1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277
//! 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.
//! allocation_sizes: Default::default(),
//! });
//! # }
//! # #[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.
//! # allocation_sizes: Default::default(),
//! # }).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: ID3D12DeviceVersion::Device(device),
//! debug_settings: Default::default(),
//! allocation_sizes: 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: ID3D12DeviceVersion::Device(device),
//! # debug_settings: Default::default(),
//! # allocation_sizes: 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,
}
}
}
/// The sizes of the memory blocks that the allocator will create.
///
/// Useful for tuning the allocator to your application's needs. For example most games will be fine with the default
/// values, but eg. an app might want to use smaller block sizes to reduce the amount of memory used.
///
/// Clamped between 4MB and 256MB, and rounds up to the nearest multiple of 4MB for alignment reasons.
#[derive(Clone, Copy, Debug)]
pub struct AllocationSizes {
/// The size of the memory blocks that will be created for the GPU only memory type.
///
/// Defaults to 256MB.
device_memblock_size: u64,
/// The size of the memory blocks that will be created for the CPU visible memory types.
///
/// Defaults to 64MB.
host_memblock_size: u64,
}
impl AllocationSizes {
pub fn new(device_memblock_size: u64, host_memblock_size: u64) -> Self {
const FOUR_MB: u64 = 4 * 1024 * 1024;
const TWO_HUNDRED_AND_FIFTY_SIX_MB: u64 = 256 * 1024 * 1024;
let mut device_memblock_size =
device_memblock_size.clamp(FOUR_MB, TWO_HUNDRED_AND_FIFTY_SIX_MB);
let mut host_memblock_size =
host_memblock_size.clamp(FOUR_MB, TWO_HUNDRED_AND_FIFTY_SIX_MB);
if device_memblock_size % FOUR_MB != 0 {
let val = device_memblock_size / FOUR_MB + 1;
device_memblock_size = val * FOUR_MB;
log::warn!(
"Device memory block size must be a multiple of 4MB, clamping to {}MB",
device_memblock_size / 1024 / 1024
)
}
if host_memblock_size % FOUR_MB != 0 {
let val = host_memblock_size / FOUR_MB + 1;
host_memblock_size = val * FOUR_MB;
log::warn!(
"Host memory block size must be a multiple of 4MB, clamping to {}MB",
host_memblock_size / 1024 / 1024
)
}
Self {
device_memblock_size,
host_memblock_size,
}
}
}
impl Default for AllocationSizes {
fn default() -> Self {
Self {
device_memblock_size: 256 * 1024 * 1024,
host_memblock_size: 64 * 1024 * 1024,
}
}
}