At program startup:
VkPhysicalDevice, VkDevice and VkInstance object.VmaAllocatorCreateInfo structure and create VmaAllocator object by calling CreateAllocator.
VmaVulkanFunctions vulkanFunctions = {};
vulkanFunctions.vkGetInstanceProcAddr = &vkGetInstanceProcAddr;
vulkanFunctions.vkGetDeviceProcAddr = &vkGetDeviceProcAddr;
VmaAllocatorCreateInfo allocatorCreateInfo = {};
allocatorCreateInfo.vulkanApiVersion = VK_API_VERSION_1_2;
allocatorCreateInfo.physicalDevice = physicalDevice;
allocatorCreateInfo.device = device;
allocatorCreateInfo.instance = instance;
allocatorCreateInfo.pVulkanFunctions = &vulkanFunctions;
VmaAllocator allocator;
vmaCreateAllocator(&allocatorCreateInfo, &allocator);
Only members physicalDevice, device, instance are required. However, you should inform the library which Vulkan version do you
use by setting VmaAllocatorCreateInfo::vulkanApiVersion and which extensions did you enable by setting VmaAllocatorCreateInfo::flags
(like ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT for VK_KHR_buffer_device_address). Otherwise, VMA would use only features of Vulkan 1.0 core
with no extensions.
When you want to create a buffer or image:
VkBufferCreateInfo / VkImageCreateInfo structure.VmaAllocationCreateInfo structure.CreateBuffer / CreateImage to get VkBuffer/VkImage with memory already allocated and bound to it, plus
VmaAllocation objects that represents its underlying memory.
VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufferInfo.size = 65536;
bufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo allocInfo = {};
allocInfo.usage = VMA_MEMORY_USAGE_AUTO;
VkBuffer buffer;
VmaAllocation allocation;
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
Don't forget to destroy your objects when no longer needed:
vmaDestroyBuffer(allocator, buffer, allocation);
vmaDestroyAllocator(allocator);
Physical devices in Vulkan support various combinations of memory heaps and types. Help with choosing correct and optimal memory type for your specific resource is one of the key features of this library. You can use it by filling appropriate members of VmaAllocationCreateInfo structure, as described below. You can also combine multiple methods.
FindMemoryTypeIndexForBufferInfo,
FindMemoryTypeIndexForImageInfo, FindMemoryTypeIndex.AllocateMemory.
Usage of this function is not recommended and usually not needed. AllocateMemoryPages function is also provided for creating multiple
allocations at once, which may be useful for sparse binding.AllocateMemoryForBuffer, AllocateMemoryForImage. For binding you should use functions: BindBufferMemory, BindImageMemory or their
extended versions: BindBufferMemory2, BindImageMemory2.CreateBuffer, CreateImage.When using 3. or 4., the library internally queries Vulkan for memory types supported for that buffer or image (function
vkGetBufferMemoryRequirements()) and uses only one of these types.
If no memory type can be found that meets all the requirements, these functions return VK_ERROR_FEATURE_NOT_PRESENT.
You can leave VmaAllocationCreateInfo structure completely filled with zeros. It means no requirements are specified for memory type. It is valid,
although not very useful.
The easiest way to specify memory requirements is to fill member VmaAllocationCreateInfo::usage using one of the values of enum
VmaMemoryUsage. It defines high level, common usage types. Since version 3 of the library, it is recommended to use MEMORY_USAGE_AUTO to let
it select best memory type for your resource automatically.
For example, if you want to create a uniform buffer that will be filled using transfer only once or infrequently and then used for rendering every
frame as a uniform buffer, you can do it using following code. The buffer will most likely end up in a memory type with
VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT to be fast to access by the GPU device.
VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufferInfo.size = 65536;
bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo allocInfo = {};
allocInfo.usage = VMA_MEMORY_USAGE_AUTO;
VkBuffer buffer;
VmaAllocation allocation;
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
If you have a preference for putting the resource in GPU (device) memory or CPU (host) memory on systems with discrete graphics card that have the
memories separate, you can use MEMORY_USAGE_AUTO_PREFER_DEVICE or MEMORY_USAGE_AUTO_PREFER_HOST.
When using VMA_MEMORY_USAGE_AUTO* while you want to map the allocated memory, you also need to specify one of the host access flags:
ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT. This will help the library decide about preferred
memory type to ensure it has VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT so you can map it.
For example, a staging buffer that will be filled via mapped pointer and then used as a source of transfer to the buffer described previously can be
created like this. It will likely end up in a memory type that is HOST_VISIBLE and HOST_COHERENT but not HOST_CACHED (meaning
uncached, write-combined) and not DEVICE_LOCAL (meaning system RAM).
VkBufferCreateInfo stagingBufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
stagingBufferInfo.size = 65536;
stagingBufferInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
VmaAllocationCreateInfo stagingAllocInfo = {};
stagingAllocInfo.usage = VMA_MEMORY_USAGE_AUTO;
stagingAllocInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT;
VkBuffer stagingBuffer;
VmaAllocation stagingAllocation;
vmaCreateBuffer(allocator, &stagingBufferInfo, &stagingAllocInfo, &stagingBuffer, &stagingAllocation, nullptr);
Usage values VMA_MEMORY_USAGE_AUTO* are legal to use only when the library knows about the resource being created by having
VkBufferCreateInfo / VkImageCreateInfo passed, so they work with functions like: CreateBuffer, CreateImage,
FindMemoryTypeIndexForBufferInfo etc. If you allocate raw memory using function AllocateMemory, you have to use other means of selecting memory
type, as described below.
Old usage values (MEMORY_USAGE_GPU_ONLY, MEMORY_USAGE_CPU_ONLY, MEMORY_USAGE_CPU_TO_GPU, MEMORY_USAGE_GPU_TO_CPU, MEMORY_USAGE_CPU_COPY) are still
available and work same way as in previous versions of the library for backward compatibility, but they are not recommended.
You can specify more detailed requirements by filling members VmaAllocationCreateInfo::requiredFlags and
VmaAllocationCreateInfo::preferredFlags with a combination of bits from enum VkMemoryPropertyFlags. For example, if you want to
create a buffer that will be persistently mapped on host (so it must be HOST_VISIBLE) and preferably will also be HOST_COHERENT and
HOST_CACHED, use following code:
VmaAllocationCreateInfo allocInfo = {};
allocInfo.requiredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
allocInfo.preferredFlags = VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
allocInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT;
VkBuffer buffer;
VmaAllocation allocation;
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
A memory type is chosen that has all the required flags and as many preferred flags set as possible.
Value passed in VmaAllocationCreateInfo::usage is internally converted to a set of required and preferred flags, plus some extra "magic"
(heuristics).
If you inspected memory types available on the physical device and you have a preference for memory types that you want to use, you can fill member
VmaAllocationCreateInfo::memoryTypeBits. It is a bit mask, where each bit set means that a memory type with that index is allowed to be used
for the allocation. Special value 0, just like UINT32_MAX, means there are no restrictions to memory type index.
Please note that this member is NOT just a memory type index. Still you can use it to choose just one, specific memory type. For example, if you already determined that your buffer should be created in memory type 2, use following code:
uint32_t memoryTypeIndex = 2;
VmaAllocationCreateInfo allocInfo = {};
allocInfo.memoryTypeBits = 1u << memoryTypeIndex;
VkBuffer buffer;
VmaAllocation allocation;
vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
If you allocate from custom memory pool, all the ways of specifying memory requirements described above are not applicable and the aforementioned
members of VmaAllocationCreateInfo structure are ignored. Memory type is selected explicitly when creating the pool and then used to make all the
allocations from that pool. For further details, see Custom Memory Pools below.
Memory for allocations is reserved out of larger block of VkDeviceMemory allocated from Vulkan internally. That is the main feature of this
whole library. You can still request a separate memory block to be created for an allocation, just like you would do in a trivial solution without
using any allocator. In that case, a buffer or image is always bound to that memory at offset 0. This is called a "dedicated allocation". You can
explicitly request it by using flag ALLOCATION_CREATE_DEDICATED_MEMORY_BIT. The library can also internally decide to use dedicated allocation in some
cases, e.g.:
VK_KHR_dedicated_allocation extension is enabled and it reports that dedicated allocation is required or recommended for the resource.To "map memory" in Vulkan means to obtain a CPU pointer to VkDeviceMemory, to be able to read from it or write to it in CPU code. Mapping is
possible only of memory allocated from a memory type that has VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT flag. Functions vkMapMemory(),
vkUnmapMemory() are designed for this purpose. You can use them directly with memory allocated by this library, but it is not recommended
because of following issue: Mapping the same VkDeviceMemory block multiple times is illegal - only one mapping at a time is allowed. This
includes mapping disjoint regions. Mapping is not reference-counted internally by Vulkan. Because of this, Vulkan Memory Allocator provides following
facilities:
If you want to be able to map an allocation, you need to specify one of the flags ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or
ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT in VmaAllocationCreateInfo::flags. These flags are required for an allocation to be mappable when
using MEMORY_USAGE_AUTO or other VMA_MEMORY_USAGE_AUTO* enum values. For other usage values they are ignored and every such allocation made in
HOST_VISIBLE memory type is mappable, but they can still be used for consistency.
The library provides following functions for mapping of a specific VmaAllocation: MapMemory, UnmapMemory. They are safer and more
convenient to use than standard Vulkan functions. You can map an allocation multiple times simultaneously - mapping is reference-counted internally.
You can also map different allocations simultaneously regardless of whether they use the same VkDeviceMemory block. The way it is implemented
is that the library always maps entire memory block, not just region of the allocation. For further details, see description of MapMemory function.
Example:
// Having these objects initialized:
struct ConstantBuffer
{
...
};
ConstantBuffer constantBufferData = ...
VmaAllocator allocator = ...
VkBuffer constantBuffer = ...
VmaAllocation constantBufferAllocation = ...
// You can map and fill your buffer using following code:
void* mappedData;
vmaMapMemory(allocator, constantBufferAllocation, &mappedData);
memcpy(mappedData, &constantBufferData, sizeof(constantBufferData));
vmaUnmapMemory(allocator, constantBufferAllocation);
When mapping, you may see a warning from Vulkan validation layer similar to this one:
Mapping an image with layout VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL can result in undefined behavior if this memory is used by the
device. Only GENERAL or PREINITIALIZED should be used.
It happens because the library maps entire VkDeviceMemory block, where different types of images and buffers may end up together, especially on
GPUs with unified memory like Intel. You can safely ignore it if you are sure you access only memory of the intended object that you wanted to map.
Keeping your memory persistently mapped is generally OK in Vulkan. You don't need to unmap it before using its data on the GPU. The library provides a
special feature designed for that: Allocations made with ALLOCATION_CREATE_MAPPED_BIT flag set in VmaAllocationCreateInfo::flags stay mapped
all the time, so you can just access CPU pointer to it any time without a need to call any "map" or "unmap" function. Example:
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufCreateInfo.size = sizeof(ConstantBuffer);
bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
VMA_ALLOCATION_CREATE_MAPPED_BIT;
VkBuffer buf;
VmaAllocation alloc;
VmaAllocationInfo allocInfo;
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
// Buffer is already mapped. You can access its memory.
memcpy(allocInfo.pMappedData, &constantBufferData, sizeof(constantBufferData));
ALLOCATION_CREATE_MAPPED_BIT by itself doesn't guarantee that the allocation will end up in a mappable memory type. For this, you need to also specify
ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT. ALLOCATION_CREATE_MAPPED_BIT only guarantees that if
the memory is HOST_VISIBLE, the allocation will be mapped on creation.
