[dependencies] gpu-allocator = "0.19.1"
This crate provides a fully written in Rust memory allocator for Vulkan and DirectX 12.
gpu-allocator
recently migrated from winapi to windows-rs but still provides convenient helpers to convert to and from winapi types, enabled when compiling with the public-winapi
crate feature.
use gpu_allocator::vulkan::*; let mut allocator = Allocator::new(&AllocatorCreateDesc { instance, device, physical_device, debug_settings: Default::default(), buffer_device_address: true, // Ideally, check the BufferDeviceAddressFeatures struct. });
use gpu_allocator::vulkan::*; use gpu_allocator::MemoryLocation; // Setup vulkan info let vk_info = vk::BufferCreateInfo::builder() .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 }).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) };
use gpu_allocator::d3d12::*; let mut allocator = Allocator::new(&AllocatorCreateDesc { device, debug_settings: Default::default(), });
use gpu_allocator::d3d12::*; use gpu_allocator::MemoryLocation; 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, std::ptr::null(), &mut resource, ) }?; // Cleanup drop(resource); allocator.free(allocation).unwrap();
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