGetBufferMemoryRequirements() 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.
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL can result in undefined behavior if this memory is used by
the device. Only GENERAL or PREINITIALIZED 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.
0xebc91 is aliased with linear buffer 0xeb8e4 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.
The library uses following algorithm for allocation, in order:
VkDeviceMemory, with preferred block size.ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT flag was specified, try to find space in existing blocks, possilby making some other
allocations lost.VkDeviceMemory for this allocation, just like when you use ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.VmaAllocationCreateInfo and go to point 1.VK_ERROR_OUT_OF_DEVICE_MEMORY.Features deliberately excluded from the scope of this library:
vkCreateBuffer() and
vkAllocateMemory().CreateBuffer, CreateImage), you need to
recreate these objects yourself after defragmentation. That's because the big structures VkBufferCreateInfo, VkImageCreateInfo are
not stored in VmaAllocation object.| Modifier and Type | Method and 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 to
AllocateMemoryForBuffer. |
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 to
CreateBuffer. |
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 creates
VmaPool 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)
Destroys
VmaPool 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 using
AllocateMemory, AllocateMemoryForBuffer, or AllocateMemoryForImage. |
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 from physicalDevice 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 from physicalDevice 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 or
VmaPoolCreateInfo::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 or
VmaPoolCreateInfo::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)
Sets
pUserData 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.nio.ByteBuffer pName)
Sets name of a custom pool.
|
static void |
vmaSetPoolName(long allocator,
long pool,
java.lang.CharSequence pName)
Sets name of a custom pool.
|
static boolean |
vmaTouchAllocation(long allocator,
long allocation)
Returns
VK_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 using
MapMemory. |
public static final int VMA_RECORD_FLUSH_AFTER_CALL_BIT
VmaRecordSettings::flags.
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.
public static final int VMA_ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT
VmaAllocator. (VmaAllocatorCreateFlagBits)
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 of VK_KHR_dedicated_allocation extension.
The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion == VK_API_VERSION_1_0. When it's VK_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 of VK_KHR_bind_memory2 extension.
The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion == VK_API_VERSION_1_0. When it's VK_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 and vkBindImageMemory2KHR, which allow to pass a chain of pNext
structures while binding. This flag is required if you use pNext parameter in BindBufferMemory2 or BindImageMemory2.
ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT -
Enables usage of VK_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 extension
VK_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.
public static final int VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT
VmaAllocator. (VmaAllocatorCreateFlagBits)
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 of VK_KHR_dedicated_allocation extension.
The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion == VK_API_VERSION_1_0. When it's VK_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 of VK_KHR_bind_memory2 extension.
The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion == VK_API_VERSION_1_0. When it's VK_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 and vkBindImageMemory2KHR, which allow to pass a chain of pNext
structures while binding. This flag is required if you use pNext parameter in BindBufferMemory2 or BindImageMemory2.
ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT -
Enables usage of VK_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 extension
VK_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.
public static final int VMA_ALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT
VmaAllocator. (VmaAllocatorCreateFlagBits)
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 of VK_KHR_dedicated_allocation extension.
The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion == VK_API_VERSION_1_0. When it's VK_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 of VK_KHR_bind_memory2 extension.
The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion == VK_API_VERSION_1_0. When it's VK_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 and vkBindImageMemory2KHR, which allow to pass a chain of pNext
structures while binding. This flag is required if you use pNext parameter in BindBufferMemory2 or BindImageMemory2.
ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT -
Enables usage of VK_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 extension
VK_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.
public static final int VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT
VmaAllocator. (VmaAllocatorCreateFlagBits)
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 of VK_KHR_dedicated_allocation extension.
The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion == VK_API_VERSION_1_0. When it's VK_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 of VK_KHR_bind_memory2 extension.
The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion == VK_API_VERSION_1_0. When it's VK_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 and vkBindImageMemory2KHR, which allow to pass a chain of pNext
structures while binding. This flag is required if you use pNext parameter in BindBufferMemory2 or BindImageMemory2.
ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT -
Enables usage of VK_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 extension
VK_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.
public static final int VMA_MEMORY_USAGE_UNKNOWN
VmaMemoryUsage
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:
Allocation may still end up in HOST_VISIBLE memory on some implementations. In such case, you are free to map it. You can use
ALLOCATION_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 and HOST_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
of D3D12_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 be HOST_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 be HOST_VISIBLE) and cached.
It is roughly equivalent of D3D12_HEAP_TYPE_READBACK.
Usage:
MEMORY_USAGE_CPU_COPY -
CPU memory - memory that is preferably not DEVICE_LOCAL, but also not guaranteed to be HOST_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 having VK_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.
public static final int VMA_MEMORY_USAGE_GPU_ONLY
VmaMemoryUsage
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:
Allocation may still end up in HOST_VISIBLE memory on some implementations. In such case, you are free to map it. You can use
ALLOCATION_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 and HOST_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
of D3D12_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 be HOST_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 be HOST_VISIBLE) and cached.
It is roughly equivalent of D3D12_HEAP_TYPE_READBACK.
Usage:
MEMORY_USAGE_CPU_COPY -
CPU memory - memory that is preferably not DEVICE_LOCAL, but also not guaranteed to be HOST_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 having VK_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.
public static final int VMA_MEMORY_USAGE_CPU_ONLY
VmaMemoryUsage
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:
Allocation may still end up in HOST_VISIBLE memory on some implementations. In such case, you are free to map it. You can use
ALLOCATION_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 and HOST_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
of D3D12_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 be HOST_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 be HOST_VISIBLE) and cached.
It is roughly equivalent of D3D12_HEAP_TYPE_READBACK.
Usage:
MEMORY_USAGE_CPU_COPY -
CPU memory - memory that is preferably not DEVICE_LOCAL, but also not guaranteed to be HOST_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 having VK_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.
public static final int VMA_MEMORY_USAGE_CPU_TO_GPU
VmaMemoryUsage
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:
Allocation may still end up in HOST_VISIBLE memory on some implementations. In such case, you are free to map it. You can use
ALLOCATION_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 and HOST_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
of D3D12_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 be HOST_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 be HOST_VISIBLE) and cached.
It is roughly equivalent of D3D12_HEAP_TYPE_READBACK.
Usage:
MEMORY_USAGE_CPU_COPY -
CPU memory - memory that is preferably not DEVICE_LOCAL, but also not guaranteed to be HOST_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 having VK_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.
public static final int VMA_MEMORY_USAGE_GPU_TO_CPU
VmaMemoryUsage
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:
Allocation may still end up in HOST_VISIBLE memory on some implementations. In such case, you are free to map it. You can use
ALLOCATION_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 and HOST_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
of D3D12_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 be HOST_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 be HOST_VISIBLE) and cached.
It is roughly equivalent of D3D12_HEAP_TYPE_READBACK.
Usage:
MEMORY_USAGE_CPU_COPY -
CPU memory - memory that is preferably not DEVICE_LOCAL, but also not guaranteed to be HOST_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 having VK_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.
public static final int VMA_MEMORY_USAGE_CPU_COPY
VmaMemoryUsage
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:
Allocation may still end up in HOST_VISIBLE memory on some implementations. In such case, you are free to map it. You can use
ALLOCATION_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 and HOST_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
of D3D12_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 be HOST_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 be HOST_VISIBLE) and cached.
It is roughly equivalent of D3D12_HEAP_TYPE_READBACK.
Usage:
MEMORY_USAGE_CPU_COPY -
CPU memory - memory that is preferably not DEVICE_LOCAL, but also not guaranteed to be HOST_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 having VK_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.
public static final int VMA_MEMORY_USAGE_GPU_LAZILY_ALLOCATED
VmaMemoryUsage
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:
Allocation may still end up in HOST_VISIBLE memory on some implementations. In such case, you are free to map it. You can use
ALLOCATION_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 and HOST_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
of D3D12_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 be HOST_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 be HOST_VISIBLE) and cached.
It is roughly equivalent of D3D12_HEAP_TYPE_READBACK.
