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//! This crate provides a fully written in Rust memory allocator for Vulkan, DirectX 12 and Metal.
//!
//! # Setting up the Vulkan memory allocator
//!
//! ```no_run
//! # #[cfg(feature = "vulkan")]
//! # fn main() {
//! use gpu_allocator::vulkan::*;
//! # use ash::vk;
//! # let device = todo!();
//! # let instance = todo!();
//! # let physical_device = todo!();
//!
//! let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! instance,
//! device,
//! physical_device,
//! debug_settings: Default::default(),
//! buffer_device_address: true, // Ideally, check the BufferDeviceAddressFeatures struct.
//! allocation_sizes: Default::default(),
//! });
//! # }
//! # #[cfg(not(feature = "vulkan"))]
//! # fn main() {}
//! ```
//!
//! # Simple Vulkan allocation example
//!
//! ```no_run
//! # #[cfg(feature = "vulkan")]
//! # fn main() {
//! use gpu_allocator::vulkan::*;
//! use gpu_allocator::MemoryLocation;
//! # use ash::vk;
//! # let device = todo!();
//! # let instance = todo!();
//! # let physical_device = todo!();
//! # let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! # instance,
//! # device,
//! # physical_device,
//! # debug_settings: Default::default(),
//! # buffer_device_address: true, // Ideally, check the BufferDeviceAddressFeatures struct.
//! # allocation_sizes: Default::default(),
//! # }).unwrap();
//!
//! // Setup vulkan info
//! let vk_info = vk::BufferCreateInfo::default()
//! .size(512)
//! .usage(vk::BufferUsageFlags::STORAGE_BUFFER);
//!
//! let buffer = unsafe { device.create_buffer(&vk_info, None) }.unwrap();
//! let requirements = unsafe { device.get_buffer_memory_requirements(buffer) };
//!
//! let allocation = allocator
//! .allocate(&AllocationCreateDesc {
//! name: "Example allocation",
//! requirements,
//! location: MemoryLocation::CpuToGpu,
//! linear: true, // Buffers are always linear
//! allocation_scheme: AllocationScheme::GpuAllocatorManaged,
//! }).unwrap();
//!
//! // Bind memory to the buffer
//! unsafe { device.bind_buffer_memory(buffer, allocation.memory(), allocation.offset()).unwrap() };
//!
//! // Cleanup
//! allocator.free(allocation).unwrap();
//! unsafe { device.destroy_buffer(buffer, None) };
//! # }
//! # #[cfg(not(feature = "vulkan"))]
//! # fn main() {}
//! ```
//!
//! # Setting up the D3D12 memory allocator
//!
//! ```no_run
//! # #[cfg(feature = "d3d12")]
//! # fn main() {
//! use gpu_allocator::d3d12::*;
//! # let device = todo!();
//!
//! let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! device: ID3D12DeviceVersion::Device(device),
//! debug_settings: Default::default(),
//! allocation_sizes: Default::default(),
//! });
//! # }
//! # #[cfg(not(feature = "d3d12"))]
//! # fn main() {}
//! ```
//!
//! # Simple d3d12 allocation example
//!
//! ```no_run
//! # #[cfg(feature = "d3d12")]
//! # fn main() -> windows::core::Result<()> {
//! use gpu_allocator::d3d12::*;
//! use gpu_allocator::MemoryLocation;
//! # use windows::Win32::Graphics::{Dxgi, Direct3D12};
//! # let device = todo!();
//!
//! # let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! # device: ID3D12DeviceVersion::Device(device),
//! # debug_settings: Default::default(),
//! # allocation_sizes: Default::default(),
//! # }).unwrap();
//!
