Open 3D Engine Atom Gem API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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Physical devices in Vulkan support various combinations of memory heaps and types. Help with choosing correct and optimal memory type for your specific resource is one of the key features of this library. You can use it by filling appropriate members of VmaAllocationCreateInfo structure, as described below. You can also combine multiple methods.
When using 3. or 4., the library internally queries Vulkan for memory types supported for that buffer or image (function vkGetBufferMemoryRequirements()
) and uses only one of these types.
If no memory type can be found that meets all the requirements, these functions return VK_ERROR_FEATURE_NOT_PRESENT
.
You can leave VmaAllocationCreateInfo structure completely filled with zeros. It means no requirements are specified for memory type. It is valid, although not very useful.
The easiest way to specify memory requirements is to fill member VmaAllocationCreateInfo::usage using one of the values of enum VmaMemoryUsage. It defines high level, common usage types. Since version 3 of the library, it is recommended to use VMA_MEMORY_USAGE_AUTO to let it select best memory type for your resource automatically.
For example, if you want to create a uniform buffer that will be filled using transfer only once or infrequently and then used for rendering every frame as a uniform buffer, you can do it using following code. The buffer will most likely end up in a memory type with VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT
to be fast to access by the GPU device.
If you have a preference for putting the resource in GPU (device) memory or CPU (host) memory on systems with discrete graphics card that have the memories separate, you can use VMA_MEMORY_USAGE_AUTO_PREFER_DEVICE or VMA_MEMORY_USAGE_AUTO_PREFER_HOST.
When using VMA_MEMORY_USAGE_AUTO*
while you want to map the allocated memory, you also need to specify one of the host access flags: VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT or VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT. This will help the library decide about preferred memory type to ensure it has VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT
so you can map it.
For example, a staging buffer that will be filled via mapped pointer and then used as a source of transfer to the buffer described previously can be created like this. It will likely end up in a memory type that is HOST_VISIBLE
and HOST_COHERENT
but not HOST_CACHED
(meaning uncached, write-combined) and not DEVICE_LOCAL
(meaning system RAM).
For more examples of creating different kinds of resources, see chapter Recommended usage patterns.
Usage values VMA_MEMORY_USAGE_AUTO*
are legal to use only when the library knows about the resource being created by having VkBufferCreateInfo
/ VkImageCreateInfo
passed, so they work with functions like: vmaCreateBuffer(), vmaCreateImage(), vmaFindMemoryTypeIndexForBufferInfo() etc. If you allocate raw memory using function vmaAllocateMemory(), you have to use other means of selecting memory type, as described below.
VMA_MEMORY_USAGE_GPU_ONLY
, VMA_MEMORY_USAGE_CPU_ONLY
, VMA_MEMORY_USAGE_CPU_TO_GPU
, VMA_MEMORY_USAGE_GPU_TO_CPU
, VMA_MEMORY_USAGE_CPU_COPY
) are still available and work same way as in previous versions of the library for backward compatibility, but they are not recommended.You can specify more detailed requirements by filling members VmaAllocationCreateInfo::requiredFlags and VmaAllocationCreateInfo::preferredFlags with a combination of bits from enum VkMemoryPropertyFlags
. For example, if you want to create a buffer that will be persistently mapped on host (so it must be HOST_VISIBLE
) and preferably will also be HOST_COHERENT
and HOST_CACHED
, use following code:
A memory type is chosen that has all the required flags and as many preferred flags set as possible.
Value passed in VmaAllocationCreateInfo::usage is internally converted to a set of required and preferred flags, plus some extra "magic" (heuristics).
If you inspected memory types available on the physical device and you have a preference for memory types that you want to use, you can fill member VmaAllocationCreateInfo::memoryTypeBits. It is a bit mask, where each bit set means that a memory type with that index is allowed to be used for the allocation. Special value 0, just like UINT32_MAX
, means there are no restrictions to memory type index.
Please note that this member is NOT just a memory type index. Still you can use it to choose just one, specific memory type. For example, if you already determined that your buffer should be created in memory type 2, use following code:
If you allocate from custom memory pool, all the ways of specifying memory requirements described above are not applicable and the aforementioned members of VmaAllocationCreateInfo structure are ignored. Memory type is selected explicitly when creating the pool and then used to make all the allocations from that pool. For further details, see Custom memory pools.
Memory for allocations is reserved out of larger block of VkDeviceMemory
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. This is called a "dedicated allocation". You can explicitly request it by using flag VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT. The library can also internally decide to use dedicated allocation in some cases, e.g.: