mirror of https://github.com/PCSX2/pcsx2.git
3rdparty: Sync d3d12memalloc to commit da380f69bd4547cd776c525ae225bb9d13df94e2
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Copyright (c) 2019-2022 Advanced Micro Devices, Inc. All rights reserved.
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Copyright (c) 2019-2024 Advanced Micro Devices, Inc. All rights reserved.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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@ -2,7 +2,7 @@
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Easy to integrate memory allocation library for Direct3D 12.
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**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))
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**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))
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**License:** MIT. See [LICENSE.txt](LICENSE.txt)
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@ -36,6 +36,7 @@ Additional features:
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- 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.
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- Support for resource aliasing (overlap).
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- 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.
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- Support for GPU Upload Heaps from preview Agility SDK (needs compilation with `D3D12MA_OPTIONS16_SUPPORTED` macro).
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- 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.
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- Defragmentation: Let the library move data around to free some memory blocks and make your allocations better compacted.
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- 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.
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@ -101,15 +102,18 @@ This software package uses third party software:
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For more information see [NOTICES.txt](NOTICES.txt).
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# See also
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- **[Vcpkg](https://github.com/Microsoft/vcpkg)** dependency manager from Microsoft offers a port of this library that is easy to install.
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- **[d3d12ma.c](https://github.com/milliewalky/d3d12ma.c)** - C bindings for this library. Author: Mateusz Maciejewski (Matt Walky). License: MIT.
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- **[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.
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- **[Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/)** - equivalent library for Vulkan. License: MIT.
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# Software using this library
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- **[Qt Project](https://github.com/qt)**
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- **[Ghost of Tsushima: Director's Cut PC](https://www.youtube.com/watch?v=cPKBDbCYctc&t=698s)** - Information avaliable in 11:38 of credits
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- **[The Forge](https://github.com/ConfettiFX/The-Forge)** - cross-platform rendering framework. Apache License 2.0.
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- **[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
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[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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# See also
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- **[Vcpkg](https://github.com/Microsoft/vcpkg)** dependency manager from Microsoft offers a port of this library that is easy to install.
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- **[Vulkan Memory Allocator](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/)** - equivalent library for Vulkan. License: MIT.
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- **[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.
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@ -24,9 +24,9 @@
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/** \mainpage D3D12 Memory Allocator
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<b>Version 2.1.0-development</b> (2023-07-05)
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<b>Version 2.1.0-development</b> (2024-07-05)
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Copyright (c) 2019-2023 Advanced Micro Devices, Inc. All rights reserved. \n
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Copyright (c) 2019-2024 Advanced Micro Devices, Inc. All rights reserved. \n
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License: MIT
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Documentation of all members: D3D12MemAlloc.h
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@ -160,9 +160,9 @@ class D3D12MA_API IUnknownImpl : public IUnknown
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{
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public:
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virtual ~IUnknownImpl() = default;
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virtual HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject);
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virtual ULONG STDMETHODCALLTYPE AddRef();
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virtual ULONG STDMETHODCALLTYPE Release();
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HRESULT STDMETHODCALLTYPE QueryInterface(REFIID riid, void** ppvObject) override;
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ULONG STDMETHODCALLTYPE AddRef() override;
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ULONG STDMETHODCALLTYPE Release() override;
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protected:
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virtual void ReleaseThis() { delete this; }
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private:
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@ -265,18 +265,18 @@ enum ALLOCATION_FLAGS
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*/
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ALLOCATION_FLAG_CAN_ALIAS = 0x10,
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/** Allocation strategy that chooses smallest possible free range for the allocation
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/** %Allocation strategy that chooses smallest possible free range for the allocation
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to minimize memory usage and fragmentation, possibly at the expense of allocation time.
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*/
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ALLOCATION_FLAG_STRATEGY_MIN_MEMORY = 0x00010000,
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/** Allocation strategy that chooses first suitable free range for the allocation -
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/** %Allocation strategy that chooses first suitable free range for the allocation -
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not necessarily in terms of the smallest offset but the one that is easiest and fastest to find
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to minimize allocation time, possibly at the expense of allocation quality.
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*/
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ALLOCATION_FLAG_STRATEGY_MIN_TIME = 0x00020000,
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/** Allocation strategy that chooses always the lowest offset in available space.