Usage:
MEMORY_USAGE_CPU_COPY -
CPU memory - memory that is preferably not DEVICE_LOCAL, but also not guaranteed to be HOST_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 having VK_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.
public static final int VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_MAPPED_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_DONT_BIND_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_STRATEGY_BEST_FIT_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_STRATEGY_WORST_FIT_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_STRATEGY_FIRST_FIT_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_STRATEGY_MIN_FRAGMENTATION_BIT
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_ALLOCATION_CREATE_STRATEGY_MASK
VmaAllocationCreateInfo::flags. (VmaAllocationCreateFlagBits)
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 existing VkDeviceMemory 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 and ALLOCATION_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 with ALLOCATION_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 if VmaAllocationInfo::deviceMemory is not VK_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 flag ALLOCATION_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 treat VmaAllocationCreateInfo::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's pUserData. The string is automatically freed together with the allocation. It
is also used in BuildStatsString.
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 only STRATEGY bits from entire set of flags.public static final int VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT
VmaPoolCreateInfo::flags. (VmaPoolCreateFlagBits)
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 or AllocateMemory, 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 only ALGORITHM bits from entire set of flags.public static final int VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT
VmaPoolCreateInfo::flags. (VmaPoolCreateFlagBits)
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 or AllocateMemory, 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 only ALGORITHM bits from entire set of flags.public static final int VMA_POOL_CREATE_BUDDY_ALGORITHM_BIT
VmaPoolCreateInfo::flags. (VmaPoolCreateFlagBits)
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 or AllocateMemory, 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 only ALGORITHM bits from entire set of flags.public static final int VMA_POOL_CREATE_ALGORITHM_MASK
VmaPoolCreateInfo::flags. (VmaPoolCreateFlagBits)
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 or AllocateMemory, 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 only ALGORITHM bits from entire set of flags.public static int nvmaCreateAllocator(long pCreateInfo,
long pAllocator)
CreateAllocatorpublic static int vmaCreateAllocator(VmaAllocatorCreateInfo pCreateInfo, org.lwjgl.PointerBuffer pAllocator)
LWJGL: Use VmaVulkanFunctions::set(VkInstance, VkDevice) to populate the VmaAllocatorCreateInfo::pVulkanFunctions struct.
public static void nvmaDestroyAllocator(long allocator)
DestroyAllocatorpublic static void vmaDestroyAllocator(long allocator)
public static void nvmaGetPhysicalDeviceProperties(long allocator,
long ppPhysicalDeviceProperties)
GetPhysicalDevicePropertiespublic static void vmaGetPhysicalDeviceProperties(long allocator,
org.lwjgl.PointerBuffer ppPhysicalDeviceProperties)
PhysicalDeviceProperties are fetched from physicalDevice by the allocator. You can access it here, without fetching it again on your
own.public static void nvmaGetMemoryProperties(long allocator,
long ppPhysicalDeviceMemoryProperties)
GetMemoryPropertiespublic static void vmaGetMemoryProperties(long allocator,
org.lwjgl.PointerBuffer ppPhysicalDeviceMemoryProperties)
PhysicalDeviceMemoryProperties are fetched from physicalDevice by the allocator. You can access it here, without fetching it again on
your own.public static void nvmaGetMemoryTypeProperties(long allocator,
int memoryTypeIndex,
long pFlags)
GetMemoryTypePropertiespublic static void vmaGetMemoryTypeProperties(long allocator,
int memoryTypeIndex,
java.nio.IntBuffer pFlags)
This is just a convenience function. Same information can be obtained using GetMemoryProperties.
public static void nvmaSetCurrentFrameIndex(long allocator,
int frameIndex)
SetCurrentFrameIndexpublic static void vmaSetCurrentFrameIndex(long allocator,
int frameIndex)
This function must be used if you make allocations with ALLOCATION_CREATE_CAN_BECOME_LOST_BIT and ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT flags to
inform the allocator when a new frame begins. Allocations queried using GetAllocationInfo cannot become lost in the current frame.
public static void nvmaCalculateStats(long allocator,
long pStats)
CalculateStatspublic static void vmaCalculateStats(long allocator,
VmaStats pStats)
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.
public static void nvmaGetBudget(long allocator,
long pBudget)
GetBudgetpublic static void vmaGetBudget(long allocator,
VmaBudget.Buffer pBudget)
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.