Memory in Vulkan doesn't need to be unmapped before using it on GPU, but unless a memory types has VK_MEMORY_PROPERTY_HOST_COHERENT_BIT flag
set, you need to manually invalidate cache before reading of mapped pointer and flush cache after writing to mapped pointer. Map/unmap
operations don't do that automatically. Vulkan provides following functions for this purpose vkFlushMappedMemoryRangs(),
vkInvalidateMappedMemoryRanges(), but this library provides more convenient functions that refer to given allocation object:
FlushAllocation, InvalidateAllocation, or multiple objects at once: FlushAllocations, InvalidateAllocations.
Regions of memory specified for flush/invalidate must be aligned to VkPhysicalDeviceLimits::nonCoherentAtomSize. This is automatically ensured
by the library. In any memory type that is HOST_VISIBLE but not HOST_COHERENT, all allocations within blocks are aligned to this value,
so their offsets are always multiply of nonCoherentAtomSize and two different allocations never share same "line" of this size.
Please note that memory allocated with MEMORY_USAGE_CPU_ONLY is guaranteed to be HOST_COHERENT.
Also, Windows drivers from all 3 PC GPU vendors (AMD, Intel, NVIDIA) currently provide HOST_COHERENT flag on all memory types that are
HOST_VISIBLE, so on PC you may not need to bother.
It may happen that your allocation ends up in memory that is HOST_VISIBLE (available for mapping) despite it wasn't explicitly requested. For
example, application may work on integrated graphics with unified memory (like Intel) or allocation from video memory might have failed, so the library
chose system memory as fallback.
You can detect this case and map such allocation to access its memory on CPU directly, instead of launching a transfer operation. In order to do that:
call GetAllocationMemoryProperties and look for VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT flag.
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufCreateInfo.size = sizeof(ConstantBuffer);
bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
allocCreateInfo.preferredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
VkBuffer buf;
VmaAllocation alloc;
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, nullptr);
VkMemoryPropertyFlags memFlags;
vmaGetAllocationMemoryProperties(allocator, alloc, &memFlags);
if((memFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) != 0)
{
// Allocation ended up in mappable memory. You can map it and access it directly.
void* mappedData;
vmaMapMemory(allocator, alloc, &mappedData);
memcpy(mappedData, &constantBufferData, sizeof(constantBufferData));
vmaUnmapMemory(allocator, alloc);
}
else
{
// Allocation ended up in non-mappable memory.
// You need to create CPU-side buffer in VMA_MEMORY_USAGE_CPU_ONLY and make a transfer.
}
You can even use ALLOCATION_CREATE_MAPPED_BIT flag while creating allocations that are not necessarily HOST_VISIBLE (e.g. using
MEMORY_USAGE_GPU_ONLY). If the allocation ends up in memory type that is HOST_VISIBLE, it will be persistently mapped and you can use it
directly. If not, the flag is just ignored. Example:
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufCreateInfo.size = sizeof(ConstantBuffer);
bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
VkBuffer buf;
VmaAllocation alloc;
VmaAllocationInfo allocInfo;
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
if(allocInfo.pMappedData != nullptr)
{
// Allocation ended up in mappable memory.
// It is persistently mapped. You can access it directly.
memcpy(allocInfo.pMappedData, &constantBufferData, sizeof(constantBufferData));
}
else
{
// Allocation ended up in non-mappable memory.
// You need to create CPU-side buffer in VMA_MEMORY_USAGE_CPU_ONLY and make a transfer.
}
When developing a graphics-intensive game or program, it is important to avoid allocating more GPU memory than it is physically available. When the memory is over-committed, various bad things can happen, depending on the specific GPU, graphics driver, and operating system:
VK_ERROR_OUT_OF_DEVICE_MEMORY.VK_ERROR_DEVICE_LOST returned somewhere later.To query for current memory usage and available budget, use function GetHeapBudgets. Returned structure VmaBudget contains quantities expressed in
bytes, per Vulkan memory heap.
Please note that this function returns different information and works faster than CalculateStatistics. vmaGetHeapBudgets() can be called
every frame or even before every allocation, while vmaCalculateStatistics() is intended to be used rarely, only to obtain statistical
information, e.g. for debugging purposes.
It is recommended to use VK_EXT_memory_budget device extension to obtain information about the budget from Vulkan device. VMA is able to use this extension automatically. When not enabled, the allocator behaves same way, but then it estimates current usage and available budget based on its internal information and Vulkan memory heap sizes, which may be less precise. In order to use this extension:
VK_EXT_memory_budget and VK_KHR_get_physical_device_properties2 required by it are available and enable them.
Please note that the first is a device extension and the second is instance extension!ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT when creating VmaAllocator object.SetCurrentFrameIndex every frame. Budget is queried from Vulkan inside of it to avoid overhead of querying it with every
allocation.There are many ways in which you can try to stay within the budget.
First, when making new allocation requires allocating a new memory block, the library tries not to exceed the budget automatically. If a block with default recommended size (e.g. 256 MB) would go over budget, a smaller block is allocated, possibly even dedicated memory for just this resource.
If the size of the requested resource plus current memory usage is more than the budget, by default the library still tries to create it, leaving it to
the Vulkan implementation whether the allocation succeeds or fails. You can change this behavior by using ALLOCATION_CREATE_WITHIN_BUDGET_BIT flag.
With it, the allocation is not made if it would exceed the budget or if the budget is already exceeded. VMA then tries to make the allocation from the
next eligible Vulkan memory type. The all of them fail, the call then fails with VK_ERROR_OUT_OF_DEVICE_MEMORY. Example usage pattern may be to
pass the VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT flag when creating resources that are not essential for the application (e.g. the texture of a
specific object) and not to pass it when creating critically important resources (e.g. render targets).
On AMD graphics cards there is a custom vendor extension available: VK_AMD_memory_overallocation_behavior that allows to control the behavior
of the Vulkan implementation in out-of-memory cases - whether it should fail with an error code or still allow the allocation. Usage of this extension
involves only passing extra structure on Vulkan device creation, so it is out of scope of this library.
Finally, you can also use ALLOCATION_CREATE_NEVER_ALLOCATE_BIT flag to make sure a new allocation is created only when it fits inside one of the
existing memory blocks. If it would require to allocate a new block, if fails instead with VK_ERROR_OUT_OF_DEVICE_MEMORY. This also ensures
that the function call is very fast because it never goes to Vulkan to obtain a new block.
Note
Creating custom memory pools with VmaPoolCreateInfo::minBlockCount set to more than 0 will currently try to allocate memory blocks
without checking whether they fit within budget.
New explicit graphics APIs (Vulkan and Direct3D 12), thanks to manual memory management, give an opportunity to alias (overlap) multiple resources in the same region of memory - a feature not available in the old APIs (Direct3D 11, OpenGL). It can be useful to save video memory, but it must be used with caution.
For example, if you know the flow of your whole render frame in advance, you are going to use some intermediate textures or buffers only during a small range of render passes, and you know these ranges don't overlap in time, you can bind these resources to the same place in memory, even if they have completely different parameters (width, height, format etc.).
Such scenario is possible using VMA, but you need to create your images manually. Then you need to calculate parameters of an allocation to be made using formula:
Following example shows two different images bound to the same place in memory, allocated to fit largest of them.
// A 512x512 texture to be sampled.
VkImageCreateInfo img1CreateInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
img1CreateInfo.imageType = VK_IMAGE_TYPE_2D;
img1CreateInfo.extent.width = 512;
img1CreateInfo.extent.height = 512;
img1CreateInfo.extent.depth = 1;
img1CreateInfo.mipLevels = 10;
img1CreateInfo.arrayLayers = 1;
img1CreateInfo.format = VK_FORMAT_R8G8B8A8_SRGB;
img1CreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
img1CreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
img1CreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
img1CreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
// A full screen texture to be used as color attachment.
VkImageCreateInfo img2CreateInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
img2CreateInfo.imageType = VK_IMAGE_TYPE_2D;
img2CreateInfo.extent.width = 1920;
img2CreateInfo.extent.height = 1080;
img2CreateInfo.extent.depth = 1;
img2CreateInfo.mipLevels = 1;
img2CreateInfo.arrayLayers = 1;
img2CreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
img2CreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
img2CreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
img2CreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
img2CreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
VkImage img1;
res = vkCreateImage(device, &img1CreateInfo, nullptr, &img1);
VkImage img2;
res = vkCreateImage(device, &img2CreateInfo, nullptr, &img2);
VkMemoryRequirements img1MemReq;
vkGetImageMemoryRequirements(device, img1, &img1MemReq);
VkMemoryRequirements img2MemReq;
vkGetImageMemoryRequirements(device, img2, &img2MemReq);
VkMemoryRequirements finalMemReq = {};
finalMemReq.size = std::max(img1MemReq.size, img2MemReq.size);
finalMemReq.alignment = std::max(img1MemReq.alignment, img2MemReq.alignment);
finalMemReq.memoryTypeBits = img1MemReq.memoryTypeBits & img2MemReq.memoryTypeBits;
// Validate if(finalMemReq.memoryTypeBits != 0)
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.preferredFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
VmaAllocation alloc;
res = vmaAllocateMemory(allocator, &finalMemReq, &allocCreateInfo, &alloc, nullptr);
res = vmaBindImageMemory(allocator, alloc, img1);
res = vmaBindImageMemory(allocator, alloc, img2);
// You can use img1, img2 here, but not at the same time!
vmaFreeMemory(allocator, alloc);
vkDestroyImage(allocator, img2, nullptr);
vkDestroyImage(allocator, img1, nullptr);
VMA also provides convenience functions that create a buffer or image and bind it to memory represented by an existing VmaAllocation:
CreateAliasingBuffer, CreateAliasingBuffer2, CreateAliasingImage, CreateAliasingImage2. Versions with "2" offer additional parameter
allocationLocalOffset.
Remember that using resources that alias in memory requires proper synchronization. You need to issue a memory barrier to make sure commands that use
img1 and img2 don't overlap on GPU timeline. You also need to treat a resource after aliasing as uninitialized - containing garbage
data. For example, if you use img1 and then want to use img2, you need to issue an image memory barrier for img2 with
oldLayout = VK_IMAGE_LAYOUT_UNDEFINED.
Additional considerations:
VK_IMAGE_CREATE_ALIAS_BIT flag.BindBufferMemory2 / BindImageMemory2.memoryTypeBits returned in memory requirements of each resource to make
sure the bits overlap. Some GPUs may expose multiple memory types suitable e.g. only for buffers or images with COLOR_ATTACHMENT usage, so
the sets of memory types supported by your resources may be disjoint. Aliasing them is not possible in that case.A memory pool contains a number of VkDeviceMemory blocks. The library automatically creates and manages default pool for each memory type
available on the device. Default memory pool automatically grows in size. Size of allocated blocks is also variable and managed automatically.
You can create custom pool and allocate memory out of it. It can be useful if you want to:
VmaPoolCreateInfo but not in VmaAllocationCreateInfo - e.g., custom
minimum alignment, custom pNext chain.To use custom memory pools:
VmaPoolCreateInfo structure.CreatePool to obtain VmaPool handle.VmaAllocationCreateInfo::pool to this handle. You don't need to specify any other parameters of this
structure, like usage.Example:
// Find memoryTypeIndex for the pool.
VkBufferCreateInfo sampleBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
sampleBufCreateInfo.size = 0x10000; // Doesn't matter.
sampleBufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo sampleAllocCreateInfo = {};
sampleAllocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
uint32_t memTypeIndex;
VkResult res = vmaFindMemoryTypeIndexForBufferInfo(allocator,
&sampleBufCreateInfo, &sampleAllocCreateInfo, &memTypeIndex);
// Check res...
// Create a pool that can have at most 2 blocks, 128 MiB each.