//! let buffer_desc = Direct3D12::D3D12_RESOURCE_DESC {
//! Dimension: Direct3D12::D3D12_RESOURCE_DIMENSION_BUFFER,
//! Alignment: 0,
//! Width: 512,
//! Height: 1,
//! DepthOrArraySize: 1,
//! MipLevels: 1,
//! Format: Dxgi::Common::DXGI_FORMAT_UNKNOWN,
//! SampleDesc: Dxgi::Common::DXGI_SAMPLE_DESC {
//! Count: 1,
//! Quality: 0,
//! },
//! Layout: Direct3D12::D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
//! Flags: Direct3D12::D3D12_RESOURCE_FLAG_NONE,
//! };
//! let allocation_desc = AllocationCreateDesc::from_d3d12_resource_desc(
//! &allocator.device(),
//! &buffer_desc,
//! "Example allocation",
//! MemoryLocation::GpuOnly,
//! );
//! let allocation = allocator.allocate(&allocation_desc).unwrap();
//! let mut resource: Option<Direct3D12::ID3D12Resource> = None;
//! let hr = unsafe {
//! device.CreatePlacedResource(
//! allocation.heap(),
//! allocation.offset(),
//! &buffer_desc,
//! Direct3D12::D3D12_RESOURCE_STATE_COMMON,
//! None,
//! &mut resource,
//! )
//! }?;
//!
//! // Cleanup
//! drop(resource);
//! allocator.free(allocation).unwrap();
//! # Ok(())
//! # }
//! # #[cfg(not(feature = "d3d12"))]
//! # fn main() {}
//! ```
//!
//! # Setting up the Metal memory allocator
//!
//! ```no_run
//! # #[cfg(feature = "metal")]
//! # fn main() {
//! use gpu_allocator::metal::*;
//! # let device = objc2_metal::MTLCreateSystemDefaultDevice().expect("No MTLDevice found");
//! let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! device: device.clone(),
//! debug_settings: Default::default(),
//! allocation_sizes: Default::default(),
//! create_residency_set: false,
//! });
//! # }
//! # #[cfg(not(feature = "metal"))]
//! # fn main() {}
//! ```
//!
//! # Simple Metal allocation example
//!
//! ```no_run
//! # #[cfg(feature = "metal")]
//! # fn main() {
//! use gpu_allocator::metal::*;
//! use gpu_allocator::MemoryLocation;
//! # let device = objc2_metal::MTLCreateSystemDefaultDevice().expect("No MTLDevice found");
//! # let mut allocator = Allocator::new(&AllocatorCreateDesc {
//! # device: device.clone(),
//! # debug_settings: Default::default(),
//! # allocation_sizes: Default::default(),
//! # create_residency_set: false,
//! # })
//! # .unwrap();
//! let allocation_desc = AllocationCreateDesc::buffer(
//! &device,
//! "Example allocation",
//! 512, // size in bytes
//! MemoryLocation::GpuOnly,
//! );
//! let allocation = allocator.allocate(&allocation_desc).unwrap();
//! # use objc2_metal::MTLHeap;
//! let heap = unsafe { allocation.heap() };
//! let resource = unsafe {
//! heap.newBufferWithLength_options_offset(
//! allocation.size() as usize,
//! heap.resourceOptions(),
//! allocation.offset() as usize,
//! )
//! }
//! .unwrap();
//!
//! // Cleanup
//! drop(resource);
//! allocator.free(&allocation).unwrap();
//! # }
//! # #[cfg(not(feature = "metal"))]
//! # fn main() {}
//! ```
#![deny(clippy::unimplemented, clippy::unwrap_used, clippy::ok_expect)]
#![warn(
clippy::alloc_instead_of_core,
clippy::std_instead_of_alloc,
clippy::std_instead_of_core
)]
#![cfg_attr(not(feature = "std"), no_std)]
#[macro_use]
extern crate alloc;
#[cfg(all(not(feature = "std"), feature = "visualizer"))]
compile_error!("Cannot enable `visualizer` feature in `no_std` environment.");
#[cfg(not(any(feature = "std", feature = "hashbrown")))]
compile_error!("Either `std` or `hashbrown` feature must be enabled");
mod result;
pub use result::*;
pub(crate) mod allocator;
pub use allocator::{AllocationReport, AllocatorReport, MemoryBlockReport};
#[cfg(feature = "visualizer")]
pub mod visualizer;
#[cfg(feature = "vulkan")]
pub mod vulkan;
#[cfg(all(windows, feature = "d3d12"))]
pub mod d3d12;
#[cfg(all(target_vendor = "apple", feature = "metal"))]
pub mod metal;
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum MemoryLocation {
/// The allocated resource is stored at an unknown memory location; let the driver decide what's the best location
Unknown,
/// Store the allocation in GPU only accessible memory - typically this is the faster GPU resource and this should be
/// where most of the allocations live.
