mirror of
https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator.git
synced 2024-11-29 09:54:35 +00:00
Minor fixes in the docs - language
This commit is contained in:
parent
9f586a20bc
commit
5ab5440732
@ -334,7 +334,7 @@ typedef enum VmaAllocatorCreateFlagBits {
|
||||
/** \brief Enables usage of VK_KHR_dedicated_allocation extension.
|
||||
|
||||
The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion `== VK_API_VERSION_1_0`.
|
||||
When it's `VK_API_VERSION_1_1`, the flag is ignored because the extension has been promoted to Vulkan 1.1.
|
||||
When it is `VK_API_VERSION_1_1`, the flag is ignored because the extension has been promoted to Vulkan 1.1.
|
||||
|
||||
Using this extension will automatically allocate dedicated blocks of memory for
|
||||
some buffers and images instead of suballocating place for them out of bigger
|
||||
@ -360,7 +360,7 @@ typedef enum VmaAllocatorCreateFlagBits {
|
||||
Enables usage of VK_KHR_bind_memory2 extension.
|
||||
|
||||
The flag works only if VmaAllocatorCreateInfo::vulkanApiVersion `== VK_API_VERSION_1_0`.
|
||||
When it's `VK_API_VERSION_1_1`, the flag is ignored because the extension has been promoted to Vulkan 1.1.
|
||||
When it is `VK_API_VERSION_1_1`, the flag is ignored because the extension has been promoted to Vulkan 1.1.
|
||||
|
||||
You may set this flag only if you found out that this device extension is supported,
|
||||
you enabled it while creating Vulkan device passed as VmaAllocatorCreateInfo::device,
|
||||
@ -1525,7 +1525,7 @@ VMA_CALL_PRE void VMA_CALL_POST vmaGetAllocationInfo(
|
||||
/** \brief Returns `VK_TRUE` if allocation is not lost and atomically marks it as used in current frame.
|
||||
|
||||
If the allocation has been created with #VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT flag,
|
||||
this function returns `VK_TRUE` if it's not in lost state, so it can still be used.
|
||||
this function returns `VK_TRUE` if it is not in lost state, so it can still be used.
|
||||
It then also atomically "touches" the allocation - marks it as used in current frame,
|
||||
so that you can be sure it won't become lost in current frame or next `frameInUseCount` frames.
|
||||
|
||||
@ -2231,7 +2231,7 @@ the containers.
|
||||
#if __cplusplus >= 201703L
|
||||
#define VMA_USE_STL_SHARED_MUTEX 1
|
||||
// Visual studio defines __cplusplus properly only when passed additional parameter: /Zc:__cplusplus
|
||||
// Otherwise it's always 199711L, despite shared_mutex works since Visual Studio 2015 Update 2.
|
||||
// Otherwise it is always 199711L, despite shared_mutex works since Visual Studio 2015 Update 2.
|
||||
// See: https://blogs.msdn.microsoft.com/vcblog/2018/04/09/msvc-now-correctly-reports-__cplusplus/
|
||||
#elif defined(_MSC_FULL_VER) && _MSC_FULL_VER >= 190023918 && __cplusplus == 199711L && _MSVC_LANG >= 201703L
|
||||
#define VMA_USE_STL_SHARED_MUTEX 1
|
||||
@ -2297,7 +2297,7 @@ static void* vma_aligned_alloc(size_t alignment, size_t size)
|
||||
// // For C++14, usr/include/malloc/_malloc.h declares aligned_alloc()) only
|
||||
// // with the MacOSX11.0 SDK in Xcode 12 (which is what adds
|
||||
// // MAC_OS_X_VERSION_10_16), even though the function is marked
|
||||
// // availabe for 10.15. That's why the preprocessor checks for 10.16 but
|
||||
// // availabe for 10.15. That is why the preprocessor checks for 10.16 but
|
||||
// // the __builtin_available checks for 10.15.
|
||||
// // People who use C++17 could call aligned_alloc with the 10.15 SDK already.
|
||||
// if (__builtin_available(macOS 10.15, iOS 13, *))
|
||||
@ -5037,10 +5037,10 @@ private:
|
||||
// Returns iterator to new free suballocation at this place.
|
||||
VmaSuballocationList::iterator FreeSuballocation(VmaSuballocationList::iterator suballocItem);
|
||||
// Given free suballocation, it inserts it into sorted list of
|
||||
// m_FreeSuballocationsBySize if it's suitable.
|
||||
// m_FreeSuballocationsBySize if it is suitable.
|
||||
void RegisterFreeSuballocation(VmaSuballocationList::iterator item);
|
||||
// Given free suballocation, it removes it from sorted list of
|
||||
// m_FreeSuballocationsBySize if it's suitable.
|
||||
// m_FreeSuballocationsBySize if it is suitable.
|
||||
void UnregisterFreeSuballocation(VmaSuballocationList::iterator item);
|
||||
};
|
||||
|
||||
@ -5458,7 +5458,7 @@ private:
|
||||
VkDeviceMemory m_hMemory;
|
||||
|
||||
/*
|
||||
Protects access to m_hMemory so it's not used by multiple threads simultaneously, e.g. vkMapMemory, vkBindBufferMemory.