VmaPoolCreateInfo poolCreateInfo = {};
poolCreateInfo.memoryTypeIndex = memTypeIndex
poolCreateInfo.blockSize = 128ull * 1024 * 1024;
poolCreateInfo.maxBlockCount = 2;
VmaPool pool;
res = vmaCreatePool(allocator, &poolCreateInfo, &pool);
// Check res...
// Allocate a buffer out of it.
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufCreateInfo.size = 1024;
bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.pool = pool;
VkBuffer buf;
VmaAllocation alloc;
res = vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, nullptr);
// Check res...
You have to free all allocations made from this pool before destroying it.
vmaDestroyBuffer(allocator, buf, alloc);
vmaDestroyPool(allocator, pool);
New versions of this library support creating dedicated allocations in custom pools. It is supported only when VmaPoolCreateInfo::blockSize = 0.
To use this feature, set VmaAllocationCreateInfo::pool to the pointer to your custom pool and VmaAllocationCreateInfo::flags to
ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
Excessive use of custom pools is a common mistake when using this library. Custom pools may be useful for special purposes - when you want to keep
certain type of resources separate e.g. to reserve minimum amount of memory for them or limit maximum amount of memory they can occupy. For most
resources this is not needed and so it is not recommended to create VmaPool objects and allocations out of them. Allocating from the default
pool is sufficient.
When creating a pool, you must explicitly specify memory type index. To find the one suitable for your buffers or images, you can use helper functions
FindMemoryTypeIndexForBufferInfo, FindMemoryTypeIndexForImageInfo. You need to provide structures with example parameters of buffers or images
that you are going to create in that pool.
VkBufferCreateInfo exampleBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
exampleBufCreateInfo.size = 1024; // Doesn't matter
exampleBufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
uint32_t memTypeIndex;
vmaFindMemoryTypeIndexForBufferInfo(allocator, &exampleBufCreateInfo, &allocCreateInfo, &memTypeIndex);
VmaPoolCreateInfo poolCreateInfo = {};
poolCreateInfo.memoryTypeIndex = memTypeIndex;
// ...
When creating buffers/images allocated in that pool, provide following parameters:
VkBufferCreateInfo: Prefer to pass same parameters as above. Otherwise you risk creating resources in a memory type that is not suitable
for them, which may result in undefined behavior. Using different VK_BUFFER_USAGE_ flags may work, but you shouldn't create images in a
pool intended for buffers or the other way around.VmaAllocationCreateInfo: You don't need to pass same parameters. Fill only pool member. Other members are ignored anyway.Each Vulkan memory block managed by this library has accompanying metadata that keeps track of used and unused regions. By default, the metadata structure and algorithm tries to find best place for new allocations among free regions to optimize memory usage. This way you can allocate and free objects in any order.
Sometimes there is a need to use simpler, linear allocation algorithm. You can create custom pool that uses such algorithm by adding flag
POOL_CREATE_LINEAR_ALGORITHM_BIT to VmaPoolCreateInfo::flags while creating VmaPool object. Then an alternative metadata management
is used. It always creates new allocations after last one and doesn't reuse free regions after allocations freed in the middle. It results in better
allocation performance and less memory consumed by metadata.
With this one flag, you can create a custom pool that can be used in many ways: free-at-once, stack, double stack, and ring buffer. See below for details.
In a pool that uses linear algorithm, you still need to free all the allocations individually, e.g. by using FreeMemory or DestroyBuffer. You can
free them in any order. New allocations are always made after last one - free space in the middle is not reused. However, when you release all the
allocation and the pool becomes empty, allocation starts from the beginning again. This way you can use linear algorithm to speed up creation of
allocations that you are going to release all at once.
This mode is also available for pools created with VmaPoolCreateInfo::maxBlockCount value that allows multiple memory blocks.
When you free an allocation that was created last, its space can be reused. Thanks to this, if you always release allocations in the order opposite to their creation (LIFO - Last In First Out), you can achieve behavior of a stack.
This mode is also available for pools created with VmaPoolCreateInfo::maxBlockCount value that allows multiple memory blocks.
The space reserved by a custom pool with linear algorithm may be used by two stacks:
To make allocation from upper stack, add flag ALLOCATION_CREATE_UPPER_ADDRESS_BIT to VmaAllocationCreateInfo::flags.
Double stack is available only in pools with one memory block - VmaPoolCreateInfo::maxBlockCount must be 1. Otherwise behavior is undefined.
When the two stacks' ends meet so there is not enough space between them for a new allocation, such allocation fails with usual
VK_ERROR_OUT_OF_DEVICE_MEMORY error.
When you free some allocations from the beginning and there is not enough free space for a new one at the end of a pool, allocator's "cursor" wraps around to the beginning and starts allocation there. Thanks to this, if you always release allocations in the same order as you created them (FIFO - First In First Out), you can achieve behavior of a ring buffer / queue.
Ring buffer is available only in pools with one memory block - VmaPoolCreateInfo::maxBlockCount must be 1. Otherwise behavior is undefined.
Note
defragmentation is not supported in custom pools created with POOL_CREATE_LINEAR_ALGORITHM_BIT.
Interleaved allocations and deallocations of many objects of varying size cause fragmentation over time, which can lead to a situation where the library is unable to find a continuous range of free memory for a new allocation despite there is enough free space, just scattered across many small free ranges between existing allocations.
To mitigate this problem, you can use defragmentation feature. It doesn't happen automatically though and needs your cooperation, because VMA is a low
level library that only allocates memory. It cannot recreate buffers and images in a new place as it doesn't remember the contents of
VkBufferCreateInfo / VkImageCreateInfo structures. It cannot copy their contents as it doesn't record any commands to a command buffer.
Example:
VmaDefragmentationInfo defragInfo = {};
defragInfo.pool = myPool;
defragInfo.flags = VMA_DEFRAGMENTATION_FLAG_ALGORITHM_FAST_BIT;
VmaDefragmentationContext defragCtx;
VkResult res = vmaBeginDefragmentation(allocator, &defragInfo, &defragCtx);
// Check res...
for(;;)
{
VmaDefragmentationPassMoveInfo pass;
res = vmaBeginDefragmentationPass(allocator, defragCtx, &pass);
if(res == VK_SUCCESS)
break;
else if(res != VK_INCOMPLETE)
// Handle error...
for(uint32_t i = 0; i < pass.moveCount; ++i)
{
// Inspect pass.pMoves[i].srcAllocation, identify what buffer/image it represents.
VmaAllocationInfo allocInfo;
vmaGetAllocationInfo(allocator, pass.pMoves[i].srcAllocation, &allocInfo);
MyEngineResourceData* resData = (MyEngineResourceData*)allocInfo.pUserData;
// Recreate and bind this buffer/image at: pass.pMoves[i].dstMemory, pass.pMoves[i].dstOffset.
VkImageCreateInfo imgCreateInfo = ...
VkImage newImg;
res = vkCreateImage(device, &imgCreateInfo, nullptr, &newImg);
// Check res...
res = vmaBindImageMemory(allocator, pass.pMoves[i].dstTmpAllocation, newImg);
// Check res...
// Issue a vkCmdCopyBuffer/vkCmdCopyImage to copy its content to the new place.
vkCmdCopyImage(cmdBuf, resData->img, ..., newImg, ...);
}
// Make sure the copy commands finished executing.
vkWaitForFences(...);
// Destroy old buffers/images bound with pass.pMoves[i].srcAllocation.
for(uint32_t i = 0; i < pass.moveCount; ++i)
{
// ...
vkDestroyImage(device, resData->img, nullptr);
}
// Update appropriate descriptors to point to the new places...
res = vmaEndDefragmentationPass(allocator, defragCtx, &pass);
if(res == VK_SUCCESS)
break;
else if(res != VK_INCOMPLETE)
// Handle error...
}
vmaEndDefragmentation(allocator, defragCtx, nullptr);
Although functions like CreateBuffer, CreateImage, DestroyBuffer, DestroyImage create/destroy an allocation and a buffer/image at once,
these are just a shortcut for creating the resource, allocating memory, and binding them together. Defragmentation works on memory allocations only.
You must handle the rest manually. Defragmentation is an iterative process that should repreat "passes" as long as related functions return
VK_INCOMPLETE not VK_SUCCESS. In each pass:
BeginDefragmentationPass function call:
VkDeviceMemory +
offset using GetAllocationInfo.EndDefragmentationPass function call:
VmaAllocation objects that are moved to point to the destination reserved memory.VkDeviceMemory blocks that became empty.Unlike in previous iterations of the defragmentation API, there is no list of "movable" allocations passed as a parameter. Defragmentation algorithm
tries to move all suitable allocations. You can, however, refuse to move some of them inside a defragmentation pass, by setting
pass.pMoves[i].operation to DEFRAGMENTATION_MOVE_OPERATION_IGNORE. This is not recommended and may result in suboptimal packing of the
allocations after defragmentation. If you cannot ensure any allocation can be moved, it is better to keep movable allocations separate in a custom
pool.
Inside a pass, for each allocation that should be moved:
vkCmdCopyBuffer(), vkCmdCopyImage().
You need to make sure these commands finished executing before destroying the source buffers/images and before calling EndDefragmentationPass.
HOST_VISIBLE and HOST_CACHED memory, you can copy its data on the CPU using memcpy().pass.pMoves[i].operation to DEFRAGMENTATION_MOVE_OPERATION_IGNORE. This will cancel the
move.
EndDefragmentationPass will then free the destination memory not the source memory of the allocation, leaving it unchanged.
pass.pMoves[i].operation to DEFRAGMENTATION_MOVE_OPERATION_DESTROY.
EndDefragmentationPass will then free both source and destination memory, and will destroy the source VmaAllocation object.
You can defragment a specific custom pool by setting VmaDefragmentationInfo::pool (like in the example above) or all the default pools by
setting this member to null.
Defragmentation is always performed in each pool separately. Allocations are never moved between different Vulkan memory types. The size of the
destination memory reserved for a moved allocation is the same as the original one. Alignment of an allocation as it was determined using
vkGetBufferMemoryRequirements() etc. is also respected after defragmentation. Buffers/images should be recreated with the same
VkBufferCreateInfo / VkImageCreateInfo parameters as the original ones.
You can perform the defragmentation incrementally to limit the number of allocations and bytes to be moved in each pass, e.g. to call it in sync with
render frames and not to experience too big hitches. See members: VmaDefragmentationInfo::maxBytesPerPass,
VmaDefragmentationInfo::maxAllocationsPerPass.
It is also safe to perform the defragmentation asynchronously to render frames and other Vulkan and VMA usage, possibly from multiple threads, with the
exception that allocations returned in VmaDefragmentationPassMoveInfo::pMoves shouldn't be destroyed until the defragmentation pass is ended.
Mapping is preserved on allocations that are moved during defragmentation. Whether through ALLOCATION_CREATE_MAPPED_BIT or MapMemory, the
allocations are mapped at their new place. Of course, pointer to the mapped data changes, so it needs to be queried using
VmaAllocationInfo::pMappedData.
Note
Defragmentation is not supported in custom pools created with POOL_CREATE_LINEAR_ALGORITHM_BIT.
This library contains several functions that return information about its internal state, especially the amount of memory allocated from Vulkan.
If you need to obtain basic statistics about memory usage per heap, together with current budget, you can call function GetHeapBudgets and inspect
structure VmaBudget. This is useful to keep track of memory usage and stay within budget. Example:
uint32_t heapIndex = ...
VmaBudget budgets[VK_MAX_MEMORY_HEAPS];
vmaGetHeapBudgets(allocator, budgets);
printf("My heap currently has %u allocations taking %llu B,\n",
budgets[heapIndex].statistics.allocationCount,
budgets[heapIndex].statistics.allocationBytes);
printf("allocated out of %u Vulkan device memory blocks taking %llu B,\n",
budgets[heapIndex].statistics.blockCount,
budgets[heapIndex].statistics.blockBytes);
printf("Vulkan reports total usage %llu B with budget %llu B.\n",
budgets[heapIndex].usage,
budgets[heapIndex].budget);
You can query for more detailed statistics per memory heap, type, and totals, including minimum and maximum allocation size and unused range size, by
calling function CalculateStatistics and inspecting structure VmaTotalStatistics. This function is slower though, as it has to traverse all the
internal data structures, so it should be used only for debugging purposes.
