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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
//!
//! ```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::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) };
//! # }
//! # #[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() {}
//! ```
//!
//! # Setting up the Metal memory allocator
//!
//! ```no_run
//! # #[cfg(feature = "metal")]
//! # fn main() {
//! # use std::sync::Arc;
//! use gpu_allocator::metal::*;
//!
//! # let device = Arc::new(metal::Device::system_default().unwrap());
//! let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! device: device.clone(),
//! debug_settings: Default::default(),
//! allocation_sizes: Default::default(),
//! });
//! # }
//! # #[cfg(not(feature = "metal"))]
//! # fn main() {}
//! ```
//!
//! # Simple Metal allocation example
//! ```no_run
//! # #[cfg(feature = "metal")]
//! # fn main() {
//! # use std::sync::Arc;
//! use gpu_allocator::metal::*;
//! use gpu_allocator::MemoryLocation;
//! # let device = Arc::new(metal::Device::system_default().unwrap());
//! # let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! # device: device.clone(),
//! # debug_settings: Default::default(),
//! # allocation_sizes: Default::default(),
//! # })
//! # .unwrap();
//!
//! 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();
//! # }
//! # #[cfg(not(feature = "metal"))]
//! # fn main() {}
//! ```
mod result;
pub use result::*;
pub(crate) mod allocator;
pub use allocator::{AllocationReport, AllocatorReport, MemoryBlockReport};
#[cfg(feature = "visualizer")]
pub mod visualizer;
#[cfg(feature = "vulkan")]
pub mod vulkan;
#[cfg(all(windows, feature = "d3d12"))]
pub mod d3d12;
#[cfg(all(any(target_os = "macos", target_os = "ios"), feature = "metal"))]
pub mod metal;
#[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,
}
}
}