3rdparty: Sync d3d12memalloc to commit da380f69bd4547cd776c525ae225bb9d13df94e2

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JordanTheToaster 2024-12-08 23:13:40 +00:00 committed by Ty
parent 0c21023bb2
commit 19882dc160
4 changed files with 184 additions and 784 deletions

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@ -1,4 +1,4 @@
Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved.
Copyright (c) 2019-2024 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal

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@ -2,7 +2,7 @@
Easy to integrate memory allocation library for Direct3D 12.
**Documentation:** Browse online: [D3D12 Memory Allocator](https://gpuopen-librariesandsdks.github.io/D3D12MemoryAllocator/html/) (generated from Doxygen-style comments in [src/D3D12MemAlloc.h](src/D3D12MemAlloc.h))
**Documentation:** Browse online: [D3D12 Memory Allocator](https://gpuopen-librariesandsdks.github.io/D3D12MemoryAllocator/html/) (generated from Doxygen-style comments in [include/D3D12MemAlloc.h](include/D3D12MemAlloc.h))
**License:** MIT. See [LICENSE.txt](LICENSE.txt)
@ -36,6 +36,7 @@ Additional features:
- Customization and integration with custom engines: Predefine appropriate macros to provide your own implementation of external facilities used by the library, like assert, mutex, and atomic.
- Support for resource aliasing (overlap).
- Custom memory pools: Create a pool with desired parameters (e.g. fixed or limited maximum size, custom `D3D12_HEAP_PROPERTIES` and `D3D12_HEAP_FLAGS`) and allocate memory out of it.
- Support for GPU Upload Heaps from preview Agility SDK (needs compilation with `D3D12MA_OPTIONS16_SUPPORTED` macro).
- Linear allocator: Create a pool with linear algorithm and use it for much faster allocations and deallocations in free-at-once, stack, double stack, or ring buffer fashion.
- Defragmentation: Let the library move data around to free some memory blocks and make your allocations better compacted.
- Statistics: Obtain brief or detailed statistics about the amount of memory used, unused, number of allocated heaps, number of allocations etc. - globally and per memory heap type. Current memory usage and budget as reported by the system can also be queried.
@ -101,15 +102,18 @@ This software package uses third party software:
For more information see [NOTICES.txt](NOTICES.txt).
# Software using this library
- **[The Forge](https://github.com/ConfettiFX/The-Forge)** - cross-platform rendering framework. Apache License 2.0.
- **[Wicked Engine<img src="https://github.com/turanszkij/WickedEngine/blob/master/Content/logo_small.png" width="28px" align="center"/>](https://github.com/turanszkij/WickedEngine)** - 3D engine with modern graphics
[Some other projects on GitHub](https://github.com/search?q=D3D12MemAlloc.h&type=Code) and some game development studios that use DX12 in their games.
# See also
- **[Vcpkg](https://github.com/Microsoft/vcpkg)** dependency manager from Microsoft offers a port of this library that is easy to install.
- **[Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/)** - equivalent library for Vulkan. License: MIT.
- **[d3d12ma.c](https://github.com/milliewalky/d3d12ma.c)** - C bindings for this library. Author: Mateusz Maciejewski (Matt Walky). License: MIT.
- **[TerraFX.Interop.D3D12MemoryAllocator](https://github.com/terrafx/terrafx.interop.d3d12memoryallocator)** - interop bindings for this library for C#, as used by [TerraFX](https://github.com/terrafx/terrafx). License: MIT.
- **[Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/)** - equivalent library for Vulkan. License: MIT.
# Software using this library
- **[Qt Project](https://github.com/qt)**
- **[Ghost of Tsushima: Director's Cut PC](https://www.youtube.com/watch?v=cPKBDbCYctc&t=698s)** - Information avaliable in 11:38 of credits
- **[The Forge](https://github.com/ConfettiFX/The-Forge)** - cross-platform rendering framework. Apache License 2.0.
- **[Wicked Engine<img src="https://github.com/turanszkij/WickedEngine/blob/master/Content/logo_small.png" width="28px" align="center"/>](https://github.com/turanszkij/WickedEngine)** - 3D engine with modern graphics
[Some other projects on GitHub](https://github.com/search?q=D3D12MemAlloc.h&type=Code) and some game development studios that use DX12 in their games.