You can query for statistics of a custom pool using function GetPoolStatistics or CalculatePoolStatistics.
You can query for information about a specific allocation using function GetAllocationInfo. It fills structure VmaAllocationInfo.
You can dump internal state of the allocator to a string in JSON format using function BuildStatsString. The result is guaranteed to be correct
JSON. It uses ANSI encoding. Any strings provided by user are copied as-is and properly escaped for JSON, so if they use UTF-8, ISO-8859-2 or any other
encoding, this JSON string can be treated as using this encoding. It must be freed using function FreeStatsString.
The format of this JSON string is not part of official documentation of the library, but it will not change in backward-incompatible way without increasing library major version number and appropriate mention in changelog.
The JSON string contains all the data that can be obtained using CalculateStatistics. It can also contain detailed map of allocated memory blocks
and their regions - free and occupied by allocations. This allows e.g. to visualize the memory or assess fragmentation.
You can annotate allocations with your own information, e.g. for debugging purposes. To do that, fill VmaAllocationCreateInfo::pUserData
field when creating an allocation. It is an opaque void* pointer. You can use it e.g. as a pointer, some handle, index, key, ordinal number or
any other value that would associate the allocation with your custom metadata. It is useful to identify appropriate data structures in your engine
given VmaAllocation, e.g. when doing defragmentation.
VkBufferCreateInfo bufCreateInfo = ...
MyBufferMetadata* pMetadata = CreateBufferMetadata();
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.pUserData = pMetadata;
VkBuffer buffer;
VmaAllocation allocation;
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buffer, &allocation, nullptr);
The pointer may be later retrieved as VmaAllocationInfo::pUserData:
VmaAllocationInfo allocInfo;
vmaGetAllocationInfo(allocator, allocation, &allocInfo);
MyBufferMetadata* pMetadata = (MyBufferMetadata*)allocInfo.pUserData;
It can also be changed using function SetAllocationUserData.
Values of (non-zero) allocations' pUserData are printed in JSON report created by BuildStatsString in hexadecimal form.
An allocation can also carry a null-terminated string, giving a name to the allocation. To set it, call SetAllocationName. The library creates
internal copy of the string, so the pointer you pass doesn't need to be valid for whole lifetime of the allocation. You can free it after the call.
std::string imageName = "Texture: ";
imageName += fileName;
vmaSetAllocationName(allocator, allocation, imageName.c_str());
The string can be later retrieved by inspecting VmaAllocationInfo::pName. It is also printed in JSON report created by BuildStatsString.
Note
Setting string name to VMA allocation doesn't automatically set it to the Vulkan buffer or image created with it. You must do it manually using
an extension like VK_EXT_debug_utils, which is independent of this library.
As an extra feature, the core allocation algorithm of the library is exposed through a simple and convenient API of "virtual allocator". It doesn't allocate any real GPU memory. It just keeps track of used and free regions of a "virtual block". You can use it to allocate your own memory or other objects, even completely unrelated to Vulkan. A common use case is sub-allocation of pieces of one large GPU buffer.
To use this functionality, there is no main "allocator" object. You don't need to have VmaAllocator object created. All you need to do is to
create a separate VmaVirtualBlock object for each block of memory you want to be managed by the allocator:
VmaVirtualBlockCreateInfo structure.CreateVirtualBlock. Get new VmaVirtualBlock object.Example:
VmaVirtualBlockCreateInfo blockCreateInfo = {};
blockCreateInfo.size = 1048576; // 1 MB
VmaVirtualBlock block;
VkResult res = vmaCreateVirtualBlock(&blockCreateInfo, &block);
VmaVirtualBlock object contains internal data structure that keeps track of free and occupied regions using the same code as the main Vulkan
memory allocator. Similarly to VmaAllocation for standard GPU allocations, there is VmaVirtualAllocation type that represents an opaque
handle to an allocation within the virtual block.
In order to make such allocation:
VmaVirtualAllocationCreateInfo structure.VirtualAllocate. Get new VmaVirtualAllocation object that represents the allocation. You can also receive
VkDeviceSize offset that was assigned to the allocation.Example:
VmaVirtualAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.size = 4096; // 4 KB
VmaVirtualAllocation alloc;
VkDeviceSize offset;
res = vmaVirtualAllocate(block, &allocCreateInfo, &alloc, &offset);
if(res == VK_SUCCESS)
{
// Use the 4 KB of your memory starting at offset.
}
else
{
// Allocation failed - no space for it could be found. Handle this error!
}
When no longer needed, an allocation can be freed by calling VirtualFree. You can only pass to this function an allocation that was previously
returned by vmaVirtualAllocate() called for the same VmaVirtualBlock.
When whole block is no longer needed, the block object can be released by calling DestroyVirtualBlock. All allocations must be freed before the
block is destroyed, which is checked internally by an assert. However, if you don't want to call vmaVirtualFree() for each allocation, you can
use ClearVirtualBlock to free them all at once - a feature not available in normal Vulkan memory allocator. Example:
vmaVirtualFree(block, alloc);
vmaDestroyVirtualBlock(block);
You can attach a custom pointer to each allocation by using SetVirtualAllocationUserData. Its default value is null. It can be used to store any
data that needs to be associated with that allocation - e.g. an index, a handle, or a pointer to some larger data structure containing more
information. Example:
struct CustomAllocData
{
std::string m_AllocName;
};
CustomAllocData* allocData = new CustomAllocData();
allocData->m_AllocName = "My allocation 1";
vmaSetVirtualAllocationUserData(block, alloc, allocData);
The pointer can later be fetched, along with allocation offset and size, by passing the allocation handle to function GetVirtualAllocationInfo and
inspecting returned structure VmaVirtualAllocationInfo. If you allocated a new object to be used as the custom pointer, don't forget to delete
that object before freeing the allocation! Example:
VmaVirtualAllocationInfo allocInfo;
vmaGetVirtualAllocationInfo(block, alloc, &allocInfo);
delete (CustomAllocData*)allocInfo.pUserData;
vmaVirtualFree(block, alloc);
It feels natural to express sizes and offsets in bytes. If an offset of an allocation needs to be aligned to a multiply of some number (e.g. 4 bytes),
you can fill optional member VmaVirtualAllocationCreateInfo::alignment to request it. Example:
VmaVirtualAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.size = 4096; // 4 KB
allocCreateInfo.alignment = 4; // Returned offset must be a multiply of 4 B
VmaVirtualAllocation alloc;
res = vmaVirtualAllocate(block, &allocCreateInfo, &alloc, nullptr);
Alignments of different allocations made from one block may vary. However, if all alignments and sizes are always multiply of some size e.g. 4 B or
sizeof(MyDataStruct), you can express all sizes, alignments, and offsets in multiples of that size instead of individual bytes. It might be
more convenient, but you need to make sure to use this new unit consistently in all the places:
VmaVirtualBlockCreateInfo::sizeVmaVirtualAllocationCreateInfo::size and VmaVirtualAllocationCreateInfo::alignmentvmaVirtualAllocate() or in VmaVirtualAllocationInfo::offsetYou can obtain statistics of a virtual block using GetVirtualBlockStatistics (to get brief statistics that are fast to calculate) or
CalculateVirtualBlockStatistics (to get more detailed statistics, slower to calculate). The functions fill structures VmaStatistics,
VmaDetailedStatistics respectively - same as used by the normal Vulkan memory allocator. Example:
VmaStatistics stats;
vmaGetVirtualBlockStatistics(block, &stats);
printf("My virtual block has %llu bytes used by %u virtual allocations\n",
stats.allocationBytes, stats.allocationCount);
You can also request a full list of allocations and free regions as a string in JSON format by calling BuildVirtualBlockStatsString. Returned string
must be later freed using FreeVirtualBlockStatsString. The format of this string differs from the one returned by the main Vulkan allocator, but it
is similar.
The "virtual allocator" functionality is implemented on a level of individual memory blocks. Keeping track of a whole collection of blocks, allocating new ones when out of free space, deleting empty ones, and deciding which one to try first for a new allocation must be implemented by the user.
Alternative allocation algorithms are supported, just like in custom pools of the real GPU memory. See enum VmaVirtualBlockCreateFlagBits to
learn how to specify them (e.g. VIRTUAL_BLOCK_CREATE_LINEAR_ALGORITHM_BIT). Allocation strategies are also supported. See enum
VmaVirtualAllocationCreateFlagBits to learn how to specify them (e.g. VIRTUAL_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT).
Following features are supported only by the allocator of the real GPU memory and not by virtual allocations: buffer-image granularity,
VMA_DEBUG_MARGIN, VMA_MIN_ALIGNMENT.
If you suspect a bug with memory usage, like usage of uninitialized memory or memory being overwritten out of bounds of an allocation, you can use debug features of this library to verify this.
If you experience a bug with incorrect and nondeterministic data in your program and you suspect uninitialized memory to be used, you can enable
automatic memory initialization to verify this. To do it, define macro VMA_DEBUG_INITIALIZE_ALLOCATIONS to 1.
It makes memory of all allocations initialized to bit pattern 0xDCDCDCDC. Before an allocation is destroyed, its memory is filled with bit
pattern 0xEFEFEFEF. Memory is automatically mapped and unmapped if necessary.
If you find these values while debugging your program, good chances are that you incorrectly read Vulkan memory that is allocated but not initialized, or already freed, respectively.
Memory initialization works only with memory types that are HOST_VISIBLE and with allocations that can be mapped.. It works also with dedicated
allocations.
By default, allocations are laid out in memory blocks next to each other if possible (considering required alignment, bufferImageGranularity,
and nonCoherentAtomSize).
Define macro VMA_DEBUG_MARGIN to some non-zero value (e.g. 16) to enforce specified number of bytes as a margin after every allocation.
If your bug goes away after enabling margins, it means it may be caused by memory being overwritten outside of allocation boundaries. It is not 100% certain though. Change in application behavior may also be caused by different order and distribution of allocations across memory blocks after margins are applied.
The margin is applied also before first and after last allocation in a block. It may occur only once between two adjacent allocations.
Margins work with all types of memory.
Margin is applied only to allocations made out of memory blocks and not to dedicated allocations, which have their own memory block of specific size.
It is thus not applied to allocations made using ALLOCATION_CREATE_DEDICATED_MEMORY_BIT flag or those automatically decided to put into dedicated
allocations, e.g. due to its large size or recommended by VK_KHR_dedicated_allocation extension.
Margins appear in JSON dump as part of free space.
Note that enabling margins increases memory usage and fragmentation.
Margins do not apply to virtual allocator.
You can additionally define macro VMA_DEBUG_DETECT_CORRUPTION to 1 to enable validation of contents of the margins.
When this feature is enabled, number of bytes specified as VMA_DEBUG_MARGIN (it must be multiple of 4) after every allocation is
filled with a magic number. This idea is also know as "canary". Memory is automatically mapped and unmapped if necessary.
This number is validated automatically when the allocation is destroyed. If it is not equal to the expected value, VMA_ASSERT() is executed. It
clearly means that either CPU or GPU overwritten the memory outside of boundaries of the allocation, which indicates a serious bug.
You can also explicitly request checking margins of all allocations in all memory blocks that belong to specified memory types by using function
CheckCorruption, or in memory blocks that belong to specified custom pool, by using function CheckPoolCorruption.
Margin validation (corruption detection) works only for memory types that are HOST_VISIBLE and HOST_COHERENT.