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/** %Allocation strategy that chooses always the lowest offset in available space.
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This is not the most efficient strategy but achieves highly packed data.
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Used internally by defragmentation, not recomended in typical usage.
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*/
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@ -402,8 +402,9 @@ struct TotalStatistics
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- 1 = `D3D12_HEAP_TYPE_UPLOAD`
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- 2 = `D3D12_HEAP_TYPE_READBACK`
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- 3 = `D3D12_HEAP_TYPE_CUSTOM`
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- 4 = `D3D12_HEAP_TYPE_GPU_UPLOAD`
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*/
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DetailedStatistics HeapType[4];
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DetailedStatistics HeapType[5];
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/** \brief One element for each memory segment group located at the following indices:
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- 0 = `DXGI_MEMORY_SEGMENT_GROUP_LOCAL`
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- When `IsUMA() == FALSE` (discrete graphics card):
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- `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` (index 0) represents GPU memory
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(resources allocated in `D3D12_HEAP_TYPE_DEFAULT` or `D3D12_MEMORY_POOL_L1`).
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(resources allocated in `D3D12_HEAP_TYPE_DEFAULT`, `D3D12_HEAP_TYPE_GPU_UPLOAD` or `D3D12_MEMORY_POOL_L1`).
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- `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL` (index 1) represents system memory
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(resources allocated in `D3D12_HEAP_TYPE_UPLOAD`, `D3D12_HEAP_TYPE_READBACK`, or `D3D12_MEMORY_POOL_L0`).
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- When `IsUMA() == TRUE` (integrated graphics chip):
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*/
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LPCWSTR GetName() const { return m_Name; }
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/** \brief Returns `TRUE` if the memory of the allocation was filled with zeros when the allocation was created.
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Returns `TRUE` only if the allocator is sure that the entire memory where the
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allocation was created was filled with zeros at the moment the allocation was made.
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Returns `FALSE` if the memory could potentially contain garbage data.
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If it's a render-target or depth-stencil texture, it then needs proper
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initialization with `ClearRenderTargetView`, `ClearDepthStencilView`, `DiscardResource`,
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or a copy operation, as described on page
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"ID3D12Device::CreatePlacedResource method - Notes on the required resource initialization" in Microsoft documentation.
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Please note that rendering a fullscreen triangle or quad to the texture as
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a render target is not a proper way of initialization!
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See also articles:
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- "Coming to DirectX 12: More control over memory allocation" on DirectX Developer Blog
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- ["Initializing DX12 Textures After Allocation and Aliasing"](https://asawicki.info/news_1724_initializing_dx12_textures_after_allocation_and_aliasing).
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*/
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BOOL WasZeroInitialized() const { return m_PackedData.WasZeroInitialized(); }
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protected:
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void ReleaseThis() override;
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{
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public:
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PackedData() :
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m_Type(0), m_ResourceDimension(0), m_ResourceFlags(0), m_TextureLayout(0), m_WasZeroInitialized(0) { }
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m_Type(0), m_ResourceDimension(0), m_ResourceFlags(0), m_TextureLayout(0) { }
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Type GetType() const { return (Type)m_Type; }
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D3D12_RESOURCE_DIMENSION GetResourceDimension() const { return (D3D12_RESOURCE_DIMENSION)m_ResourceDimension; }
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D3D12_RESOURCE_FLAGS GetResourceFlags() const { return (D3D12_RESOURCE_FLAGS)m_ResourceFlags; }
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D3D12_TEXTURE_LAYOUT GetTextureLayout() const { return (D3D12_TEXTURE_LAYOUT)m_TextureLayout; }
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BOOL WasZeroInitialized() const { return (BOOL)m_WasZeroInitialized; }
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void SetType(Type type);
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void SetResourceDimension(D3D12_RESOURCE_DIMENSION resourceDimension);
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void SetResourceFlags(D3D12_RESOURCE_FLAGS resourceFlags);
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void SetTextureLayout(D3D12_TEXTURE_LAYOUT textureLayout);
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void SetWasZeroInitialized(BOOL wasZeroInitialized) { m_WasZeroInitialized = wasZeroInitialized ? 1 : 0; }
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private:
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UINT m_Type : 2; // enum Type
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UINT m_ResourceDimension : 3; // enum D3D12_RESOURCE_DIMENSION
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UINT m_ResourceFlags : 24; // flags D3D12_RESOURCE_FLAGS
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UINT m_TextureLayout : 9; // enum D3D12_TEXTURE_LAYOUT
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UINT m_WasZeroInitialized : 1; // BOOL
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} m_PackedData;
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Allocation(AllocatorPimpl* allocator, UINT64 size, UINT64 alignment, BOOL wasZeroInitialized);
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Allocation(AllocatorPimpl* allocator, UINT64 size, UINT64 alignment);
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// Nothing here, everything already done in Release.