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@ -24,9 +24,9 @@
/** \mainpage D3D12 Memory Allocator
<b>Version 2.1.0-development</b> (2023-07-05)
<b>Version 2.1.0-development</b> (2024-07-05)
Copyright (c) 2019-2023 Advanced Micro Devices, Inc. All rights reserved. \n
Copyright (c) 2019-2024 Advanced Micro Devices, Inc. All rights reserved. \n
License: MIT
Documentation of all members: D3D12MemAlloc.h
@ -160,9 +160,9 @@ class D3D12MA_API IUnknownImpl : public IUnknown
{
public:
virtual ~IUnknownImpl() = default;
virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject);
virtual ULONG STDMETHODCALLTYPE AddRef();
virtual ULONG STDMETHODCALLTYPE Release();
HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject) override;
ULONG STDMETHODCALLTYPE AddRef() override;
ULONG STDMETHODCALLTYPE Release() override;
protected:
virtual void ReleaseThis() { delete this; }
private:
@ -265,18 +265,18 @@ enum ALLOCATION_FLAGS
*/
ALLOCATION_FLAG_CAN_ALIAS = 0x10,
/** Allocation strategy that chooses smallest possible free range for the allocation
/** %Allocation strategy that chooses smallest possible free range for the allocation
to minimize memory usage and fragmentation, possibly at the expense of allocation time.
*/
ALLOCATION_FLAG_STRATEGY_MIN_MEMORY = 0x00010000,
/** Allocation strategy that chooses first suitable free range for the allocation -
/** %Allocation strategy that chooses first suitable free range for the allocation -
not necessarily in terms of the smallest offset but the one that is easiest and fastest to find
to minimize allocation time, possibly at the expense of allocation quality.
*/
ALLOCATION_FLAG_STRATEGY_MIN_TIME = 0x00020000,
/** Allocation strategy that chooses always the lowest offset in available space.
/** %Allocation strategy that chooses always the lowest offset in available space.
This is not the most efficient strategy but achieves highly packed data.
Used internally by defragmentation, not recomended in typical usage.
*/
@ -402,8 +402,9 @@ struct TotalStatistics
- 1 = `D3D12_HEAP_TYPE_UPLOAD`
- 2 = `D3D12_HEAP_TYPE_READBACK`
- 3 = `D3D12_HEAP_TYPE_CUSTOM`
- 4 = `D3D12_HEAP_TYPE_GPU_UPLOAD`
*/
DetailedStatistics HeapType[4];
DetailedStatistics HeapType[5];
/** \brief One element for each memory segment group located at the following indices:
- 0 = `DXGI_MEMORY_SEGMENT_GROUP_LOCAL`
@ -413,9 +414,9 @@ struct TotalStatistics
- When `IsUMA() == FALSE` (discrete graphics card):
- `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` (index 0) represents GPU memory
(resources allocated in `D3D12_HEAP_TYPE_DEFAULT` or `D3D12_MEMORY_POOL_L1`).
(resources allocated in `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_GPU_UPLOAD` or `D3D12_MEMORY_POOL_L1`).
- `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` (index 1) represents system memory
(resources allocated in `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`, or `D3D12_MEMORY_POOL_L0`).
(resources allocated in `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`, or `D3D12_MEMORY_POOL_L0`).
- When `IsUMA() == TRUE` (integrated graphics chip):
- `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` = (index 0) represents memory shared for all the resources.
- `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` = (index 1) is unused and always 0.
@ -542,26 +543,6 @@ public:
*/
LPCWSTR GetName() const { return m_Name; }
/** \brief Returns `TRUE` if the memory of the allocation was filled with zeros when the allocation was created.
Returns `TRUE` only if the allocator is sure that the entire memory where the
allocation was created was filled with zeros at the moment the allocation was made.
Returns `FALSE` if the memory could potentially contain garbage data.
If it's a render-target or depth-stencil texture, it then needs proper
initialization with `ClearRenderTargetView`, `ClearDepthStencilView`, `DiscardResource`,
or a copy operation, as described on page
"ID3D12Device::CreatePlacedResource method - Notes on the required resource initialization" in Microsoft documentation.
Please note that rendering a fullscreen triangle or quad to the texture as
a render target is not a proper way of initialization!
See also articles:
- "Coming to DirectX 12: More control over memory allocation" on DirectX Developer Blog
- ["Initializing DX12 Textures After Allocation and Aliasing"](https://asawicki.info/news_1724_initializing_dx12_textures_after_allocation_and_aliasing).
*/
BOOL WasZeroInitialized() const { return m_PackedData.WasZeroInitialized(); }
protected:
void ReleaseThis() override;
@ -620,29 +601,26 @@ private:
{
public:
PackedData() :
m_Type(0), m_ResourceDimension(0), m_ResourceFlags(0), m_TextureLayout(0), m_WasZeroInitialized(0) { }
m_Type(0), m_ResourceDimension(0), m_ResourceFlags(0), m_TextureLayout(0) { }