GpuOnly,
/// Memory useful for uploading data to the GPU and potentially for constant buffers
CpuToGpu,
/// Memory useful for CPU readback of data
GpuToCpu,
}
#[non_exhaustive]
#[derive(Copy, Clone, Debug)]
pub struct AllocatorDebugSettings {
/// Logs out debugging information about the various heaps the current device has on startup
pub log_memory_information: bool,
/// Logs out all memory leaks on shutdown with log level Warn
pub log_leaks_on_shutdown: bool,
/// Stores a copy of the full backtrace for every allocation made, this makes it easier to debug leaks
/// or other memory allocations, but storing stack traces has a RAM overhead so should be disabled
/// in shipping applications.
#[cfg(feature = "std")]
pub store_stack_traces: bool,
/// Log out every allocation as it's being made with log level Debug, rather spammy so off by default
pub log_allocations: bool,
/// Log out every free that is being called with log level Debug, rather spammy so off by default
pub log_frees: bool,
/// Log out stack traces when either `log_allocations` or `log_frees` is enabled.
#[cfg(feature = "std")]
pub log_stack_traces: bool,
}
impl Default for AllocatorDebugSettings {
fn default() -> Self {
Self {
log_memory_information: false,
log_leaks_on_shutdown: true,
#[cfg(feature = "std")]
store_stack_traces: false,
log_allocations: false,
log_frees: false,
#[cfg(feature = "std")]
log_stack_traces: false,
}
}
}
/// The sizes of the memory blocks that the allocator will create.
///
/// Useful for tuning the allocator to your application's needs. For example most games will be fine with the default
/// values, but eg. an app might want to use smaller block sizes to reduce the amount of memory used.
///
/// Clamped between 4MB and 256MB, and rounds up to the nearest multiple of 4MB for alignment reasons.
///
/// Note that these limits only apply to shared memory blocks that can hold multiple allocations.
/// If an allocation does not fit within the corresponding maximum block size, it will be placed
/// in a dedicated memory block holding only this allocation, without limitations other than what
/// the underlying hardware and driver are able to provide.
///
/// # Fixed or growable block size
///
/// This structure represents ranges of allowed sizes for shared memory blocks.
/// By default, if the upper bounds are not extended using `with_max_*_memblock_size`,
/// the allocator will be configured to use a fixed memory block size for shared
/// allocations.
///
/// Otherwise, the allocator will pick a memory block size within the specifed
/// range, depending on the number of existing allocations for the memory
/// type.
///
/// As a rule of thumb, the allocator will start with the minimum block size
/// and double the size with each new allocation, up to the specified maximum
/// block size. This growth is tracked independently for each memory type.
/// The block size also decreases when blocks are deallocated.
///
/// # Example
///
/// ```
/// use gpu_allocator::AllocationSizes;
/// const MB: u64 = 1024 * 1024;
/// // This configuration uses fixed memory block sizes.
/// let fixed = AllocationSizes::new(256 * MB, 64 * MB);
///
/// // This configuration starts with 8MB memory blocks
/// // and grows the block size of a given memory type each
/// // time a new allocation is needed, up to a limit of
/// // 256MB for device memory and 64MB for host memory.
