3rdparty: Update D3D12MA to v3.1.0

This commit is contained in:
JordanTheToaster
2026-03-05 01:50:31 +01:00
committed by lightningterror
parent f50ad3b63e
commit 6794bae8da
5 changed files with 159 additions and 29 deletions
+11
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@@ -1,3 +1,14 @@
# 3.1.0 (2026-02-23)
- Added supported for resource tight alignment (feature added in Agility SDK 1.618.1). It is used automatically when available.
- Added function `Allocator::IsTightAlignmentSupported`.
- Added `ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT`.
- Fixes and improvements in the internal function `AllocatorPimpl::GetResourceAllocationInfo` (which decides when to use small alignment or tight alignment), including:
- Added support for 1D and 3D textures when `D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT = 2` (#78, #79).
- Fix for cases when `D3D12_TEXTURE_LAYOUT_64KB_*_SWIZZLE` is used (#86).
- Fixes for build errors in MinGW (#77).
- Fixes and improvements in documentation and tests.
# 3.0.1 (2025-05-08)
- Fixed macros `D3D12MA_RECOMMENDED_ALLOCATOR_FLAGS`, `D3D12MA_RECOMMENDED_POOL_FLAGS` (#73).
+1 -1
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@@ -1,4 +1,4 @@
Copyright (c) 2019-2025 Advanced Micro Devices, Inc. All rights reserved.
Copyright (c) 2019-2026 Advanced Micro Devices, Inc. All rights reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
+1 -1
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@@ -8,7 +8,7 @@ Easy to integrate memory allocation library for Direct3D 12.
**Changelog:** See [CHANGELOG.md](CHANGELOG.md)
**Product page:** [D3D12 Memory Allocator on GPUOpen](https://gpuopen.com/gaming-product/d3d12-memory-allocator/)
**Product page:** [D3D12 Memory Allocator on GPUOpen](https://gpuopen.com/d3d12-memory-allocator/)
[![Average time to resolve an issue](http://isitmaintained.com/badge/resolution/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator.svg)](http://isitmaintained.com/project/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator "Average time to resolve an issue")
+42 -6
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@@ -1,5 +1,5 @@
//
// Copyright (c) 2019-2025 Advanced Micro Devices, Inc. All rights reserved.
// Copyright (c) 2019-2026 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
@@ -24,9 +24,9 @@
/** \mainpage D3D12 Memory Allocator
<b>Version 3.0.1</b> (2025-05-08)
<b>Version 3.1.0</b> (2026-02-23)
Copyright (c) 2019-2025 Advanced Micro Devices, Inc. All rights reserved. \n
Copyright (c) 2019-2026 Advanced Micro Devices, Inc. All rights reserved. \n
License: MIT
Documentation of all members: D3D12MemAlloc.h
@@ -64,7 +64,7 @@ Documentation of all members: D3D12MemAlloc.h
\section main_see_also Web links
- [Direct3D 12 Memory Allocator at GPUOpen.com](https://gpuopen.com/gaming-product/d3d12-memory-allocator/) - product page
- [Direct3D 12 Memory Allocator at GPUOpen.com](https://gpuopen.com/d3d12-memory-allocator/) - product page
- [GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator at GitHub.com](https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator) - source code repository
*/
@@ -1112,8 +1112,19 @@ enum ALLOCATOR_FLAGS
which may take longer than creating placed resources in existing heaps.
Passing this flag will disable this committed preference globally for the allocator.
It can also be disabled for a single allocation by using #ALLOCATION_FLAG_STRATEGY_MIN_TIME.
If the tight resource alignment feature is used by the library (which happens automatically whenever supported,
unless you use flag #ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT), then small buffers are not preferred as committed.
Long story short, you don't need to specify any of these flags.
The library chooses the most optimal method automatically.
*/
ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED = 0x10,
/** Disables the use of the tight alignment feature even when it is supported on the current system.
By default, the feature is used whenever available.
Support can be checked by D3D12MA::Allocator::IsTightAlignmentSupported() regardless of using this flag.
*/
ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT = 0x20,
};
/// \brief Parameters of created Allocator object. To be used with CreateAllocator().
@@ -1189,6 +1200,12 @@ public:
This flag is fetched from `D3D12_FEATURE_D3D12_OPTIONS16::GPUUploadHeapSupported`.
*/
BOOL IsGPUUploadHeapSupported() const;
/** \brief Returns true if resource tight alignment is supported on the current system.
When supported, it is automatically used by the library, unless
#ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT flag was specified on allocator creation.