|
||||
Protects access to m_hMemory so it is not used by multiple threads simultaneously, e.g. vkMapMemory, vkBindBufferMemory.
|
||||
Also protects m_MapCount, m_pMappedData.
|
||||
Allocations, deallocations, any change in m_pMetadata is protected by parent's VmaBlockVector::m_Mutex.
|
||||
*/
|
||||
@ -5641,7 +5641,7 @@ private:
|
||||
VkCommandBuffer commandBuffer);
|
||||
|
||||
/*
|
||||
Used during defragmentation. pDefragmentationStats is optional. It's in/out
|
||||
Used during defragmentation. pDefragmentationStats is optional. It is in/out
|
||||
- updated with new data.
|
||||
*/
|
||||
void FreeEmptyBlocks(VmaDefragmentationStats* pDefragmentationStats);
|
||||
@ -11293,7 +11293,7 @@ VkResult VmaBlockVector::AllocatePage(
|
||||
|
||||
/*
|
||||
Under certain condition, this whole section can be skipped for optimization, so
|
||||
we move on directly to trying to allocate with canMakeOtherLost. That's the case
|
||||
we move on directly to trying to allocate with canMakeOtherLost. That is the case
|
||||
e.g. for custom pools with linear algorithm.
|
||||
*/
|
||||
if(!canMakeOtherLost || canCreateNewBlock)
|
||||
@ -15380,7 +15380,7 @@ void VmaAllocator_T::GetAllocationInfo(VmaAllocation hAllocation, VmaAllocationI
|
||||
{
|
||||
/*
|
||||
Warning: This is a carefully designed algorithm.
|
||||
Do not modify unless you really know what you're doing :)
|
||||
Do not modify unless you really know what you are doing :)
|
||||
*/
|
||||
const uint32_t localCurrFrameIndex = m_CurrentFrameIndex.load();
|
||||
uint32_t localLastUseFrameIndex = hAllocation->GetLastUseFrameIndex();
|
||||
@ -18128,7 +18128,7 @@ that pool. For further details, see \ref custom_memory_pools.
|
||||
\section choosing_memory_type_dedicated_allocations Dedicated allocations
|
||||
|
||||
Memory for allocations is reserved out of larger block of `VkDeviceMemory`
|
||||
allocated from Vulkan internally. That's the main feature of this whole library.
|
||||
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.
|
||||
@ -18162,7 +18162,7 @@ The library provides following functions for mapping of a specific #VmaAllocatio
|
||||
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's implemented is that the library always maps entire memory block, not just region of the allocation.
|
||||
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 vmaMapMemory() function.
|
||||
Example:
|
||||
|
||||
@ -18330,7 +18330,7 @@ vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allo
|
||||
if(allocInfo.pMappedData != nullptr)
|
||||
{
|
||||
// Allocation ended up in mappable memory.
|
||||
// It's persistently mapped. You can access it directly.
|
||||
// It is persistently mapped. You can access it directly.
|
||||
memcpy(allocInfo.pMappedData, &constantBufferData, sizeof(constantBufferData));
|
||||
}
|
||||
else
|
||||
@ -18344,7 +18344,7 @@ else
|
||||
\page staying_within_budget Staying within budget
|
||||
|
||||
When developing a graphics-intensive game or program, it is important to avoid allocating
|
||||
more GPU memory than it's physically available. When the memory is over-committed,
|
||||
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:
|
||||
|
||||
@ -18702,7 +18702,7 @@ VmaPoolCreateInfo::maxBlockCount must be 1. Otherwise behavior is undefined.
|
||||
There is another allocation algorithm that can be used with custom pools, called
|
||||
"buddy". Its internal data structure is based on a tree of blocks, each having
|
||||
size that is a power of two and a half of its parent's size. When you want to
|
||||
allocate memory of certain size, a free node in the tree is located. If it's too
|
||||
allocate memory of certain size, a free node in the tree is located. If it is too
|
||||
large, it is recursively split into two halves (called "buddies"). However, if
|
||||
requested allocation size is not a power of two, the size of a tree node is
|
||||
aligned up to the nearest power of two and the remaining space is wasted. When
|
||||
@ -18864,8 +18864,8 @@ VmaDefragmentationInfo2 defragInfo = {};
|
||||
defragInfo.allocationCount = allocCount;
|
||||
defragInfo.pAllocations = allocations.data();
|
||||
defragInfo.pAllocationsChanged = allocationsChanged.data();
|
||||
defragInfo.maxGpuBytesToMove = VK_WHOLE_SIZE; // Notice it's "GPU" this time.
|
||||
defragInfo.maxGpuAllocationsToMove = UINT32_MAX; // Notice it's "GPU" this time.
|
||||
defragInfo.maxGpuBytesToMove = VK_WHOLE_SIZE; // Notice it is "GPU" this time.
|
||||
defragInfo.maxGpuAllocationsToMove = UINT32_MAX; // Notice it is "GPU" this time.
