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< title > Vulkan Memory Allocator: Quick start< / title >
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< li class = "navelem" > < a class = "el" href = "index.html" > Vulkan Memory Allocator< / a > < / li > < / ul >
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< div class = "title" > Quick start < / div > < / div >
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< div class = "textblock" > < h1 > < a class = "anchor" id = "quick_start_project_setup" > < / a >
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Project setup< / h1 >
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< p > Vulkan Memory Allocator comes in form of a single header file. You don't need to build it as a separate library project. You can add this file directly to your project and submit it to code repository next to your other source files.< / p >
< p > "Single header" doesn't mean that everything is contained in C/C++ declarations, like it tends to be in case of inline functions or C++ templates. It means that implementation is bundled with interface in a single file and needs to be extracted using preprocessor macro. If you don't do it properly, you will get linker errors.< / p >
< p > To do it properly:< / p >
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< ol type = "1" >
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< li > Include "vk_mem_alloc.h" file in each CPP file where you want to use the library. This includes declarations of all members of the library.< / li >
< li > In exacly one CPP file define following macro before this include. It enables also internal definitions.< / li >
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< / ol >
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< div class = "fragment" > < div class = "line" > < span class = "preprocessor" > #define VMA_IMPLEMENTATION< / span > < / div > < div class = "line" > < span class = "preprocessor" > #include " vk_mem_alloc.h" < / span > < / div > < / div > <!-- fragment --> < p > It may be a good idea to create dedicated CPP file just for this purpose.< / p >
< h1 > < a class = "anchor" id = "initialization" > < / a >
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Initialization< / h1 >
< p > At program startup:< / p >
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< ol type = "1" >
< li > Initialize Vulkan to have < code > VkPhysicalDevice< / code > and < code > VkDevice< / code > object.< / li >
< li > Fill < a class = "el" href = "struct_vma_allocator_create_info.html" title = "Description of a Allocator to be created. " > VmaAllocatorCreateInfo< / a > structure and create < code > VmaAllocator< / code > object by calling < a class = "el" href = "vk__mem__alloc_8h.html#a200692051ddb34240248234f5f4c17bb" title = "Creates Allocator object. " > vmaCreateAllocator()< / a > .< / li >
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< div class = "fragment" > < div class = "line" > < a class = "code" href = "struct_vma_allocator_create_info.html" > VmaAllocatorCreateInfo< / a > allocatorInfo = {};< / div > < div class = "line" > allocatorInfo.< a class = "code" href = "struct_vma_allocator_create_info.html#a08230f04ae6ccf8a78150a9e829a7156" > physicalDevice< / a > = physicalDevice;< / div > < div class = "line" > allocatorInfo.< a class = "code" href = "struct_vma_allocator_create_info.html#ad924ddd77b04039c88d0c09b0ffcd500" > device< / a > = device;< / div > < div class = "line" > < / div > < div class = "line" > VmaAllocator allocator;< / div > < div class = "line" > < a class = "code" href = "vk__mem__alloc_8h.html#a200692051ddb34240248234f5f4c17bb" > vmaCreateAllocator< / a > (& allocatorInfo, & allocator);< / div > < / div > <!-- fragment --> < h1 > < a class = "anchor" id = "resource_allocation" > < / a >
Resource allocation< / h1 >
< p > When you want to create a buffer or image:< / p >
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< ol type = "1" >
< li > Fill < code > VkBufferCreateInfo< / code > / < code > VkImageCreateInfo< / code > structure.< / li >
< li > Fill < a class = "el" href = "struct_vma_allocation_create_info.html" > VmaAllocationCreateInfo< / a > structure.< / li >
< li > Call < a class = "el" href = "vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51" > vmaCreateBuffer()< / a > / < a class = "el" href = "vk__mem__alloc_8h.html#a02a94f25679275851a53e82eacbcfc73" title = "Function similar to vmaCreateBuffer(). " > vmaCreateImage()< / a > to get < code > VkBuffer< / code > /< code > VkImage< / code > with memory already allocated and bound to it.< / li >
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< div class = "fragment" > < div class = "line" > VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };< / div > < div class = "line" > bufferInfo.size = 65536;< / div > < div class = "line" > bufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;< / div > < div class = "line" > < / div > < div class = "line" > < a class = "code" href = "struct_vma_allocation_create_info.html" > VmaAllocationCreateInfo< / a > allocInfo = {};< / div > < div class = "line" > allocInfo.< a class = "code" href = "struct_vma_allocation_create_info.html#accb8b06b1f677d858cb9af20705fa910" > usage< / a > = < a class = "code" href = "vk__mem__alloc_8h.html#aa5846affa1e9da3800e3e78fae2305ccac6b5dc1432d88647aa4cd456246eadf7" > VMA_MEMORY_USAGE_GPU_ONLY< / a > ;< / div > < div class = "line" > < / div > < div class = "line" > VkBuffer buffer;< / div > < div class = "line" > VmaAllocation allocation;< / div > < div class = "line" > < a class = "code" href = "vk__mem__alloc_8h.html#ac72ee55598617e8eecca384e746bab51" > vmaCreateBuffer< / a > (allocator, & bufferInfo, & allocInfo, & buffer, & allocation, < span class = "keyword" > nullptr< / span > );< / div > < / div > <!-- fragment --> < p > Don't forget to destroy your objects when no longer needed:< / p >
< div class = "fragment" > < div class = "line" > < a class = "code" href = "vk__mem__alloc_8h.html#a0d9f4e4ba5bf9aab1f1c746387753d77" > vmaDestroyBuffer< / a > (allocator, buffer, allocation);< / div > < div class = "line" > < a class = "code" href = "vk__mem__alloc_8h.html#aa8d164061c88f22fb1fd3c8f3534bc1d" > vmaDestroyAllocator< / a > (allocator);< / div > < / div > <!-- fragment --> < / div > < / div > <!-- contents -->
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