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//! 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.
//!
//! [Windows-rs]: https://github.com/microsoft/windows-rs
//! [winapi]: https://github.com/retep998/winapi-rs
//!
//! ## Setting up the Vulkan memory allocator
//!
//! ```no_run
//! # #[cfg(feature = "vulkan")]
//! # fn main() {
//! use gpu_allocator::vulkan::*;
//! # use ash::vk;
//! # let device = todo!();
//! # let instance = todo!();
//! # let physical_device = todo!();
//!
//! let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! instance,
//! device,
//! physical_device,
//! debug_settings: Default::default(),
//! buffer_device_address: true, // Ideally, check the BufferDeviceAddressFeatures struct.
//! });
//! # }
//! # #[cfg(not(feature = "vulkan"))]
//! # fn main() {}
//! ```
//!
//! ## Simple Vulkan allocation example
//!
//! ```no_run
//! # #[cfg(feature = "vulkan")]
//! # fn main() {
//! use gpu_allocator::vulkan::*;
//! use gpu_allocator::MemoryLocation;
//! # use ash::vk;
//! # let device = todo!();
//! # let instance = todo!();
//! # let physical_device = todo!();
//!
//! # let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! # instance,
//! # device,
//! # physical_device,
//! # debug_settings: Default::default(),
//! # buffer_device_address: true, // Ideally, check the BufferDeviceAddressFeatures struct.
//! # }).unwrap();
//!
//! // 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) };
//! # }
//! # #[cfg(not(feature = "vulkan"))]
//! # fn main() {}
//! ```
//!
//! ## Setting up the D3D12 memory allocator
//!
//! ```no_run
//! # #[cfg(feature = "d3d12")]
//! # fn main() {
//! use gpu_allocator::d3d12::*;
//! # let device = todo!();
//!
//! let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! device,
//! debug_settings: Default::default(),
//! });
//! # }
//! # #[cfg(not(feature = "d3d12"))]
//! # fn main() {}
//! ```
//!
//! ## Simple d3d12 allocation example
//!
//! ```no_run
//! # #[cfg(feature = "d3d12")]
//! # fn main() -> windows::core::Result<()> {
//! use gpu_allocator::d3d12::*;
//! use gpu_allocator::MemoryLocation;
//! # use windows::Win32::Graphics::{Dxgi, Direct3D12};
//! # let device = todo!();
//!
//! # let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! # device: device,
//! # debug_settings: Default::default(),
//! # }).unwrap();
//!
//! 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();
//! # Ok(())
//! # }
//! # #[cfg(not(feature = "d3d12"))]
//! # fn main() {}
//! ```
mod result;
pub use result::*;
pub(crate) mod allocator;
#[cfg(feature = "visualizer")]
pub mod visualizer;
#[cfg(feature = "vulkan")]
pub mod vulkan;
#[cfg(all(windows, feature = "d3d12"))]
pub mod d3d12;
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum MemoryLocation {
/// The allocated resource is stored at an unknown memory location; let the driver decide what's the best location
Unknown,
/// Store the allocation in GPU only accessible memory - typically this is the faster GPU resource and this should be
/// where most of the allocations live.
GpuOnly,
/// Memory useful for uploading data to the GPU and potentially for constant buffers
CpuToGpu,
/// Memory useful for CPU readback of data
GpuToCpu,
}
#[derive(Copy, Clone, Debug)]
pub struct AllocatorDebugSettings {
/// Logs out debugging information about the various heaps the current device has on startup
pub log_memory_information: bool,
/// Logs out all memory leaks on shutdown with log level Warn
pub log_leaks_on_shutdown: bool,
/// Stores a copy of the full backtrace for every allocation made, this makes it easier to debug leaks
/// or other memory allocations, but storing stack traces has a RAM overhead so should be disabled
/// in shipping applications.
pub store_stack_traces: bool,
/// Log out every allocation as it's being made with log level Debug, rather spammy so off by default
pub log_allocations: bool,
/// Log out every free that is being called with log level Debug, rather spammy so off by default
pub log_frees: bool,
/// Log out stack traces when either `log_allocations` or `log_frees` is enabled.
pub log_stack_traces: bool,
}
impl Default for AllocatorDebugSettings {
fn default() -> Self {
Self {
log_memory_information: false,
log_leaks_on_shutdown: true,
store_stack_traces: false,
log_allocations: false,
log_frees: false,
log_stack_traces: false,
}
}
}