Type GetType() const { return (Type)m_Type; }
D3D12_RESOURCE_DIMENSION GetResourceDimension() const { return (D3D12_RESOURCE_DIMENSION)m_ResourceDimension; }
D3D12_RESOURCE_FLAGS GetResourceFlags() const { return (D3D12_RESOURCE_FLAGS)m_ResourceFlags; }
D3D12_TEXTURE_LAYOUT GetTextureLayout() const { return (D3D12_TEXTURE_LAYOUT)m_TextureLayout; }
BOOL WasZeroInitialized() const { return (BOOL)m_WasZeroInitialized; }
void SetType(Type type);
void SetResourceDimension(D3D12_RESOURCE_DIMENSION resourceDimension);
void SetResourceFlags(D3D12_RESOURCE_FLAGS resourceFlags);
void SetTextureLayout(D3D12_TEXTURE_LAYOUT textureLayout);
void SetWasZeroInitialized(BOOL wasZeroInitialized) { m_WasZeroInitialized = wasZeroInitialized ? 1 : 0; }
private:
UINT m_Type : 2; // enum Type
UINT m_ResourceDimension : 3; // enum D3D12_RESOURCE_DIMENSION
UINT m_ResourceFlags : 24; // flags D3D12_RESOURCE_FLAGS
UINT m_TextureLayout : 9; // enum D3D12_TEXTURE_LAYOUT
UINT m_WasZeroInitialized : 1; // BOOL
} m_PackedData;
Allocation(AllocatorPimpl* allocator, UINT64 size, UINT64 alignment, BOOL wasZeroInitialized);
Allocation(AllocatorPimpl* allocator, UINT64 size, UINT64 alignment);
// Nothing here, everything already done in Release.
virtual ~Allocation() = default;
@ -1065,6 +1043,16 @@ enum ALLOCATOR_FLAGS
to create its heaps on smaller alignment not suitable for MSAA textures.
*/
ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED = 0x8,
/** \brief Disable optimization that prefers creating small buffers as committed to avoid 64 KB alignment.
By default, the library prefers creating small buffers <= 32 KB as committed,
because drivers tend to pack them better, while placed buffers require 64 KB alignment.
This, however, may decrease performance, as creating committed resources involves allocation of implicit heaps,
which may take longer than creating placed resources in existing heaps.
Passing this flag will disable this committed preference globally for the allocator.
It can also be disabled for a single allocation by using #ALLOCATION_FLAG_STRATEGY_MIN_TIME.
*/
ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED = 0x10,
};
/// \brief Parameters of created Allocator object. To be used with CreateAllocator().
@ -1130,6 +1118,15 @@ public:
- "ID3D12Device::GetCustomHeapProperties method (d3d12.h)"
*/
BOOL IsCacheCoherentUMA() const;
/** \brief Returns true if GPU Upload Heaps are supported on the current system.
When true, you can use `D3D12_HEAP_TYPE_GPU_UPLOAD`.
This flag is fetched from `D3D12_FEATURE_D3D12_OPTIONS16::GPUUploadHeapSupported`.
`#define D3D12MA_OPTIONS16_SUPPORTED 1` is needed for the compilation of this library. Otherwise the flag is always false.
*/
BOOL IsGPUUploadHeapSupported() const;
/** \brief Returns total amount of memory of specific segment group, in bytes.
\param memorySegmentGroup use `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` or DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL`.
@ -1447,11 +1444,11 @@ enum VIRTUAL_ALLOCATION_FLAGS
*/
VIRTUAL_ALLOCATION_FLAG_UPPER_ADDRESS = ALLOCATION_FLAG_UPPER_ADDRESS,
/// Allocation strategy that tries to minimize memory usage.
/// %Allocation strategy that tries to minimize memory usage.
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_MEMORY = ALLOCATION_FLAG_STRATEGY_MIN_MEMORY,
/// Allocation strategy that tries to minimize allocation time.
/// %Allocation strategy that tries to minimize allocation time.
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_TIME = ALLOCATION_FLAG_STRATEGY_MIN_TIME,
/** \brief Allocation strategy that chooses always the lowest offset in available space.
/** %Allocation strategy that chooses always the lowest offset in available space.
This is not the most efficient strategy but achieves highly packed data.
*/
VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_OFFSET = ALLOCATION_FLAG_STRATEGY_MIN_OFFSET,
@ -1640,6 +1637,9 @@ ID3D12Device* device = (...)
D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
allocatorDesc.pDevice = device;
allocatorDesc.pAdapter = adapter;
// These flags are optional but recommended.
allocatorDesc.Flags = D3D12MA::ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED |
D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED;
D3D12MA::Allocator* allocator;
HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
@ -1864,6 +1864,9 @@ to obtain object D3D12MA::Pool. Example:
\code
POOL_DESC poolDesc = {};
poolDesc.HeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
// These flags are optional but recommended.
poolDesc.Flags = D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED;
poolDesc.HeapFlags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
Pool* pool;
HRESULT hr = allocator->CreatePool(&poolDesc, &pool);

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