/// let growing = AllocationSizes::new(8 * MB, 8 * MB)
/// .with_max_device_memblock_size(256 * MB)
/// .with_max_host_memblock_size(64 * MB);
/// ```
#[derive(Clone, Copy, Debug)]
pub struct AllocationSizes {
/// The initial size for device memory blocks.
///
/// The size of new device memory blocks doubles each time a new block is needed, up to
/// [`AllocationSizes::max_device_memblock_size`].
///
/// Defaults to 256MB.
min_device_memblock_size: u64,
/// The maximum size for device memory blocks.
///
/// Defaults to the value of [`AllocationSizes::min_device_memblock_size`].
max_device_memblock_size: u64,
/// The initial size for host memory blocks.
///
/// The size of new host memory blocks doubles each time a new block is needed, up to
/// [`AllocationSizes::max_host_memblock_size`].
///
/// Defaults to 64MB.
min_host_memblock_size: u64,
/// The maximum size for host memory blocks.
///
/// Defaults to the value of [`AllocationSizes::min_host_memblock_size`].
max_host_memblock_size: u64,
}
impl AllocationSizes {
/// Sets the minimum device and host memory block sizes.
///
/// The maximum block sizes are initialized to the minimum sizes and
/// can be increased using [`AllocationSizes::with_max_device_memblock_size`] and
/// [`AllocationSizes::with_max_host_memblock_size`].
pub fn new(device_memblock_size: u64, host_memblock_size: u64) -> Self {
let device_memblock_size = Self::adjust_memblock_size(device_memblock_size, "Device");
let host_memblock_size = Self::adjust_memblock_size(host_memblock_size, "Host");
Self {
min_device_memblock_size: device_memblock_size,
max_device_memblock_size: device_memblock_size,
min_host_memblock_size: host_memblock_size,
max_host_memblock_size: host_memblock_size,
}
}
/// Sets the maximum device memblock size, in bytes.
pub fn with_max_device_memblock_size(mut self, size: u64) -> Self {
self.max_device_memblock_size =
Self::adjust_memblock_size(size, "Device").max(self.min_device_memblock_size);
self
}
/// Sets the maximum host memblock size, in bytes.
pub fn with_max_host_memblock_size(mut self, size: u64) -> Self {
self.max_host_memblock_size =
Self::adjust_memblock_size(size, "Host").max(self.min_host_memblock_size);
self
}
fn adjust_memblock_size(size: u64, kind: &str) -> u64 {
const MB: u64 = 1024 * 1024;
let size = size.clamp(4 * MB, 256 * MB);
if size % (4 * MB) == 0 {
return size;
}
let val = size / (4 * MB) + 1;
let new_size = val * 4 * MB;
log::warn!(
"{kind} memory block size must be a multiple of 4MB, clamping to {}MB",
new_size / MB
);
new_size
}
/// Used internally to decide the size of a shared memory block
/// based within the allowed range, based on the number of
/// existing allocations. The more blocks there already are
/// (where the requested allocation didn't fit), the larger
/// the returned memory block size is going to be (up to
/// `max_*_memblock_size`).
pub(crate) fn get_memblock_size(&self, is_host: bool, count: usize) -> u64 {
let (min_size, max_size) = if is_host {
(self.min_host_memblock_size, self.max_host_memblock_size)
} else {
(self.min_device_memblock_size, self.max_device_memblock_size)
};
// The ranges are clamped to 4MB..256MB so we never need to
// shift by more than 7 bits. Clamping here to avoid having
// to worry about overflows.
let shift = count.min(7) as u64;
(min_size << shift).min(max_size)
}
}
impl Default for AllocationSizes {
fn default() -> Self {
const MB: u64 = 1024 * 1024;
Self {
min_device_memblock_size: 256 * MB,
max_device_memblock_size: 256 * MB,
min_host_memblock_size: 64 * MB,
max_host_memblock_size: 64 * MB,
}
}
}