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// Copyright (c) 2016 The vulkano developers // Licensed under the Apache License, Version 2.0 // <LICENSE-APACHE or // http://www.apache.org/licenses/LICENSE-2.0> or the MIT // license <LICENSE-MIT or http://opensource.org/licenses/MIT>, // at your option. All files in the project carrying such // notice may not be copied, modified, or distributed except // according to those terms. //! Device memory allocation and memory pools. //! //! By default, memory allocation is automatically handled by the vulkano library when you create //! a buffer or an image. But if you want more control, you have the possibility to customise the //! memory allocation strategy. //! //! # Memory types and heaps //! //! A physical device is composed of one or more **memory heaps**. A memory heap is a pool of //! memory that can be allocated. //! //! ``` //! // Enumerating memory heaps. //! # let physical_device: vulkano::instance::PhysicalDevice = return; //! for heap in physical_device.memory_heaps() { //! println!("Heap #{:?} has a capacity of {:?} bytes", heap.id(), heap.size()); //! } //! ``` //! //! However you can't allocate directly from a memory heap. A memory heap is shared amongst one or //! multiple **memory types**, which you can allocate memory from. Each memory type has different //! characteristics. //! //! A memory type may or may not be visible to the host. In other words, it may or may not be //! directly writable by the CPU. A memory type may or may not be device-local. A device-local //! memory type has a much quicker access time from the GPU than a non-device-local type. Note //! that non-device-local memory types are still accessible by the device, they are just slower. //! //! ``` //! // Enumerating memory types. //! # let physical_device: vulkano::instance::PhysicalDevice = return; //! for ty in physical_device.memory_types() { //! println!("Memory type belongs to heap #{:?}", ty.heap().id()); //! println!("Host-accessible: {:?}", ty.is_host_visible()); //! println!("Device-local: {:?}", ty.is_device_local()); //! } //! ``` //! //! Memory types are order from "best" to "worse". In other words, the implementation prefers that //! you use the memory types that are earlier in the list. This means that selecting a memory type //! should always be done by enumerating them and taking the first one that matches our criteria. //! //! ## In practice //! //! In practice, desktop machines usually have two memory heaps: one that represents the RAM of //! the CPU, and one that represents the RAM of the GPU. The CPU's RAM is host-accessible but not //! device-local, while the GPU's RAM is not host-accessible but is device-local. //! //! Mobile machines usually have a single memory heap that is "equally local" to both the CPU and //! the GPU. It is both host-accessible and device-local. //! //! # Allocating memory and memory pools //! //! Allocating memory can be done by calling `DeviceMemory::alloc()`. //! //! Here is an example: //! //! ``` //! use vulkano::memory::DeviceMemory; //! //! # let device: std::sync::Arc<vulkano::device::Device> = return; //! // Taking the first memory type for the sake of this example. //! let ty = device.physical_device().memory_types().next().unwrap(); //! //! let alloc = DeviceMemory::alloc(device.clone(), ty, 1024).expect("Failed to allocate memory"); //! //! // The memory is automatically free'd when `alloc` is destroyed. //! ``` //! //! However allocating and freeing memory is very slow (up to several hundred milliseconds //! sometimes). Instead you are strongly encouraged to use a memory pool. A memory pool is not //! a Vulkan concept but a vulkano concept. //! //! A memory pool is any object that implements the `MemoryPool` trait. You can implement that //! trait on your own structure and then use it when you create buffers and images so that they //! get memory from that pool. By default if you don't specify any pool when creating a buffer or //! an image, an instance of `StdMemoryPool` that is shared by the `Device` object is used. use std::mem; use std::os::raw::c_void; use std::slice; use buffer::sys::UnsafeBuffer; use image::sys::UnsafeImage; use vk; pub use self::device_memory::CpuAccess; pub use self::device_memory::DeviceMemory; pub use self::device_memory::DeviceMemoryAllocError; pub use self::device_memory::MappedDeviceMemory; pub use self::pool::MemoryPool; mod device_memory; pub mod pool; /// Represents requirements expressed by the Vulkan implementation when it comes to binding memory /// to a resource. #[derive(Debug, Copy, Clone)] pub struct MemoryRequirements { /// Number of bytes of memory required. pub size: usize, /// Alignment of the requirement buffer. The base memory address must be a multiple /// of this value. pub alignment: usize, /// Indicates which memory types can be used. Each bit that is set to 1 means that the memory /// type whose index is the same as the position of the bit can be used. pub memory_type_bits: u32, /// True if the implementation prefers to use dedicated allocations (in other words, allocate /// a whole block of memory dedicated to this resource alone). If the /// `khr_get_memory_requirements2` extension isn't enabled, then this will be false. /// /// > **Note**: As its name says, using a dedicated allocation is an optimization and not a /// > requirement. pub prefer_dedicated: bool, } impl MemoryRequirements { #[inline] pub(crate) fn from_vulkan_reqs(reqs: vk::MemoryRequirements) -> MemoryRequirements { MemoryRequirements { size: reqs.size as usize, alignment: reqs.alignment as usize, memory_type_bits: reqs.memoryTypeBits, prefer_dedicated: false, } } } /// Indicates whether we want to allocate memory for a specific resource, or in a generic way. /// /// Using dedicated allocations can yield better performance, but requires the /// `VK_KHR_dedicated_allocation` extension to be enabled on the device. /// /// If a dedicated allocation is performed, it must only be bound to any resource other than the /// one that was passed with the enumeration. #[derive(Debug, Copy, Clone)] pub enum DedicatedAlloc<'a> { /// Generic allocation. None, /// Allocation dedicated to a buffer. Buffer(&'a UnsafeBuffer), /// Allocation dedicated to an image. Image(&'a UnsafeImage), } /// Trait for types of data that can be mapped. // TODO: move to `buffer` module pub unsafe trait Content { /// Builds a pointer to this type from a raw pointer. fn ref_from_ptr<'a>(ptr: *mut c_void, size: usize) -> Option<*mut Self>; /// Returns true if the size is suitable to store a type like this. fn is_size_suitable(usize) -> bool; /// Returns the size of an individual element. fn indiv_size() -> usize; } unsafe impl<T> Content for T { #[inline] fn ref_from_ptr<'a>(ptr: *mut c_void, size: usize) -> Option<*mut T> { if size < mem::size_of::<T>() { return None; } Some(ptr as *mut T) } #[inline] fn is_size_suitable(size: usize) -> bool { size == mem::size_of::<T>() } #[inline] fn indiv_size() -> usize { mem::size_of::<T>() } } unsafe impl<T> Content for [T] { #[inline] fn ref_from_ptr<'a>(ptr: *mut c_void, size: usize) -> Option<*mut [T]> { let ptr = ptr as *mut T; let size = size / mem::size_of::<T>(); Some(unsafe { slice::from_raw_parts_mut(&mut *ptr, size) as *mut [T] }) } #[inline] fn is_size_suitable(size: usize) -> bool { size % mem::size_of::<T>() == 0 } #[inline] fn indiv_size() -> usize { mem::size_of::<T>() } } /* TODO: do this when it's possible unsafe impl Content for .. {} impl<'a, T> !Content for &'a T {} impl<'a, T> !Content for &'a mut T {} impl<T> !Content for *const T {} impl<T> !Content for *mut T {} impl<T> !Content for Box<T> {} impl<T> !Content for UnsafeCell<T> {} */