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<li>If you want to keep your images and buffers separate, you don't need to. VMA respects <code>bufferImageGranularity</code> limit automatically.</li>
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<li>If you want to keep your mapped and not mapped allocations separate, you don't need to. VMA respects <code>nonCoherentAtomSize</code> limit automatically. It also maps only those <code>VkDeviceMemory</code> blocks that need to map any allocation. It even tries to keep mappable and non-mappable allocations in separate blocks to minimize the amount of mapped memory.</li>
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<li>If you want to choose a custom size for the default memory block, you can set it globally instead using <aclass="el" href="struct_vma_allocator_create_info.html#a8e4714298e3121cdd8b214a1ae7a637a" title="Preferred size of a single VkDeviceMemory block to be allocated from large heaps > 1 GiB....">VmaAllocatorCreateInfo::preferredLargeHeapBlockSize</a>.</li>
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<li>If you want to select specific memory type for your allocation, you can set <aclass="el" href="struct_vma_allocation_create_info.html#a3bf940c0271d85d6ba32a4d820075055" title="Bitmask containing one bit set for every memory type acceptable for this allocation.">VmaAllocationCreateInfo::memoryTypeBits</a> to <code>(1u << myMemoryTypeIndex)</code> instead.</li>
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<li>If you want to select specific memory type for your allocation, you can set <aclass="el" href="struct_vma_allocation_create_info.html#a3bf940c0271d85d6ba32a4d820075055" title="Bitmask containing one bit set for every memory type acceptable for this allocation.">VmaAllocationCreateInfo::memoryTypeBits</a> to <code>(1U << myMemoryTypeIndex)</code> instead.</li>
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<li>If you need to create a buffer with certain minimum alignment, you can still do it using default pools with dedicated function <aclass="el" href="group__group__alloc.html#gaa06a690013a0d01e60894ac378083834" title="Creates a buffer with additional minimum alignment.">vmaCreateBufferWithAlignment()</a>.</li>
<p>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. You don't need to specify explicitly which of these options you are going to use - it is detected automatically.</p>
<p>In a pool that uses linear algorithm, you still need to free all the allocations individually, e.g. by using <aclass="el" href="group__group__alloc.html#ga5fea5518972ae9094b1526cbcb19b05f" title="Frees memory previously allocated using vmaAllocateMemory(), vmaAllocateMemoryForBuffer(),...">vmaFreeMemory()</a> or <aclass="el" href="group__group__alloc.html#ga0d9f4e4ba5bf9aab1f1c746387753d77" title="Destroys Vulkan buffer and frees allocated memory.">vmaDestroyBuffer()</a>. 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.</p>
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<p>In a pool that uses linear algorithm, you still need to free all the allocations individually, e.g. by using <aclass="el" href="group__group__alloc.html#ga11f0fbc034fa81a4efedd73d61ce7568" title="Frees memory previously allocated using vmaAllocateMemory(), vmaAllocateMemoryForBuffer(),...">vmaFreeMemory()</a> or <aclass="el" href="group__group__alloc.html#ga0d9f4e4ba5bf9aab1f1c746387753d77" title="Destroys Vulkan buffer and frees allocated memory.">vmaDestroyBuffer()</a>. 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.</p>
<p>This mode is also available for pools created with <aclass="el" href="struct_vma_pool_create_info.html#ae41142f2834fcdc82baa4883c187b75c" title="Maximum number of blocks that can be allocated in this pool. Optional.">VmaPoolCreateInfo::maxBlockCount</a> value that allows multiple memory blocks.</p>
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