Crate gpu_allocator

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This crate provides a fully written in Rust memory allocator for Vulkan, DirectX 12 and Metal.

§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.
    allocation_sizes: Default::default(),
});

§Simple Vulkan allocation example

use gpu_allocator::vulkan::*;
use gpu_allocator::MemoryLocation;

// Setup vulkan info
let vk_info = vk::BufferCreateInfo::default()
    .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: ID3D12DeviceVersion::Device(device),
    debug_settings: Default::default(),
    allocation_sizes: 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();

§Setting up the Metal memory allocator

use gpu_allocator::metal::*;

let mut allocator = Allocator::new(&AllocatorCreateDesc {
    device: device.clone(),
    debug_settings: Default::default(),
    allocation_sizes: Default::default(),
});

§Simple Metal allocation example

use gpu_allocator::metal::*;
use gpu_allocator::MemoryLocation;

let allocation_desc = AllocationCreateDesc::buffer(
    &device,
    "Example allocation",
    512, // size in bytes
    gpu_allocator::MemoryLocation::GpuOnly,
);
let allocation = allocator.allocate(&allocation_desc).unwrap();
let resource = allocation.make_buffer().unwrap();

// Cleanup
drop(resource);
allocator.free(&allocation).unwrap();

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