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README.md

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@@ -26,22 +26,23 @@ Memory allocation and resource (buffer and image) creation in Vulkan is difficul
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# Features
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This library can help game developers to manage memory allocations and resource creation by offering some higher-level functions. Features of the library are divided into several layers, low level to high level:
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This library can help game developers to manage memory allocations and resource creation by offering some higher-level functions:
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1. Functions that help to choose correct and optimal memory type based on intended usage of the memory.
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- Required or preferred traits of the memory are expressed using higher-level description comparing to Vulkan flags.
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2. Functions that allocate memory blocks, reserve and return parts of them (`VkDeviceMemory` + offset + size) to the user.
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- Library keeps track of allocated memory blocks, used and unused ranges inside them, finds best matching unused ranges for new allocations, takes all the rules of alignment and buffer/image granularity into consideration.
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- Library keeps track of allocated memory blocks, used and unused ranges inside them, finds best matching unused ranges for new allocations, respects all the rules of alignment and buffer/image granularity.
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3. Functions that can create an image/buffer, allocate memory for it and bind them together - all in one call.
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Additional features:
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- Well-documented - description of all functions and structures provided, along with chapters that contain general description and example code.
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- Thread-safety: Library is designed to be used by multithreaded code.
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- Configuration: Fill optional members of CreateInfo structure to provide custom CPU memory allocator and other parameters.
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- Configuration: Fill optional members of CreateInfo structure to provide custom CPU memory allocator, pointers to Vulkan functions and other parameters.
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- Customization: Predefine appropriate macros to provide your own implementation of all external facilities used by the library, from assert, mutex, and atomic, to vector and linked list.
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- Support memory mapping, reference-counted internally. Support for persistently mapped memory: Just allocate with appropriate flag and you get access to mapped pointer.
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- Support for memory mapping, reference-counted internally. Support for persistently mapped memory: Just allocate with appropriate flag and you get access to mapped pointer.
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- Custom memory pools: Create a pool with desired parameters (e.g. fixed or limited maximum size) and allocate memory out of it.
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- Support for VK_KHR_dedicated_allocation extension: Enable it and it will be used automatically by the library.
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- Support for VK_KHR_dedicated_allocation extension: Just enable it and it will be used automatically by the library.
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- Defragmentation: Call one function and let the library move data around to free some memory blocks and make your allocations better compacted.
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- Lost allocations: Allocate memory with appropriate flags and let the library remove allocations that are not used for many frames to make room for new ones.
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- Statistics: Obtain detailed statistics about the amount of memory used, unused, number of allocated blocks, number of allocations etc. - globally, per memory heap, and per memory type.
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- Self-contained C++ library in single header file. No external dependencies other than standard C and C++ library and of course Vulkan.
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- Public interface in C, in same convention as Vulkan API. Implementation in C++.
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- Interface documented using Doxygen-style comments.
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- Platform-independent, but developed and tested on Windows using Visual Studio.
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- Error handling implemented by returning `VkResult` error codes - same way as in Vulkan.
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- Interface documented using Doxygen-style comments.
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- Platform-independent, but developed and tested on Windows using Visual Studio. Continuous integration setup for Windows and Linux. Tested also on Android and MacOS.
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# Example
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2. `VkDeviceMemory` block is allocated if needed.
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3. An unused region of the memory block is bound to this buffer.
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`VmaAllocation` is an object that represents memory assigned to this buffer. It can be queried for parameters useful e.g. if you want to map the memory on host.
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`VmaAllocation` is an object that represents memory assigned to this buffer. It can be queried for parameters like Vulkan memory handle and offset.
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# Read more
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See **[Documentation](https://gpuopen-librariesandsdks.github.io/VulkanMemoryAllocator/html/)**.
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# Software using this library
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- **[Anvil](https://github.com/GPUOpen-LibrariesAndSDKs/Anvil)** - cross-platform framework for Vulkan
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- **[vkDOOM3](https://github.com/DustinHLand/vkDOOM3)** - Vulkan port of GPL DOOM 3 BFG Edition
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- **[Lightweight Java Game Library (LWJGL)](https://www.lwjgl.org/)** - includes binding of the library for Java
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- **[Anvil](https://github.com/GPUOpen-LibrariesAndSDKs/Anvil)** - cross-platform framework for Vulkan. License: MIT.
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- **[vkDOOM3](https://github.com/DustinHLand/vkDOOM3)** - Vulkan port of GPL DOOM 3 BFG Edition. License: GNU GPL.
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- **[Lightweight Java Game Library (LWJGL)](https://www.lwjgl.org/)** - includes binding of the library for Java. License: BSD.
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# See also
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