pBudget - must point to array with number of elements at least equal to number of memory heaps in physical device usedpublic static void nvmaBuildStatsString(long allocator,
long ppStatsString,
int detailedMap)
BuildStatsStringpublic static void vmaBuildStatsString(long allocator,
org.lwjgl.PointerBuffer ppStatsString,
boolean detailedMap)
ppStatsString - must be freed using FreeStatsString functionpublic static void nvmaFreeStatsString(long allocator,
long pStatsString)
public static void vmaFreeStatsString(long allocator,
java.nio.ByteBuffer pStatsString)
public static int nvmaFindMemoryTypeIndex(long allocator,
int memoryTypeBits,
long pAllocationCreateInfo,
long pMemoryTypeIndex)
FindMemoryTypeIndexpublic static int vmaFindMemoryTypeIndex(long allocator,
int memoryTypeBits,
VmaAllocationCreateInfo pAllocationCreateInfo,
java.nio.IntBuffer pMemoryTypeIndex)
memoryTypeIndex, given memoryTypeBits and VmaAllocationCreateInfo.
This algorithm tries to find a memory type that:
memoryTypeBits.pAllocationCreateInfo->requiredFlags.pAllocationCreateInfo->preferredFlags as possible.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.
public static int nvmaFindMemoryTypeIndexForBufferInfo(long allocator,
long pBufferCreateInfo,
long pAllocationCreateInfo,
long pMemoryTypeIndex)
FindMemoryTypeIndexForBufferInfopublic static int vmaFindMemoryTypeIndexForBufferInfo(long allocator,
org.lwjgl.vulkan.VkBufferCreateInfo pBufferCreateInfo,
VmaAllocationCreateInfo pAllocationCreateInfo,
java.nio.IntBuffer pMemoryTypeIndex)
memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo.
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:
vkCreateBuffervkGetBufferMemoryRequirementsFindMemoryTypeIndexvkDestroyBufferpublic static int nvmaFindMemoryTypeIndexForImageInfo(long allocator,
long pImageCreateInfo,
long pAllocationCreateInfo,
long pMemoryTypeIndex)
FindMemoryTypeIndexForImageInfopublic static int vmaFindMemoryTypeIndexForImageInfo(long allocator,
org.lwjgl.vulkan.VkImageCreateInfo pImageCreateInfo,
VmaAllocationCreateInfo pAllocationCreateInfo,
java.nio.IntBuffer pMemoryTypeIndex)
memoryTypeIndex, given VkImageCreateInfo and VmaAllocationCreateInfo.
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:
vkCreateImagevkGetImageMemoryRequirementsFindMemoryTypeIndexvkDestroyImagepublic static int nvmaCreatePool(long allocator,
long pCreateInfo,
long pPool)
CreatePoolpublic static int vmaCreatePool(long allocator,
VmaPoolCreateInfo pCreateInfo,
org.lwjgl.PointerBuffer pPool)
VmaPool object.allocator - Allocator objectpCreateInfo - parameters of pool to createpPool - handle to created poolpublic static void nvmaDestroyPool(long allocator,
long pool)
DestroyPoolpublic static void vmaDestroyPool(long allocator,
long pool)
VmaPool object and frees Vulkan device memory.public static void nvmaGetPoolStats(long allocator,
long pool,
long pPoolStats)
GetPoolStatspublic static void vmaGetPoolStats(long allocator,
long pool,
VmaPoolStats pPoolStats)
allocator - Allocator objectpool - pool objectpPoolStats - statistics of specified poolpublic static void nvmaMakePoolAllocationsLost(long allocator,
long pool,
long pLostAllocationCount)
MakePoolAllocationsLostpublic static void vmaMakePoolAllocationsLost(long allocator,
long pool,
@Nullable
org.lwjgl.PointerBuffer pLostAllocationCount)
VmaPoolCreateInfo::frameInUseCount back from now.allocator - Allocator objectpool - poolpLostAllocationCount - number of allocations marked as lost. Optional - pass null if you don't need this information.public static long vmaMakePoolAllocationsLost(long allocator,
long pool)
VmaPoolCreateInfo::frameInUseCount back from now.allocator - Allocator objectpool - poolpublic static int nvmaCheckPoolCorruption(long allocator,
long pool)
CheckPoolCorruptionpublic static int vmaCheckPoolCorruption(long allocator,
long pool)
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 is HOST_VISIBLE and HOST_COHERENT.
