Crate gpu_allocator
source ·Expand description
This crate provides a fully written in Rust memory allocator for Vulkan and DirectX 12.
Windows-rs and winapi
gpu-allocator
recently migrated from winapi to windows-rs but still provides convenient helpers to convert to and from winapi types, enabled when compiling with the public-winapi
crate feature.
Setting up the Vulkan memory allocator
use gpu_allocator::vulkan::*;
let mut allocator = Allocator::new(&AllocatorCreateDesc {
instance,
device,
physical_device,
debug_settings: Default::default(),
buffer_device_address: true, // Ideally, check the BufferDeviceAddressFeatures struct.
});
Simple Vulkan allocation example
use gpu_allocator::vulkan::*;
use gpu_allocator::MemoryLocation;
// Setup vulkan info
let vk_info = vk::BufferCreateInfo::builder()
.size(512)
.usage(vk::BufferUsageFlags::STORAGE_BUFFER);
let buffer = unsafe { device.create_buffer(&vk_info, None) }.unwrap();
let requirements = unsafe { device.get_buffer_memory_requirements(buffer) };
let allocation = allocator
.allocate(&AllocationCreateDesc {
name: "Example allocation",
requirements,
location: MemoryLocation::CpuToGpu,
linear: true, // Buffers are always linear
allocation_scheme: AllocationScheme::GpuAllocatorManaged,
}).unwrap();
// Bind memory to the buffer
unsafe { device.bind_buffer_memory(buffer, allocation.memory(), allocation.offset()).unwrap() };
// Cleanup
allocator.free(allocation).unwrap();
unsafe { device.destroy_buffer(buffer, None) };
Setting up the D3D12 memory allocator
use gpu_allocator::d3d12::*;
let mut allocator = Allocator::new(&AllocatorCreateDesc {
device,
debug_settings: Default::default(),
});
Simple d3d12 allocation example
use gpu_allocator::d3d12::*;
use gpu_allocator::MemoryLocation;
let buffer_desc = Direct3D12::D3D12_RESOURCE_DESC {
Dimension: Direct3D12::D3D12_RESOURCE_DIMENSION_BUFFER,
Alignment: 0,
Width: 512,
Height: 1,
DepthOrArraySize: 1,
MipLevels: 1,
Format: Dxgi::Common::DXGI_FORMAT_UNKNOWN,
SampleDesc: Dxgi::Common::DXGI_SAMPLE_DESC {
Count: 1,
Quality: 0,
},
Layout: Direct3D12::D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
Flags: Direct3D12::D3D12_RESOURCE_FLAG_NONE,
};
let allocation_desc = AllocationCreateDesc::from_d3d12_resource_desc(
&allocator.device(),
&buffer_desc,
"Example allocation",
MemoryLocation::GpuOnly,
);
let allocation = allocator.allocate(&allocation_desc).unwrap();
let mut resource: Option<Direct3D12::ID3D12Resource> = None;
let hr = unsafe {
device.CreatePlacedResource(
allocation.heap(),
allocation.offset(),
&buffer_desc,
Direct3D12::D3D12_RESOURCE_STATE_COMMON,
None,
&mut resource,
)
}?;
// Cleanup
drop(resource);
allocator.free(allocation).unwrap();