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virtual ~Allocation() = default;
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to create its heaps on smaller alignment not suitable for MSAA textures.
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*/
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ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED = 0x8,
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/** \brief Disable optimization that prefers creating small buffers as committed to avoid 64 KB alignment.
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By default, the library prefers creating small buffers <= 32 KB as committed,
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because drivers tend to pack them better, while placed buffers require 64 KB alignment.
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This, however, may decrease performance, as creating committed resources involves allocation of implicit heaps,
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which may take longer than creating placed resources in existing heaps.
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Passing this flag will disable this committed preference globally for the allocator.
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It can also be disabled for a single allocation by using #ALLOCATION_FLAG_STRATEGY_MIN_TIME.
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*/
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ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED = 0x10,
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};
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/// \brief Parameters of created Allocator object. To be used with CreateAllocator().
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- "ID3D12Device::GetCustomHeapProperties method (d3d12.h)"
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*/
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BOOL IsCacheCoherentUMA() const;
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/** \brief Returns true if GPU Upload Heaps are supported on the current system.
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When true, you can use `D3D12_HEAP_TYPE_GPU_UPLOAD`.
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This flag is fetched from `D3D12_FEATURE_D3D12_OPTIONS16::GPUUploadHeapSupported`.
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`#define D3D12MA_OPTIONS16_SUPPORTED 1` is needed for the compilation of this library. Otherwise the flag is always false.
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*/
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BOOL IsGPUUploadHeapSupported() const;
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/** \brief Returns total amount of memory of specific segment group, in bytes.
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\param memorySegmentGroup use `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` or DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL`.
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*/
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VIRTUAL_ALLOCATION_FLAG_UPPER_ADDRESS = ALLOCATION_FLAG_UPPER_ADDRESS,
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/// Allocation strategy that tries to minimize memory usage.
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/// %Allocation strategy that tries to minimize memory usage.
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VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_MEMORY = ALLOCATION_FLAG_STRATEGY_MIN_MEMORY,
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/// Allocation strategy that tries to minimize allocation time.
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/// %Allocation strategy that tries to minimize allocation time.
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VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_TIME = ALLOCATION_FLAG_STRATEGY_MIN_TIME,
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/** \brief Allocation strategy that chooses always the lowest offset in available space.
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/** %Allocation strategy that chooses always the lowest offset in available space.
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This is not the most efficient strategy but achieves highly packed data.
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*/
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VIRTUAL_ALLOCATION_FLAG_STRATEGY_MIN_OFFSET = ALLOCATION_FLAG_STRATEGY_MIN_OFFSET,
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D3D12MA::ALLOCATOR_DESC allocatorDesc = {};
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allocatorDesc.pDevice = device;
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allocatorDesc.pAdapter = adapter;
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// These flags are optional but recommended.
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allocatorDesc.Flags = D3D12MA::ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED |
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D3D12MA::ALLOCATOR_FLAG_DEFAULT_POOLS_NOT_ZEROED;
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D3D12MA::Allocator* allocator;
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HRESULT hr = D3D12MA::CreateAllocator(&allocatorDesc, &allocator);
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\code
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POOL_DESC poolDesc = {};
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poolDesc.HeapProperties.Type = D3D12_HEAP_TYPE_DEFAULT;
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// These flags are optional but recommended.
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poolDesc.Flags = D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED;
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poolDesc.HeapFlags = D3D12_HEAP_FLAG_CREATE_NOT_ZEROED;
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Pool* pool;
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HRESULT hr = allocator->CreatePool(&poolDesc, &pool);
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