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.public static void nvmaGetPoolName(long allocator,
long pool,
long ppName)
GetPoolNamepublic static void vmaGetPoolName(long allocator,
long pool,
org.lwjgl.PointerBuffer ppName)
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 using SetPoolName.
public static void nvmaSetPoolName(long allocator,
long pool,
long pName)
SetPoolNamepublic static void vmaSetPoolName(long allocator,
long pool,
@Nullable
java.nio.ByteBuffer pName)
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.
public static void vmaSetPoolName(long allocator,
long pool,
@Nullable
java.lang.CharSequence pName)
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.
public static int nvmaAllocateMemory(long allocator,
long pVkMemoryRequirements,
long pCreateInfo,
long pAllocation,
long pAllocationInfo)
AllocateMemorypublic static int vmaAllocateMemory(long allocator,
org.lwjgl.vulkan.VkMemoryRequirements pVkMemoryRequirements,
VmaAllocationCreateInfo pCreateInfo,
org.lwjgl.PointerBuffer pAllocation,
@Nullable
VmaAllocationInfo pAllocationInfo)
You should free the memory using FreeMemory or FreeMemoryPages.
It is recommended to use AllocateMemoryForBuffer, AllocateMemoryForImage, CreateBuffer, CreateImage instead whenever possible.
pAllocation - handle to allocated memorypAllocationInfo - information about allocated memory. Optional. It can be later fetched using function GetAllocationInfo.public static int nvmaAllocateMemoryPages(long allocator,
long pVkMemoryRequirements,
long pCreateInfo,
long allocationCount,
long pAllocations,
long pAllocationInfo)
AllocateMemoryPagesallocationCount - number of allocations to makepublic static int vmaAllocateMemoryPages(long allocator,
org.lwjgl.vulkan.VkMemoryRequirements pVkMemoryRequirements,
VmaAllocationCreateInfo pCreateInfo,
org.lwjgl.PointerBuffer pAllocations,
@Nullable
VmaAllocationInfo.Buffer pAllocationInfo)
You should free the memory using FreeMemory or FreeMemoryPages.
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 with VK_NULL_HANDLE.
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.public static int nvmaAllocateMemoryForBuffer(long allocator,
long buffer,
long pCreateInfo,
long pAllocation,
long pAllocationInfo)
AllocateMemoryForBufferpublic static int vmaAllocateMemoryForBuffer(long allocator,
long buffer,
VmaAllocationCreateInfo pCreateInfo,
org.lwjgl.PointerBuffer pAllocation,
@Nullable
VmaAllocationInfo pAllocationInfo)
You should free the memory using FreeMemory.
pAllocation - handle to allocated memorypAllocationInfo - information about allocated memory. Optional. It can be later fetched using function GetAllocationInfo.public static int nvmaAllocateMemoryForImage(long allocator,
long image,
long pCreateInfo,
long pAllocation,
long pAllocationInfo)
AllocateMemoryForImagepublic static int vmaAllocateMemoryForImage(long allocator,
long image,
VmaAllocationCreateInfo pCreateInfo,
org.lwjgl.PointerBuffer pAllocation,
@Nullable
VmaAllocationInfo pAllocationInfo)
AllocateMemoryForBuffer.pAllocation - handle to allocated memorypAllocationInfo - information about allocated memory. Optional. It can be later fetched using function GetAllocationInfo.public static void nvmaFreeMemory(long allocator,
long allocation)
FreeMemorypublic static void vmaFreeMemory(long allocator,
long allocation)
AllocateMemory, AllocateMemoryForBuffer, or AllocateMemoryForImage.
Passing VK_NULL_HANDLE as allocation is valid. Such function call is just skipped.
public static void nvmaFreeMemoryPages(long allocator,
long allocationCount,
long pAllocations)
FreeMemoryPagespublic static void vmaFreeMemoryPages(long allocator,
org.lwjgl.PointerBuffer pAllocations)
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 calling FreeMemory allocationCount times.