VMA provides some features that help with interoperability with OpenGL.
If you want to attach VkExportMemoryAllocateInfoKHR structure to pNext chain of memory allocations made by the library:
It is recommended to create custom memory pools for such allocations. Define and fill in your VkExportMemoryAllocateInfoKHR structure and
attach it to VmaPoolCreateInfo::pMemoryAllocateNext while creating the custom pool. Please note that the structure must remain alive and
unchanged for the whole lifetime of the VmaPool, not only while creating it, as no copy of the structure is made, but its original pointer is
used for each allocation instead.
If you want to export all memory allocated by the library from certain memory types, also dedicated allocations or other allocations made from default
pools, an alternative solution is to fill in VmaAllocatorCreateInfo::pTypeExternalMemoryHandleTypes. It should point to an array with
VkExternalMemoryHandleTypeFlagsKHR to be automatically passed by the library through VkExportMemoryAllocateInfoKHR on each allocation
made from a specific memory type. Please note that new versions of the library also support dedicated allocations created in custom pools.
You should not mix these two methods in a way that allows to apply both to the same memory type. Otherwise, VkExportMemoryAllocateInfoKHR
structure would be attached twice to the pNext chain of VkMemoryAllocateInfo.
Buffers or images exported to a different API like OpenGL may require a different alignment, higher than the one used by the library automatically,
queried from functions like vkGetBufferMemoryRequirements. To impose such alignment:
It is recommended to create custom memory pools for such allocations. Set VmaPoolCreateInfo::minAllocationAlignment member to the minimum
alignment required for each allocation to be made out of this pool. The alignment actually used will be the maximum of this member and the alignment
returned for the specific buffer or image from a function like vkGetBufferMemoryRequirements, which is called by VMA automatically.
If you want to create a buffer with a specific minimum alignment out of default pools, use special function CreateBufferWithAlignment, which takes
additional parameter minAlignment.
Note the problem of alignment affects only resources placed inside bigger VkDeviceMemory blocks and not dedicated allocations, as these, by
definition, always have alignment = 0 because the resource is bound to the beginning of its dedicated block. Contrary to Direct3D 12, Vulkan
doesn't have a concept of alignment of the entire memory block passed on its allocation.
Vulkan gives great flexibility in memory allocation. This chapter shows the most common patterns.
See also slides from talk: Sawicki, Adam. Advanced Graphics Techniques Tutorial: Memory management in Vulkan and DX12. Game Developers Conference, 2018
When: Any resources that you frequently write and read on GPU, e.g. images used as color attachments (aka "render targets"), depth-stencil attachments, images/buffers used as storage image/buffer (aka "Unordered Access View (UAV)").
What to do: Let the library select the optimal memory type, which will likely have VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT.
VkImageCreateInfo imgCreateInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
imgCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imgCreateInfo.extent.width = 3840;
imgCreateInfo.extent.height = 2160;
imgCreateInfo.extent.depth = 1;
imgCreateInfo.mipLevels = 1;
imgCreateInfo.arrayLayers = 1;
imgCreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
imgCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imgCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imgCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
imgCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT;
allocCreateInfo.priority = 1.0f;
VkImage img;
VmaAllocation alloc;
vmaCreateImage(allocator, &imgCreateInfo, &allocCreateInfo, &img, &alloc, nullptr);
Also consider: creating them as dedicated allocations using ALLOCATION_CREATE_DEDICATED_MEMORY_BIT, especially if they are large or if you plan
to destroy and recreate them with different sizes e.g. when display resolution changes. Prefer to create such resources first and all other GPU
resources (like textures and vertex buffers) later. When VK_EXT_memory_priority extension is enabled, it is also worth setting high priority to
such allocation to decrease chances to be evicted to system memory by the operating system.
When: A "staging" buffer than you want to map and fill from CPU code, then use as a source of transfer to some GPU resource.
What to do: Use flag ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT. Let the library select the optimal memory type, which will always have
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT.
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufCreateInfo.size = 65536;
bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
VMA_ALLOCATION_CREATE_MAPPED_BIT;
VkBuffer buf;
VmaAllocation alloc;
VmaAllocationInfo allocInfo;
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
...
memcpy(allocInfo.pMappedData, myData, myDataSize);
Also consider: You can map the allocation using MapMemory or you can create it as persistenly mapped using ALLOCATION_CREATE_MAPPED_BIT, as
in the example above.
When: Buffers for data written by or transferred from the GPU that you want to read back on the CPU, e.g. results of some computations.
What to do: Use flag ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT. Let the library select the optimal memory type, which will always have
VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT and VK_MEMORY_PROPERTY_HOST_CACHED_BIT.
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufCreateInfo.size = 65536;
bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT |
VMA_ALLOCATION_CREATE_MAPPED_BIT;
VkBuffer buf;
VmaAllocation alloc;
VmaAllocationInfo allocInfo;
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
...
const float* downloadedData = (const float*)allocInfo.pMappedData;
For resources that you frequently write on CPU via mapped pointer and frequently read on GPU e.g. as a uniform buffer (also called "dynamic"), multiple options are possible:
HOST_VISIBLE memory, even if it means system RAM (not DEVICE_LOCAL) on
systems with a discrete graphics card, and make the device reach out to that resource directly. Reads performed by the device will then go through
PCI Express bus. The performance of this access may be limited, but it may be fine depending on the size of this resource (whether it is small
enough to quickly end up in GPU cache) and the sparsity of access.HOST_VISIBLE (available for mapping) and DEVICE_LOCAL (fast to access from the GPU). Then, it is likely the best choice for such
type of resource.HOST_VISIBLE and
DEVICE_LOCAL, also known as Base Address Register (BAR). If they do, it represents a piece of VRAM (or entire VRAM, if ReBAR is enabled in
the motherboard BIOS) that is available to CPU for mapping. Writes performed by the host to that memory go through PCI Express bus. The performance
of these writes may be limited, but it may be fine, especially on PCIe 4.0, as long as rules of using uncached and write-combined memory are
followed - only sequential writes and no reads.DEVICE_LOCAL memory, a separate "staging" copy in
HOST_VISIBLE memory and perform an explicit transfer command between them.Thankfully, VMA offers an aid to create and use such resources in the the way optimal for the current Vulkan device. To help the library make the best
choice, use flag ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT together with ALLOCATION_CREATE_HOST_ACCESS_ALLOW_TRANSFER_INSTEAD_BIT. It will
then prefer a memory type that is both DEVICE_LOCAL and HOST_VISIBLE (integrated memory or BAR), but if no such memory type is
available or allocation from it fails (PC graphics cards have only 256 MB of BAR by default, unless ReBAR is supported and enabled in BIOS), it will
fall back to DEVICE_LOCAL memory for fast GPU access. It is then up to you to detect that the allocation ended up in a memory type that is not
HOST_VISIBLE, so you need to create another "staging" allocation and perform explicit transfers.
VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
bufCreateInfo.size = 65536;
bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
VMA_ALLOCATION_CREATE_HOST_ACCESS_ALLOW_TRANSFER_INSTEAD_BIT |
VMA_ALLOCATION_CREATE_MAPPED_BIT;
VkBuffer buf;
VmaAllocation alloc;
VmaAllocationInfo allocInfo;
vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
VkMemoryPropertyFlags memPropFlags;
vmaGetAllocationMemoryProperties(allocator, alloc, &memPropFlags);
if(memPropFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT)
{
// Allocation ended up in a mappable memory and is already mapped - write to it directly.
// [Executed in runtime]:
memcpy(allocInfo.pMappedData, myData, myDataSize);
}
else
{
// Allocation ended up in a non-mappable memory - need to transfer.
VkBufferCreateInfo stagingBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
stagingBufCreateInfo.size = 65536;
stagingBufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
VmaAllocationCreateInfo stagingAllocCreateInfo = {};
stagingAllocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
stagingAllocCreateInfo.flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT |
VMA_ALLOCATION_CREATE_MAPPED_BIT;
VkBuffer stagingBuf;
VmaAllocation stagingAlloc;
VmaAllocationInfo stagingAllocInfo;
vmaCreateBuffer(allocator, &stagingBufCreateInfo, &stagingAllocCreateInfo,
&stagingBuf, &stagingAlloc, stagingAllocInfo);
// [Executed in runtime]:
memcpy(stagingAllocInfo.pMappedData, myData, myDataSize);
vmaFlushAllocation(allocator, stagingAlloc, 0, VK_WHOLE_SIZE);
//vkCmdPipelineBarrier: VK_ACCESS_HOST_WRITE_BIT --> VK_ACCESS_TRANSFER_READ_BIT
VkBufferCopy bufCopy = {
0, // srcOffset
0, // dstOffset,
myDataSize); // size
vkCmdCopyBuffer(cmdBuf, stagingBuf, buf, 1, &bufCopy);
}
Here are some other, less obvious use cases and their recommended settings:
VkImageCreateInfo::usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BITVmaAllocationCreateInfo::usage = VMA_MEMORY_USAGE_AUTOVkImageCreateInfo::usage = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BITVmaAllocationCreateInfo::usage = VMA_MEMORY_USAGE_AUTO_PREFER_HOST, as VMA needs a hint here to differentiate from the previous
case.VkBufferCreateInfo::usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BITVmaAllocationCreateInfo::usage = VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE or VMA_MEMORY_USAGE_AUTO_PREFER_HOSTVmaAllocationCreateInfo::flags = VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BITIf you use custom allocator for CPU memory rather than default operator new and delete from C++, you can make this library using your
allocator as well by filling optional member VmaAllocatorCreateInfo::pAllocationCallbacks. These functions will be passed to Vulkan, as well
as used by the library itself to make any CPU-side allocations.
The library makes calls to vkAllocateMemory() and vkFreeMemory() internally. You can setup callbacks to be informed about these calls,
e.g. for the purpose of gathering some statistics. To do it, fill optional member VmaAllocatorCreateInfo::pDeviceMemoryCallbacks.
When device memory of certain heap runs out of free space, new allocations may fail (returning error code) or they may succeed, silently pushing some existing memory blocks from GPU VRAM to system RAM (which degrades performance). This behavior is implementation-dependent - it depends on GPU vendor and graphics driver.
On AMD cards it can be controlled while creating Vulkan device object by using VK_AMD_memory_overallocation_behavior extension, if available.
Alternatively, if you want to test how your program behaves with limited amount of Vulkan devicememory available without switching your graphics card
to one that really has smaller VRAM, you can use a feature of this library intended for this purpose. To do it, fill optional member
VmaAllocatorCreateInfo::pHeapSizeLimit.
VK_KHR_dedicated_allocation is a Vulkan extension which can be used to improve performance on some GPUs. It augments Vulkan API with
possibility to query driver whether it prefers particular buffer or image to have its own, dedicated allocation (separate VkDeviceMemory block)
for better efficiency - to be able to do some internal optimizations. The extension is supported by this library. It will be used automatically when
enabled.
It has been promoted to core Vulkan 1.1, so if you use eligible Vulkan version and inform VMA about it by setting
VmaAllocatorCreateInfo::vulkanApiVersion, you are all set.
Otherwise, if you want to use it as an extension:
1 . When creating Vulkan device, check if following 2 device extensions are supported (call vkEnumerateDeviceExtensionProperties()). If yes,
enable them (fill VkDeviceCreateInfo::ppEnabledExtensionNames).
VK_KHR_get_memory_requirements2VK_KHR_dedicated_allocationIf you enabled these extensions:
2 . Use ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT flag when creating your VmaAllocator to inform the library that you enabled required
extensions and you want the library to use them.
allocatorInfo.flags |= VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT;
vmaCreateAllocator(&allocatorInfo, &allocator);
That is all. The extension will be automatically used whenever you create a buffer using CreateBuffer or image using CreateImage.