|
||||
defragInfo.commandBuffer = commandBuffer;
|
||||
|
||||
VmaDefragmentationContext defragCtx;
|
||||
@ -18942,7 +18942,7 @@ Here are steps needed to do this:
|
||||
class `VmaDefragmentationAlgorithm` and implement your version of its pure virtual methods.
|
||||
See definition and comments of this class for details.
|
||||
-# Your code needs to interact with device memory block metadata.
|
||||
If you need more access to its data than it's provided by its public interface,
|
||||
If you need more access to its data than it is provided by its public interface,
|
||||
declare your new class as a friend class e.g. in class `VmaBlockMetadata_Generic`.
|
||||
-# If you want to create a flag that would enable your algorithm or pass some additional
|
||||
flags to configure it, add them to `VmaDefragmentationFlagBits` and use them in
|
||||
@ -18965,7 +18965,7 @@ cache. Vulkan Memory Allocator can help you with that by supporting a concept of
|
||||
|
||||
To create an allocation that can become lost, include #VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT
|
||||
flag in VmaAllocationCreateInfo::flags. Before using a buffer or image bound to
|
||||
such allocation in every new frame, you need to query it if it's not lost.
|
||||
such allocation in every new frame, you need to query it if it is not lost.
|
||||
To check it, call vmaTouchAllocation().
|
||||
If the allocation is lost, you should not use it or buffer/image bound to it.
|
||||
You mustn't forget to destroy this allocation and this buffer/image.
|
||||
@ -18983,16 +18983,16 @@ flag quite slow. A new, more optimal algorithm and data structure to speed this
|
||||
up is planned for the future.
|
||||
|
||||
<b>Q: When interleaving creation of new allocations with usage of existing ones,
|
||||
how do you make sure that an allocation won't become lost while it's used in the
|
||||
how do you make sure that an allocation won't become lost while it is used in the
|
||||
current frame?</b>
|
||||
|
||||
It is ensured because vmaTouchAllocation() / vmaGetAllocationInfo() not only returns allocation
|
||||
status/parameters and checks whether it's not lost, but when it's not, it also
|
||||
status/parameters and checks whether it is not lost, but when it is not, it also
|
||||
atomically marks it as used in the current frame, which makes it impossible to
|
||||
become lost in that frame. It uses lockless algorithm, so it works fast and
|
||||
doesn't involve locking any internal mutex.
|
||||
|
||||
<b>Q: What if my allocation may still be in use by the GPU when it's rendering a
|
||||
<b>Q: What if my allocation may still be in use by the GPU when it is rendering a
|
||||
previous frame while I already submit new frame on the CPU?</b>
|
||||
|
||||
You can make sure that allocations "touched" by vmaTouchAllocation() / vmaGetAllocationInfo() will not
|
||||
@ -19024,7 +19024,7 @@ void MyBuffer::EnsureBuffer()
|
||||
// Check if its allocation is not lost + mark it as used in current frame.
|
||||
if(vmaTouchAllocation(allocator, m_Alloc))
|
||||
{
|
||||
// It's all OK - safe to use m_Buf.
|
||||
// It is all OK - safe to use m_Buf.
|
||||
return;
|
||||
}
|
||||
}
|
||||
@ -19118,7 +19118,7 @@ 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's an opaque `void*` pointer. You can use it e.g. as a pointer,
|
||||
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.
|
||||
|
||||
@ -19278,7 +19278,7 @@ 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's not equal to the expected value, `VMA_ASSERT()` is executed.
|
||||
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.
|
||||
|
||||
@ -19329,7 +19329,7 @@ Basic usage:
|
||||
VmaReplay.exe MyRecording.csv
|
||||
|
||||
<b>Documentation of file format</b> can be found in file: "docs/Recording file format.md".
|
||||
It's a human-readable, text file in CSV format (Comma Separated Values).
|
||||
It is a human-readable, text file in CSV format (Comma Separated Values).
|
||||
|
||||
\section record_and_replay_additional_considerations Additional considerations
|
||||
|
||||
@ -19653,7 +19653,7 @@ allocatorInfo.flags |= VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT;
|
||||
vmaCreateAllocator(&allocatorInfo, &allocator);
|
||||
\endcode
|
||||
|
||||
That's all. The extension will be automatically used whenever you create a
|
||||
That is all. The extension will be automatically used whenever you create a
|
||||
buffer using vmaCreateBuffer() or image using vmaCreateImage().
|
||||
|
||||
When using the extension together with Vulkan Validation Layer, you will receive
|
||||
@ -19840,7 +19840,7 @@ Features deliberately excluded from the scope of this library:
|
||||
higher-level library implemented on top of VMA.
|
||||
- **Recreation of buffers and images.** Although the library has functions for
|
||||
buffer and image creation (vmaCreateBuffer(), vmaCreateImage()), you need to
|
||||
recreate these objects yourself after defragmentation. That's because the big
|
||||
recreate these objects yourself after defragmentation. That is because the big
|
||||
structures `VkBufferCreateInfo`, `VkImageCreateInfo` are not stored in
|
||||
#VmaAllocation object.
|
||||
- **Handling CPU memory allocation failures.** When dynamically creating small C++
|
||||
|
Loading…
Reference in New Issue
Block a user