Allocations in pAllocations array can come from any memory pools and types. Passing VK_NULL_HANDLE as elements of pAllocations
array is valid. Such entries are just skipped.
public static int nvmaResizeAllocation(long allocator,
long allocation,
long newSize)
ResizeAllocationpublic static int vmaResizeAllocation(long allocator,
long allocation,
long newSize)
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 if
newSize equals current allocation's size. Otherwise returns VK_ERROR_OUT_OF_POOL_MEMORY, indicating that allocation's size could not be
changed.
VK_SUCCESS if allocation's size has been successfully changed. Returns VK_ERROR_OUT_OF_POOL_MEMORY if allocation's size could not be
changed.public static void nvmaGetAllocationInfo(long allocator,
long allocation,
long pAllocationInfo)
GetAllocationInfopublic static void vmaGetAllocationInfo(long allocator,
long allocation,
VmaAllocationInfo pAllocationInfo)
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.
VmaAllocationInfo structure while creating your resource, from function CreateBuffer, CreateImage. You can remember
it if you are sure parameters don't change (e.g. due to defragmentation or allocation becoming lost).TouchAllocation will work faster.public static int nvmaTouchAllocation(long allocator,
long allocation)
TouchAllocationpublic static boolean vmaTouchAllocation(long allocator,
long allocation)
VK_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 returns VK_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 next frameInUseCount 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 returns VK_TRUE.
public static void nvmaSetAllocationUserData(long allocator,
long allocation,
long pUserData)
SetAllocationUserDatapublic static void vmaSetAllocationUserData(long allocator,
long allocation,
long pUserData)
pUserData 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's pUserData. String passed as pUserData doesn't need to
be valid for whole lifetime of the allocation - you can free it after this call. String previously pointed by allocation's pUserData is freed
from memory.
If the flag was not used, the value of pointer pUserData is just copied to allocation's pUserData. 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.
public static void nvmaCreateLostAllocation(long allocator,
long pAllocation)
CreateLostAllocationpublic static void vmaCreateLostAllocation(long allocator,
org.lwjgl.PointerBuffer pAllocation)
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.
public static int nvmaMapMemory(long allocator,
long allocation,
long ppData)
MapMemorypublic static int vmaMapMemory(long allocator,
long allocation,
org.lwjgl.PointerBuffer ppData)
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 bigger VkDeviceMemory 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 of
VkDeviceMemory 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 called
vmaMapMemory().
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 call vmaUnmapMemory() same number of times as you called vmaMapMemory(). You must not call vmaUnmapMemory() additional
time to free the "0-th" mapping made automatically due to ALLOCATION_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 use InvalidateAllocation / FlushAllocation, as required by Vulkan specification.
public static void nvmaUnmapMemory(long allocator,
long allocation)
UnmapMemorypublic static void vmaUnmapMemory(long allocator,
long allocation)
MapMemory.
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 use InvalidateAllocation / FlushAllocation, as required by Vulkan specification.
public static void nvmaFlushAllocation(long allocator,
long allocation,
long offset,
long size)
FlushAllocationpublic static void vmaFlushAllocation(long allocator,
long allocation,
long offset,
long size)
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 not HOST_COHERENT. Unmap operation doesn't do that automatically.
offset must be relative to the beginning of allocation.size can be VK_WHOLE_SIZE. It means all memory from offset the the end of given allocation.offset and size don't have to be aligned. They are internally rounded down/up to multiply of nonCoherentAtomSize.size is 0, this call is ignored.allocation belongs to is not HOST_VISIBLE or it is HOST_COHERENT, this call is ignored.Warning! offset and size are relative to the contents of given allocation. If you mean whole allocation, you can pass 0 and
VK_WHOLE_SIZE, respectively. Do not pass allocation's offset as offset!!!
public static void nvmaInvalidateAllocation(long allocator,
long allocation,
long offset,
long size)
InvalidateAllocationpublic static void vmaInvalidateAllocation(long allocator,
long allocation,
long offset,
long size)
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 not HOST_COHERENT. Map operation doesn't do that automatically.