When using the extension together with Vulkan Validation Layer, you will receive warnings like this:
vkBindBufferMemory(): Binding memory to buffer 0x33 but vkGetBufferMemoryRequirements() has not been called on that buffer.
It is OK, you should just ignore it. It happens because you use function vkGetBufferMemoryRequirements2KHR() instead of standard
vkGetBufferMemoryRequirements(), while the validation layer seems to be unaware of it.
To learn more about this extension, see:
VK_EXT_memory_priority is a device extension that allows to pass additional "priority" value to Vulkan memory allocations that the
implementation may use prefer certain buffers and images that are critical for performance to stay in device-local memory in cases when the memory is
over-subscribed, while some others may be moved to the system memory.
VMA offers convenient usage of this extension. If you enable it, you can pass "priority" parameter when creating allocations or custom pools and the library automatically passes the value to Vulkan using this extension.
If you want to use this extension in connection with VMA, follow these steps:
vkEnumerateDeviceExtensionProperties for the physical device. Check if the extension is supported - if returned array of
VkExtensionProperties contains "VK_EXT_memory_priority".vkGetPhysicalDeviceFeatures2 for the physical device instead of old vkGetPhysicalDeviceFeatures. Attach additional structure
VkPhysicalDeviceMemoryPriorityFeaturesEXT to VkPhysicalDeviceFeatures2::pNext to be returned. Check if the device feature is really
supported - check if VkPhysicalDeviceMemoryPriorityFeaturesEXT::memoryPriority is true.vkCreateDevice, enable this extension - add "VK_EXT_memory_priority" to the list passed as
VkDeviceCreateInfo::ppEnabledExtensionNames.VkDeviceCreateInfo::pEnabledFeatures. Fill in VkPhysicalDeviceFeatures2 structure instead
and pass it as VkDeviceCreateInfo::pNext. Enable this device feature - attach additional structure
VkPhysicalDeviceMemoryPriorityFeaturesEXT to VkPhysicalDeviceFeatures2::pNext chain and set its member memoryPriority to
VK_TRUE.VmaAllocator with CreateAllocator inform VMA that you have enabled this extension and feature - add
ALLOCATOR_CREATE_EXT_MEMORY_PRIORITY_BIT to VmaAllocatorCreateInfo::flags.When using this extension, you should initialize following member:
VmaAllocationCreateInfo::priority when creating a dedicated allocation with ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.VmaPoolCreateInfo::priority when creating a custom pool.It should be a floating-point value between 0.0f and 1.0f, where recommended default is 0.5f. Memory allocated with higher
value can be treated by the Vulkan implementation as higher priority and so it can have lower chances of being pushed out to system memory,
experiencing degraded performance.
It might be a good idea to create performance-critical resources like color-attachment or depth-stencil images as dedicated and set high priority to them. For example:
VkImageCreateInfo imgCreateInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
imgCreateInfo.imageType = VK_IMAGE_TYPE_2D;
imgCreateInfo.extent.width = 3840;
imgCreateInfo.extent.height = 2160;
imgCreateInfo.extent.depth = 1;
imgCreateInfo.mipLevels = 1;
imgCreateInfo.arrayLayers = 1;
imgCreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
imgCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
imgCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
imgCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
imgCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
VmaAllocationCreateInfo allocCreateInfo = {};
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
allocCreateInfo.flags = VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT;
allocCreateInfo.priority = 1.0f;
VkImage img;
VmaAllocation alloc;
vmaCreateImage(allocator, &imgCreateInfo, &allocCreateInfo, &img, &alloc, nullptr);
priority member is ignored in the following situations:
VmaPoolCreateInfo when the pool was created.priority == 0.5f.VK_AMD_device_coherent_memory is a device extension that enables access to additional memory types with
VK_MEMORY_PROPERTY_DEVICE_COHERENT_BIT_AMD and VK_MEMORY_PROPERTY_DEVICE_UNCACHED_BIT_AMD flag. It is useful mostly for allocation of
buffers intended for writing "breadcrumb markers" in between passes or draw calls, which in turn are useful for debugging GPU crash/hang/TDR cases.
When the extension is available but has not been enabled, Vulkan physical device still exposes those memory types, but their usage is forbidden. VMA
automatically takes care of that - it returns VK_ERROR_FEATURE_NOT_PRESENT when an attempt to allocate memory of such type is made.
If you want to use this extension in connection with VMA, follow these steps:
vkEnumerateDeviceExtensionProperties for the physical device. Check if the extension is supported - if returned array of
VkExtensionProperties contains "VK_AMD_device_coherent_memory".vkGetPhysicalDeviceFeatures2 for the physical device instead of old vkGetPhysicalDeviceFeatures. Attach additional structure
VkPhysicalDeviceCoherentMemoryFeaturesAMD to VkPhysicalDeviceFeatures2::pNext to be returned. Check if the device feature is really
supported - check if VkPhysicalDeviceCoherentMemoryFeaturesAMD::deviceCoherentMemory is true.vkCreateDevice, enable this extension - add "VK_AMD_device_coherent_memory" to the list passed as
VkDeviceCreateInfo::ppEnabledExtensionNames.VkDeviceCreateInfo::pEnabledFeatures. Fill in VkPhysicalDeviceFeatures2 structure instead
and pass it as VkDeviceCreateInfo::pNext. Enable this device feature - attach additional structure
VkPhysicalDeviceCoherentMemoryFeaturesAMD to VkPhysicalDeviceFeatures2::pNext and set its member deviceCoherentMemory to
VK_TRUE.VmaAllocator with CreateAllocator inform VMA that you have enabled this extension and feature - add
ALLOCATOR_CREATE_AMD_DEVICE_COHERENT_MEMORY_BIT to VmaAllocatorCreateInfo::flags.After following steps described above, you can create VMA allocations and custom pools out of the special DEVICE_COHERENT and
DEVICE_UNCACHED memory types on eligible devices. There are multiple ways to do it, for example:
VK_MEMORY_PROPERTY_DEVICE_UNCACHED_BIT_AMD to
VmaAllocationCreateInfo::requiredFlags or VmaAllocationCreateInfo::preferredFlags. Those flags can be freely mixed with other
ways of choosing memory type, like setting VmaAllocationCreateInfo::usage.VmaAllocationCreateInfo::memoryTypeBits = 1u << index.To learn more about this extension, see VK_AMD_device_coherent_memory in Vulkan specification.
Example use of this extension can be found in the code of the sample and test suite accompanying this library.
Device extension VK_KHR_buffer_device_address allows to fetch raw GPU pointer to a buffer and pass it for usage in a shader code. It has been
promoted to core Vulkan 1.2.
If you want to use this feature in connection with VMA, follow these steps:
vkEnumerateDeviceExtensionProperties for the physical device. Check if the extension is supported - if
returned array of VkExtensionProperties contains "VK_KHR_buffer_device_address".vkGetPhysicalDeviceFeatures2 for the physical device instead of old vkGetPhysicalDeviceFeatures. Attach additional structure
VkPhysicalDeviceBufferDeviceAddressFeatures* to VkPhysicalDeviceFeatures2::pNext to be returned. Check if the device feature is
really supported - check if VkPhysicalDeviceBufferDeviceAddressFeatures::bufferDeviceAddress is true.vkCreateDevice, enable this extension - add "VK_KHR_buffer_device_address"
to the list passed as VkDeviceCreateInfo::ppEnabledExtensionNames.VkDeviceCreateInfo::pEnabledFeatures. Fill in VkPhysicalDeviceFeatures2 structure instead
and pass it as VkDeviceCreateInfo::pNext. Enable this device feature - attach additional structure
VkPhysicalDeviceBufferDeviceAddressFeatures* to VkPhysicalDeviceFeatures2::pNext and set its member bufferDeviceAddress to
VK_TRUE.VmaAllocator with CreateAllocator inform VMA that you have enabled this feature - add
ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT to VmaAllocatorCreateInfo::flags.After following steps described above, you can create buffers with VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT* using VMA. The library
automatically adds VK_MEMORY_ALLOCATE_DEVICE_ADDRESS_BIT* to allocated memory blocks wherever it might be needed.
Please note that the library supports only VK_BUFFER_USAGE_SHADER_DEVICE_ADDRESS_BIT*. The second part of this functionality related to
"capture and replay" is not supported, as it is intended for usage in debugging tools like RenderDoc, not in everyday Vulkan usage.
To learn more about this extension, see VK_KHR_buffer_device_address in Vulkan specification
Example use of this extension can be found in the code of the sample and test suite accompanying this library.
VmaAllocator objects can be used independently. There should be no need to create multiple
such objects though - one per VkDevice is enough.VmaAllocator as first parameter are safe to call from multiple threads simultaneously because
they are synchronized internally when needed. This includes allocation and deallocation from default memory pool, as well as custom
VmaPool.ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT flag, calls to functions that take such VmaAllocator
object must be synchronized externally.VmaAllocation object must be externally synchronized. For example, you must not call GetAllocationInfo and MapMemory from
different threads at the same time if you pass the same VmaAllocation object to these functions.VmaVirtualBlock is not safe to be used from multiple threads simultaneously.When using this library, you can meet following types of warnings issued by Vulkan validation layer. They don't necessarily indicate a bug, so you may need to just ignore them.
vkBindBufferMemory(): Binding memory to buffer 0xeb8e4 but vkGetBufferMemoryRequirements() has not been called on that
buffer.
It happens when VK_KHR_dedicated_allocation extension is enabled. vkGetBufferMemoryRequirements2KHR function is used instead, while
validation layer seems to be unaware of it.
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL can result in undefined behavior if this memory is used by
the device. Only GENERAL or PREINITIALIZED should be used.
It happens when you map a buffer or image, because the library maps entire VkDeviceMemory block, where different types of images and
buffers may end up together, especially on GPUs with unified memory like Intel.
0xebc91 is aliased with linear buffer 0xeb8e4 which may indicate a bug.
It may happen when you use defragmentation.
The library uses following algorithm for allocation, in order:
VkDeviceMemory, with preferred block size.size / 2, size / 4, size / 8.VkDeviceMemory for this allocation, just like when you use ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.VmaAllocationCreateInfo and go to point 1.VK_ERROR_OUT_OF_DEVICE_MEMORY.Features deliberately excluded from the scope of this library:
Defining some "texture" object that would automatically stream its data from a staging copy in CPU memory to GPU memory would rather be a feature
of another, higher-level library implemented on top of VMA. VMA doesn't record any commands to a VkCommandBuffer. It just allocates memory.