offset must be relative to the beginning of allocation.size can be VK_WHOLE_SIZE. It means all memory from offset the the end of given allocation.offset and size don't have to be aligned. They are internally rounded down/up to multiply of nonCoherentAtomSize.size is 0, this call is ignored.allocation belongs to is not HOST_VISIBLE or it is HOST_COHERENT, this call is ignored.Warning! offset and size are relative to the contents of given allocation. If you mean whole allocation, you can pass 0 and
VK_WHOLE_SIZE, respectively. Do not pass allocation's offset as offset!!!
public static int nvmaCheckCorruption(long allocator,
int memoryTypeBits)
CheckCorruptionpublic static int vmaCheckCorruption(long allocator,
int memoryTypeBits)
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 are HOST_VISIBLE and HOST_COHERENT.
memoryTypeBits - bit mask, where each bit set means that a memory type with that index should be checkedVK_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.public static int nvmaDefragmentationBegin(long allocator,
long pInfo,
long pStats,
long pContext)
DefragmentationBeginpublic static int vmaDefragmentationBegin(long allocator,
VmaDefragmentationInfo2 pInfo,
@Nullable
VmaDefragmentationStats pStats,
org.lwjgl.PointerBuffer pContext)
Use this function instead of old, deprecated Defragment.
Warning! Between the call to vmaDefragmentationBegin and DefragmentationEnd:
pInfo->pAllocations or any allocations that belong to pools passed as
pInfo->pPools, including calling GetAllocationInfo, TouchAllocation, or access their data.pStats and pInfo->pAllocationsChanged are undefined. They become valid after call to
DefragmentationEnd.pInfo->commandBuffer is not null, you must submit that command buffer and make sure it finished execution before calling
DefragmentationEnd.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 to DefragmentationEnd to finish defragmentationVK_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 call DefragmentationEnd to finish it. Negative value in case of error.public static int nvmaDefragmentationEnd(long allocator,
long context)
DefragmentationEndpublic static int vmaDefragmentationEnd(long allocator,
long context)
Use this function to finish defragmentation started by DefragmentationBegin. It is safe to pass context == null. The function then does
nothing.
allocator - allocator objectpublic static int nvmaDefragment(long allocator,
long pAllocations,
long allocationCount,
long pAllocationsChanged,
long pDefragmentationInfo,
long pDefragmentationStats)
DefragmentallocationCount - number of elements in pAllocations and pAllocationsChanged arrayspublic static int vmaDefragment(long allocator,
org.lwjgl.PointerBuffer pAllocations,
@Nullable
java.nio.IntBuffer pAllocationsChanged,
@Nullable
VmaDefragmentationInfo pDefragmentationInfo,
@Nullable
VmaDefragmentationStats pDefragmentationStats)
VmaDefragmentationInfo2 and function DefragmentationBegin
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 in pAllocations array can be moved. All other allocations are considered nonmovable in this call. Basic
rules:
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT and VK_MEMORY_PROPERTY_HOST_COHERENT_BIT flags
can be compacted. You may pass other allocations but it makes no sense - these will never be moved.POOL_CREATE_LINEAR_ALGORITHM_BIT or POOL_CREATE_BUDDY_ALGORITHM_BIT flag are not defragmented. Allocations passed to
this function that come from such pools are ignored.ALLOCATION_CREATE_DEDICATED_MEMORY_BIT or created as dedicated allocations for any other reason are also ignored.ALLOCATION_CREATE_MAPPED_BIT flag can be compacted. If not persistently mapped, memory will be mapped
temporarily inside this function if needed.VmaAllocation object multiple times in pAllocations 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.
pAllocations - array of allocations that can be moved during this compactionpAllocationsChanged - array of boolean values that will indicate whether matching allocation in pAllocations 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.VK_SUCCESS if completed, negative error code in case of error.public static int nvmaBindBufferMemory(long allocator,
long allocation,
long buffer)
BindBufferMemorypublic static int vmaBindBufferMemory(long allocator,
long allocation,
long buffer)
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 standard
vkBindBufferMemory(), because it ensures proper synchronization so that when a VkDeviceMemory object is used by multiple allocations,
calls to vkBind*Memory() or vkMapMemory() won't happen from multiple threads simultaneously (which is illegal in Vulkan).