CreateBuffer, CreateImage, you
need to recreate these objects yourself after defragmentation. That is because the big structures VkBufferCreateInfo,
VkImageCreateInfo are not stored in VmaAllocation object.There are many preprocessor macros that make some variables unused, function parameters unreferenced, or conditional expressions constant in some configurations. The code of this library should not be bigger or more complicated just to silence these warnings. It is recommended to disable such warnings instead.
| Modifier and Type | Field and Description |
|---|---|
| public static final int | VMA_ALLOCATION_CREATE_CAN_ALIAS_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_DONT_BIND_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_HOST_ACCESS_ALLOW_TRANSFER_INSTEAD_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_MAPPED_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_STRATEGY_BEST_FIT_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_STRATEGY_MASK
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_STRATEGY_MIN_OFFSET_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT
Flags to be passed as |
| public static final int | VMA_ALLOCATOR_CREATE_AMD_DEVICE_COHERENT_MEMORY_BIT
Flags for created |
| public static final int | VMA_ALLOCATOR_CREATE_BUFFER_DEVICE_ADDRESS_BIT
Flags for created |
| public static final int | VMA_ALLOCATOR_CREATE_EXT_MEMORY_BUDGET_BIT
Flags for created |
| public static final int | VMA_ALLOCATOR_CREATE_EXT_MEMORY_PRIORITY_BIT
Flags for created |
| public static final int | VMA_ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT
Flags for created |
| public static final int | VMA_ALLOCATOR_CREATE_KHR_BIND_MEMORY2_BIT
Flags for created |
| public static final int | VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT
Flags for created |
| public static final int | VMA_DEFRAGMENTATION_FLAG_ALGORITHM_BALANCED_BIT
Flags to be passed as |
| public static final int | VMA_DEFRAGMENTATION_FLAG_ALGORITHM_EXTENSIVE_BIT
Flags to be passed as |
| public static final int | VMA_DEFRAGMENTATION_FLAG_ALGORITHM_FAST_BIT
Flags to be passed as |
| public static final int | VMA_DEFRAGMENTATION_FLAG_ALGORITHM_FULL_BIT
Flags to be passed as |
| public static final int | VMA_DEFRAGMENTATION_FLAG_ALGORITHM_MASK
Flags to be passed as |
| public static final int | VMA_DEFRAGMENTATION_MOVE_OPERATION_COPY
VmaDefragmentationMoveOperation Enum values:
|
| public static final int | VMA_DEFRAGMENTATION_MOVE_OPERATION_DESTROY
VmaDefragmentationMoveOperation Enum values:
|
| public static final int | VMA_DEFRAGMENTATION_MOVE_OPERATION_IGNORE
VmaDefragmentationMoveOperation Enum values:
|
| public static final int | VMA_MEMORY_USAGE_AUTO
|
| public static final int | VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE
|
| public static final int | VMA_MEMORY_USAGE_AUTO_PREFER_HOST
|
| public static final int | VMA_MEMORY_USAGE_CPU_COPY
|
| public static final int | VMA_MEMORY_USAGE_CPU_ONLY
|
| public static final int | VMA_MEMORY_USAGE_CPU_TO_GPU
|
| public static final int | VMA_MEMORY_USAGE_GPU_LAZILY_ALLOCATED
|
| public static final int | VMA_MEMORY_USAGE_GPU_ONLY
|
| public static final int | VMA_MEMORY_USAGE_GPU_TO_CPU
|
| public static final int | VMA_MEMORY_USAGE_UNKNOWN
|
| public static final int | VMA_POOL_CREATE_ALGORITHM_MASK
Flags to be passed as |
| public static final int | VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT
Flags to be passed as |
| public static final int | VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT
Flags to be passed as |
| public static final int | VMA_VIRTUAL_ALLOCATION_CREATE_STRATEGY_MASK
Flags to be passed as |
| public static final int | VMA_VIRTUAL_ALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT
Flags to be passed as |
| public static final int | VMA_VIRTUAL_ALLOCATION_CREATE_STRATEGY_MIN_OFFSET_BIT
Flags to be passed as |
| public static final int | VMA_VIRTUAL_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT
Flags to be passed as |
| public static final int | VMA_VIRTUAL_ALLOCATION_CREATE_UPPER_ADDRESS_BIT
Flags to be passed as |
| public static final int | VMA_VIRTUAL_BLOCK_CREATE_ALGORITHM_MASK
Flags to be passed as |
| public static final int | VMA_VIRTUAL_BLOCK_CREATE_LINEAR_ALGORITHM_BIT
Flags to be passed as |
| public static final int | VMA_VMA_ALLOCATION_CREATE_STRATEGY_FIRST_FIT_BIT
Flags to be passed as |
| Access | Constructor and Description |
|---|---|
| protected |
| Modifier and Type | Method and Description |
|---|---|
| public static native int | nvmaAllocateMemory(long allocator, long pVkMemoryRequirements, long pCreateInfo, long pAllocation, long pAllocationInfo)
Unsafe version of: |
| public static native int | nvmaAllocateMemoryForBuffer(long allocator, long buffer, long pCreateInfo, long pAllocation, long pAllocationInfo)
Unsafe version of: |
| public static native int | nvmaAllocateMemoryForImage(long allocator, long image, long pCreateInfo, long pAllocation, long pAllocationInfo)
Unsafe version of: |
| public static native int | nvmaAllocateMemoryPages(long allocator, long pVkMemoryRequirements, long pCreateInfo, long
number of allocations to make allocationCount, long pAllocations, long pAllocationInfo)Unsafe version of: |
| public static native int | nvmaBeginDefragmentation(long allocator, long pInfo, long pContext)
Unsafe version of: |
| public static native int | nvmaBeginDefragmentationPass(long allocator, long context, long pInfo)
Unsafe version of: |
| public static native int | nvmaBindBufferMemory(long allocator, long allocation, long buffer)
Unsafe version of: |
| public static native int | nvmaBindBufferMemory2(long allocator, long allocation, long allocationLocalOffset, long buffer, long pNext)
Unsafe version of: |
| public static native int | |
| public static native int | nvmaBindImageMemory2(long allocator, long allocation, long allocationLocalOffset, long image, long pNext)
Unsafe version of: |
| public static native void | nvmaBuildStatsString(long allocator, long ppStatsString, int detailedMap)
Unsafe version of: |
| public static native void | nvmaBuildVirtualBlockStatsString(long virtualBlock, long ppStatsString, int detailedMap)
Unsafe version of: |
| public static native void | nvmaCalculatePoolStatistics(long allocator, long pool, long pPoolStats)
Unsafe version of: |
| public static native void | |
| public static native void | nvmaCalculateVirtualBlockStatistics(long virtualBlock, long pStats)
Unsafe version of: |
| public static native int | |
| public static native int | |
| public static native void | |
| public static native int | nvmaCreateAliasingBuffer(long allocator, long allocation, long pBufferCreateInfo, long pBuffer)
Unsafe version of: |
| public static native int | nvmaCreateAliasingBuffer2(long allocator, long allocation, long allocationLocalOffset, long pBufferCreateInfo, long pBuffer)
Unsafe version of: |
| public static native int | nvmaCreateAliasingImage(long allocator, long allocation, long pImageCreateInfo, long pImage)
Unsafe version of: |
| public static native int | nvmaCreateAliasingImage2(long allocator, long allocation, long allocationLocalOffset, long pImageCreateInfo, long pImage)
Unsafe version of: |
| public static native int | |
| public static native int | nvmaCreateBuffer(long allocator, long pBufferCreateInfo, long pAllocationCreateInfo, long pBuffer, long pAllocation, long pAllocationInfo)
Unsafe version of: |
| public static native int | nvmaCreateBufferWithAlignment(long allocator, long pBufferCreateInfo, long pAllocationCreateInfo, long minAlignment, long pBuffer, long pAllocation, long pAllocationInfo)
Unsafe version of: |
| public static native int | nvmaCreateImage(long allocator, long pImageCreateInfo, long pAllocationCreateInfo, long pImage, long pAllocation, long pAllocationInfo)
Unsafe version of: |
| public static native int | |
| public static native int | |
| public static native void | |
| public static native void | |
| public static native void | |
| public static native void | |
| public static native void | |
| public static native void | nvmaEndDefragmentation(long allocator, long context, long pStats)
Unsafe version of: |
| public static native int | nvmaEndDefragmentationPass(long allocator, long context, long pPassInfo)
Unsafe version of: |
| public static native int | nvmaFindMemoryTypeIndex(long allocator, int memoryTypeBits, long pAllocationCreateInfo, long pMemoryTypeIndex)
Unsafe version of: |
| public static native int | nvmaFindMemoryTypeIndexForBufferInfo(long allocator, long pBufferCreateInfo, long pAllocationCreateInfo, long pMemoryTypeIndex)
Unsafe version of: |
| public static native int | nvmaFindMemoryTypeIndexForImageInfo(long allocator, long pImageCreateInfo, long pAllocationCreateInfo, long pMemoryTypeIndex)
Unsafe version of: |
| public static native void | nvmaFlushAllocation(long allocator, long allocation, long offset, long size)
Unsafe version of: |
| public static native int | nvmaFlushAllocations(long allocator, int allocationCount, long allocations, long offsets, long sizes)
Unsafe version of: |
| public static native void | |
| public static native void | nvmaFreeMemoryPages(long allocator, long allocationCount, long pAllocations)
Unsafe version of: |
| public static native void | |
| public static native void | nvmaFreeVirtualBlockStatsString(long virtualBlock, long pStatsString)
Unsafe version of: |
| public static native void | nvmaGetAllocationInfo(long allocator, long allocation, long pAllocationInfo)
Unsafe version of: |
| public static native void | nvmaGetAllocationMemoryProperties(long allocator, long allocation, long pFlags)
Unsafe version of: |
| public static native void | |
| public static native void | |
| public static native void | nvmaGetMemoryProperties(long allocator, long ppPhysicalDeviceMemoryProperties)
Unsafe version of: |
| public static native void | nvmaGetMemoryTypeProperties(long allocator, int memoryTypeIndex, long pFlags)
Unsafe version of: |
| public static native void | nvmaGetPhysicalDeviceProperties(long allocator, long ppPhysicalDeviceProperties)
Unsafe version of: |
| public static native void | |
| public static native void | nvmaGetPoolStatistics(long allocator, long pool, long pPoolStats)
Unsafe version of: |
| public static native void | nvmaGetVirtualAllocationInfo(long virtualBlock, long allocation, long pVirtualAllocInfo)
Unsafe version of: |
| public static native void | nvmaGetVirtualBlockStatistics(long virtualBlock, long pStats)
Unsafe version of: |
| public static native void | nvmaInvalidateAllocation(long allocator, long allocation, long offset, long size)
Unsafe version of: |
| public static native int | nvmaInvalidateAllocations(long allocator, int allocationCount, long allocations, long offsets, long sizes)
Unsafe version of: |
| public static native int | |
| public static native int | |
| public static native void | nvmaSetAllocationName(long allocator, long allocation, long pName)
Unsafe version of: |
| public static native void | nvmaSetAllocationUserData(long allocator, long allocation, long pUserData)
Unsafe version of: |
| public static native void | |
| public static native void | |
| public static native void | nvmaSetVirtualAllocationUserData(long virtualBlock, long allocation, long pUserData)
Unsafe version of: |
| public static native void | |
| public static native int | nvmaVirtualAllocate(long virtualBlock, long pCreateInfo, long pAllocation, long pOffset)
Unsafe version of: |
| public static native void | |
| public static int | vmaAllocateMemory(long allocator, VkMemoryRequirements pVkMemoryRequirements, VmaAllocationCreateInfo pCreateInfo, PointerBuffer
handle to allocated memory pAllocation, VmaAllocationInfo information about allocated memory. Optional. It can be later fetched using function pAllocationInfo)GetAllocationInfo.General purpose memory allocation. |
| public static int | vmaAllocateMemoryForBuffer(long allocator, long buffer, VmaAllocationCreateInfo pCreateInfo, PointerBuffer
handle to allocated memory pAllocation, VmaAllocationInfo information about allocated memory. Optional. It can be later fetched using function pAllocationInfo)GetAllocationInfo.Allocates memory suitable for given |
| public static int | vmaAllocateMemoryForImage(long allocator, long image, VmaAllocationCreateInfo pCreateInfo, PointerBuffer
handle to allocated memory pAllocation, VmaAllocationInfo information about allocated memory. Optional. It can be later fetched using function pAllocationInfo)GetAllocationInfo.Allocates memory suitable for given |
| public static int | vmaAllocateMemoryPages(long
allocator object allocator, VkMemoryRequirements memory requirements for each allocation pVkMemoryRequirements, VmaAllocationCreateInfo creation parameters for each allocation pCreateInfo, PointerBuffer pointer to array that will be filled with handles to created allocations pAllocations, VmaAllocationInfo.pointer to array that will be filled with parameters of created allocations. Optional. pAllocationInfoGeneral purpose memory allocation for multiple allocation objects at once. |
| public static int | Returns: VK_SUCCESS if defragmentation can begin. VK_ERROR_FEATURE_NOT_PRESENT if defragmentation is not supported.allocator object allocator, VmaDefragmentationInfo structure filled with parameters of defragmentation pInfo, PointerBuffer context object that must be passed to pContext)EndDefragmentation to finish defragmentationBegins defragmentation process. |
| public static int | Returns: VK_SUCCESS if no more moves are possible. Then you can omit call to EndDefragmentationPass and simply end whole defragmentation.
VK_INCOMPLETE if there are pending moves returned in pPassInfo. You need to perform them, call vmaEndDefragmentationPass(), and
then preferably try another pass with vmaBeginDefragmentationPass().allocator object allocator, long context object that has been created by context, VmaDefragmentationPassMoveInfo BeginDefragmentationcomputed information for current pass pInfo)Starts single defragmentation pass. |
| public static int | |
| public static int | vmaBindBufferMemory2(long allocator, long allocation, long
additional offset to be added while binding, relative to the beginning of the allocationLocalOffset, long buffer, long allocation. Normally it should be 0.a chain of structures to be attached to pNext)VkBindBufferMemoryInfoKHR structure used internally. Normally it should be null.Binds buffer to allocation with additional parameters. |
| public static int | |
| public static int | vmaBindImageMemory2(long allocator, long allocation, long
additional offset to be added while binding, relative to the beginning of the allocationLocalOffset, long image, long allocation. Normally it should be 0.a chain of structures to be attached to pNext)VkBindImageMemoryInfoKHR structure used internally. Normally it should be null.Binds image to allocation with additional parameters. |
| public static void | vmaBuildStatsString(long allocator, PointerBuffer
must be freed using ppStatsString, boolean detailedMap)FreeStatsString functionBuilds and returns statistics as a null-terminated string in JSON format. |
| public static void | vmaBuildVirtualBlockStatsString(long
virtual block virtualBlock, PointerBuffer returned string ppStatsString, boolean pass detailedMap)VK_FALSE to only obtain statistics as returned by CalculateVirtualBlockStatistics. Pass VK_TRUE to also obtain full list of
allocations and free spaces.Builds and returns a null-terminated string in JSON format with information about given |
| public static void | vmaCalculatePoolStatistics(long
allocator object allocator, long pool object pool, VmaDetailedStatistics statistics of specified pool pPoolStats)Retrieves detailed statistics of existing |
| public static void | vmaCalculateStatistics(long allocator, VmaTotalStatistics pStats)
Retrieves statistics from current state of the Allocator. |
| public static void | vmaCalculateVirtualBlockStatistics(long virtualBlock, VmaDetailedStatistics pStats)
Calculates and returns detailed statistics about virtual allocations and memory usage in given |
| public static int | Returns: possible return values:
bit mask, where each bit set means that a memory type with that index should be checked memoryTypeBits)Checks magic number in margins around all allocations in given memory types (in both default and custom pools) in search for corruptions. |
| public static int | Returns: possible return values:
Checks magic number in margins around all allocations in given memory pool in search for corruptions. |
| public static void | |
| public static int | vmaCreateAliasingBuffer(long
allocator allocator, long allocation that provides memory to be used for binding new buffer to it allocation, VkBufferCreateInfo pBufferCreateInfo, LongBuffer buffer that was created pBuffer)Creates a new |
| public static int | vmaCreateAliasingBuffer2(long
allocator allocator, long allocation that provides memory to be used for binding new buffer to it allocation, long additional offset to be added while binding, relative to the beginning of the allocation. Normally it should be 0. allocationLocalOffset, VkBufferCreateInfo pBufferCreateInfo, LongBuffer buffer that was created pBuffer)Creates a new |
| public static int | vmaCreateAliasingImage(long allocator, long allocation, VkImageCreateInfo pImageCreateInfo, LongBuffer pImage)
Function similar to |
| public static int | vmaCreateAliasingImage2(long allocator, long allocation, long allocationLocalOffset, VkImageCreateInfo pImageCreateInfo, LongBuffer pImage)
Function similar to |
| public static int | vmaCreateAllocator(VmaAllocatorCreateInfo pCreateInfo, PointerBuffer pAllocator)
Creates Allocator object. |
| public static int | vmaCreateBuffer(long allocator, VkBufferCreateInfo pBufferCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, LongBuffer
buffer that was created pBuffer, PointerBuffer allocation that was created pAllocation, VmaAllocationInfo information about allocated memory. Optional. It can be later fetched using function pAllocationInfo)GetAllocationInfo.Creates a new |
| public static int | vmaCreateBufferWithAlignment(long allocator, VkBufferCreateInfo pBufferCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, long
custom, minimum alignment to be used when placing the buffer inside a larger memory block minAlignment, LongBuffer buffer that was created pBuffer, PointerBuffer allocation that was created pAllocation, VmaAllocationInfo information about allocated memory. Optional. It can be later fetched using function pAllocationInfo)GetAllocationInfo.Similar to |
| public static int | vmaCreateImage(long allocator, VkImageCreateInfo pImageCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, LongBuffer
image that was created pImage, PointerBuffer allocation that was created pAllocation, VmaAllocationInfo information about allocated memory. Optional. It can be later fetched using function pAllocationInfo)GetAllocationInfo.Function similar to |
| public static int | vmaCreatePool(long
allocator object allocator, VmaPoolCreateInfo parameters of pool to create pCreateInfo, PointerBuffer handle to created pool pPool)Allocates Vulkan device memory and creates |
| public static int | vmaCreateVirtualBlock(VmaVirtualBlockCreateInfo
parameters for creation pCreateInfo, PointerBuffer returned virtual block object or pVirtualBlock)NULL if creation failedCreates new |
| public static void | |
| public static void | vmaDestroyBuffer(long allocator, long buffer, long allocation)
Destroys Vulkan buffer and frees allocated memory. |
| public static void | vmaDestroyImage(long allocator, long image, long allocation)
Destroys Vulkan image and frees allocated memory. |
| public static void | |
| public static void | |
| public static void | vmaEndDefragmentation(long
allocator object allocator, long context object that has been created by context, VmaDefragmentationStats BeginDefragmentationoptional stats for the defragmentation. Can be null. pStats)Ends defragmentation process. |
| public static int | vmaEndDefragmentationPass(long
allocator object allocator, long context object that has been created by context, VmaDefragmentationPassMoveInfo BeginDefragmentationcomputed information for current pass filled by pPassInfo)BeginDefragmentationPass and possibly modified by youEnds single defragmentation pass. |
| public static int | Returns: VK_ERROR_FEATURE_NOT_PRESENT if not found.
Receiving such result from this function or any other allocating function probably means that your device doesn't support any memory type with
requested features for the specific type of resource you want to use it for. Please check parameters of your resource, like image layout
( Helps to find |
| public static int | vmaFindMemoryTypeIndexForBufferInfo(long allocator, VkBufferCreateInfo pBufferCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, IntBuffer pMemoryTypeIndex)
Helps to find |
| public static int | vmaFindMemoryTypeIndexForImageInfo(long allocator, VkImageCreateInfo pImageCreateInfo, VmaAllocationCreateInfo pAllocationCreateInfo, IntBuffer pMemoryTypeIndex)
Helps to find |
| public static void | vmaFlushAllocation(long allocator, long allocation, long offset, long size)
Flushes memory of given allocation. |
| public static int | vmaFlushAllocations(long allocator, PointerBuffer allocations, LongBuffer
If not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all ofsets are zero. offsets, LongBuffer If not null, it must point to an array of sizes of regions to flush in respective allocations. Null means `VK_WHOLE_SIZE` for all allocations. sizes)Flushes memory of given set of allocations. |
| public static void | vmaFreeMemory(long allocator, long allocation)
Frees memory previously allocated using |
| public static void | vmaFreeMemoryPages(long allocator, PointerBuffer pAllocations)
Frees memory and destroys multiple allocations. |
| public static void | |
| public static void | vmaFreeVirtualBlockStatsString(long virtualBlock, ByteBuffer pStatsString)
Frees a string returned by |
| public static void | vmaGetAllocationInfo(long allocator, long allocation, VmaAllocationInfo pAllocationInfo)
Returns current information about specified allocation. |
| public static void | vmaGetAllocationMemoryProperties(long allocator, long allocation, IntBuffer pFlags)
Given an allocation, returns Property Flags of its memory type. |
| public static void | vmaGetAllocatorInfo(long allocator, VmaAllocatorInfo pAllocatorInfo)
Returns information about existing It might be useful if you want to keep just the |
| public static void | vmaGetHeapBudgets(long allocator, VmaBudget.
must point to array with number of elements at least equal to number of memory heaps in physical device used pBudgetRetrieves information about current memory usage and budget for all memory heaps. |
| public static void | vmaGetMemoryProperties(long allocator, PointerBuffer ppPhysicalDeviceMemoryProperties)
|
| public static void | vmaGetMemoryTypeProperties(long allocator, int memoryTypeIndex, IntBuffer pFlags)
Given Memory Type Index, returns Property Flags of this memory type. |
| public static void | vmaGetPhysicalDeviceProperties(long allocator, PointerBuffer ppPhysicalDeviceProperties)
|
| public static void | |
| public static void | vmaGetPoolStatistics(long
allocator object allocator, long pool object pool, VmaStatistics statistics of specified pool pPoolStats)Retrieves statistics of existing VmaPool object. |
| public static void | vmaGetVirtualAllocationInfo(long virtualBlock, long allocation, VmaVirtualAllocationInfo pVirtualAllocInfo)
Returns information about a specific virtual allocation within a virtual block, like its size and |
| public static void | vmaGetVirtualBlockStatistics(long virtualBlock, VmaStatistics pStats)
Calculates and returns statistics about virtual allocations and memory usage in given |
| public static void | vmaInvalidateAllocation(long allocator, long allocation, long offset, long size)
Invalidates memory of given allocation. |
| public static int | vmaInvalidateAllocations(long allocator, PointerBuffer allocations, LongBuffer
if not null, it must point to an array of offsets of regions to flush, relative to the beginning of respective allocations. Null means all ofsets
are zero. offsets, LongBuffer if not null, it must point to an array of sizes of regions to flush in respective allocations. Null means sizes)VK_WHOLE_SIZE for all
allocations.Invalidates memory of given set of allocations. |
| public static boolean | vmaIsVirtualBlockEmpty(long virtualBlock)
Returns true of the |
| public static int | vmaMapMemory(long allocator, long allocation, PointerBuffer ppData)
Maps memory represented by given allocation and returns pointer to it. |
| public static void | vmaSetAllocationName(long allocator, long allocation, ByteBuffer
must be either null, or pointer to a null-terminated string.
pName)The function makes local copy of the string and sets it as allocation's Sets |
| public static void | vmaSetAllocationName(long allocator, long allocation, CharSequence
must be either null, or pointer to a null-terminated string.
pName)The function makes local copy of the string and sets it as allocation's Sets |
| public static void | vmaSetAllocationUserData(long allocator, long allocation, long pUserData)
Sets |
| public static void | |
| public static void | |
| public static void | |
| public static void | vmaSetVirtualAllocationUserData(long virtualBlock, long allocation, long pUserData)
Changes custom pointer associated with given virtual allocation. |
| public static void | vmaUnmapMemory(long allocator, long allocation)
Unmaps memory represented by given allocation, mapped previously using |
| public static int | vmaVirtualAllocate(long
virtual block virtualBlock, VmaVirtualAllocationCreateInfo parameters for the allocation pCreateInfo, PointerBuffer pAllocation, LongBuffer returned offset of the new allocation. Optional, can be null. pOffset)Allocates new virtual allocation inside given |
| public static void | vmaVirtualFree(long virtualBlock, long allocation)
Frees virtual allocation inside given |