It is recommended to use function CreateBuffer instead of this one.
public static int nvmaBindBufferMemory2(long allocator,
long allocation,
long allocationLocalOffset,
long buffer,
long pNext)
BindBufferMemory2public static int vmaBindBufferMemory2(long allocator,
long allocation,
long allocationLocalOffset,
long buffer,
long pNext)
This function is similar to BindBufferMemory, but it provides additional parameters.
If pNext is not null, VmaAllocator object must have been created with ALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT flag or with
VmaAllocatorCreateInfo::vulkanApiVersion == VK_API_VERSION_1_1. Otherwise the call fails.
allocationLocalOffset - additional offset to be added while binding, relative to the beginning of the allocation. Normally it should be 0.pNext - a chain of structures to be attached to VkBindBufferMemoryInfoKHR structure used internally. Normally it should be null.public static int nvmaBindImageMemory(long allocator,
long allocation,
long image)
BindImageMemorypublic static int vmaBindImageMemory(long allocator,
long allocation,
long image)
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 standard
vkBindImageMemory(), because it ensures proper synchronization so that when a VkDeviceMemory object is used by multiple allocations,
calls to vkBind*Memory() or vkMapMemory() won't happen from multiple threads simultaneously (which is illegal in Vulkan).
It is recommended to use function vmaCreateImage() instead of this one.
public static int nvmaBindImageMemory2(long allocator,
long allocation,
long allocationLocalOffset,
long image,
long pNext)
BindImageMemory2public static int vmaBindImageMemory2(long allocator,
long allocation,
long allocationLocalOffset,
long image,
long pNext)
This function is similar to BindImageMemory, but it provides additional parameters.
If pNext is not null, VmaAllocator object must have been created with ALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT flag or with
VmaAllocatorCreateInfo::vulkanApiVersion == VK_API_VERSION_1_1. Otherwise the call fails.
allocationLocalOffset - additional offset to be added while binding, relative to the beginning of the allocation. Normally it should be 0.pNext - a chain of structures to be attached to VkBindImageMemoryInfoKHR structure used internally. Normally it should be null.public static int nvmaCreateBuffer(long allocator,
long pBufferCreateInfo,
long pAllocationCreateInfo,
long pBuffer,
long pAllocation,
long pAllocationInfo)
CreateBufferpublic static int vmaCreateBuffer(long allocator,
org.lwjgl.vulkan.VkBufferCreateInfo pBufferCreateInfo,
VmaAllocationCreateInfo pAllocationCreateInfo,
java.nio.LongBuffer pBuffer,
org.lwjgl.PointerBuffer pAllocation,
@Nullable
VmaAllocationInfo pAllocationInfo)
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, using vkDestroyBuffer() and FreeMemory.
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 possible
VmaAllocationCreateInfo::pool is null and ALLOCATION_CREATE_NEVER_ALLOCATE_BIT is not used), it creates dedicated allocation for this
buffer, just like when using ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
pBuffer - buffer that was createdpAllocation - allocation that was createdpAllocationInfo - information about allocated memory. Optional. It can be later fetched using function GetAllocationInfo.public static void nvmaDestroyBuffer(long allocator,
long buffer,
long allocation)
DestroyBufferpublic static void vmaDestroyBuffer(long allocator,
long buffer,
long allocation)
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.
public static int nvmaCreateImage(long allocator,
long pImageCreateInfo,
long pAllocationCreateInfo,
long pImage,
long pAllocation,
long pAllocationInfo)
CreateImagepublic static int vmaCreateImage(long allocator,
org.lwjgl.vulkan.VkImageCreateInfo pImageCreateInfo,
VmaAllocationCreateInfo pAllocationCreateInfo,
java.nio.LongBuffer pImage,
org.lwjgl.PointerBuffer pAllocation,
@Nullable
VmaAllocationInfo pAllocationInfo)
CreateBuffer.pImage - image that was createdpAllocation - allocation that was createdpAllocationInfo - information about allocated memory. Optional. It can be later fetched using function GetAllocationInfo.public static void nvmaDestroyImage(long allocator,
long image,
long allocation)
DestroyImagepublic static void vmaDestroyImage(long allocator,
long image,
long allocation)
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.
Copyright LWJGL. All Rights Reserved. License terms.