This flag is fetched from `D3D12_FEATURE_DATA_TIGHT_ALIGNMENT::SupportTier`.
*/
BOOL IsTightAlignmentSupported() const;
/** \brief Returns total amount of memory of specific segment group, in bytes.
\param memorySegmentGroup use `DXGI_MEMORY_SEGMENT_GROUP_LOCAL` or `DXGI_MEMORY_SEGMENT_GROUP_NON_LOCAL`.
@@ -1800,7 +1817,7 @@ DEFINE_ENUM_FLAG_OPERATORS(D3D12MA::VIRTUAL_ALLOCATION_FLAGS);
/// \endcond
/**
\page faq Frequenty asked questions
\page faq Frequently asked questions
<b>What is %D3D12MA?</b>
@@ -2864,6 +2881,23 @@ and D3D12MA::POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED on the creation of any cus
With those flags, the alignment of the heaps created by %D3D12MA can be lower, but any MSAA textures are created as committed.
You should always use these flags in your code unless you really need to create some MSAA textures as placed.
With DirectX 12 Agility SDK 1.618.1, Microsoft added a new feature called **"tight alignment"**.
Note this is a separate feature than the "small alignment" described earlier.
When using this new SDK and a compatible graphics driver, the API exposes support for this new feature.
Then, a new flag `D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT` can be added when creating a resource.
D3D12 can then return the alignment required for the resource smaller than the default ones described above.
This library automatically makes use of the tight alignment feature when available and adds that new resource flag.
When the tight alignment is enabled, the heuristics that creates small buffers as committed described above is deactivated,
as it is no longer needed.
You can check if the tight alignment it is available in the current system by calling D3D12MA::Allocator::IsTightAlignmentSupported().
You can tell the library to not use it by specifying D3D12MA::ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT.
Typically, you don't need to do any of those.
The library automatically aligns all buffers to at least 256 B, even when the system supports smaller alignment.
This is the alignment required for constant buffers, expressed by `D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT` constant.
You can override this logic for \subpage custom_pools with a specific D3D12MA::POOL_DESC::MinAllocationAlignment.
\page defragmentation Defragmentation
Interleaved allocations and deallocations of many objects of varying size can
@@ -3558,7 +3592,7 @@ Features deliberately excluded from the scope of this library:
- **Descriptor allocation.** Although also called "heaps", objects that represent
descriptors are separate part of the D3D12 API from buffers and textures.
You can still use \ref virtual_allocator to manage descriptors and their ranges inside a descriptor heap.
- **Support for reserved (tiled) resources.** We don't recommend using them.
- **Support for reserved (tiled) resources.** We don't recommend using them. For more information, see [1].
- Support for `ID3D12Device::Evict` and `MakeResident`. We don't recommend using them.
You can call them on the D3D12 objects manually.
Plese keep in mind, however, that eviction happens on the level of entire `ID3D12Heap` memory blocks
@@ -3575,4 +3609,6 @@ Features deliberately excluded from the scope of this library:
It is recommended to disable such warnings instead.
- This is a C++ library. **Bindings or ports to any other programming languages** are welcome as external projects but
are not going to be included into this repository.
[1] Antoine Richermoz, Fabrice Neyret. The Sad State of Hardware Virtual Textures. UGA - Universite Grenoble Alpes; INRIA Grenoble - Rhone-Alpes. 2025, pp.13. hal-05138369
*/
+104 -21
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@@ -1,5 +1,5 @@
//
// Copyright (c) 2019-2025 Advanced Micro Devices, Inc. All rights reserved.
// Copyright (c) 2019-2026 Advanced Micro Devices, Inc. All rights reserved.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
@@ -33,11 +33,24 @@
#include <shared_mutex>
#endif
// Includes needed for MinGW - see #71.
#ifndef _MSC_VER
#include <guiddef.h>
// guiddef.h must be included first.
#include <dxguids.h>
// On older mingw versions, using the Agility SDK will cause linker errors unless dxguids.h is included.
// But on newer mingw versions, the includes aren't necessary thus no need to grab DirectX-Headers.
// Release cycles are slow for LTS distros on Linux, so this codeblock will need to stay for a few years.
#if defined(__MINGW64_VERSION_MAJOR) && defined(__MINGW64_VERSION_MINOR) && \
defined(__MINGW64_VERSION_BUGFIX) && defined(__ID3D12Device8_INTERFACE_DEFINED__)
#define D3D12MA_MAKE_MINGW_VERSION(x, y, z) ((x << 20u) | (y << 10u) | (z))
#if D3D12MA_MAKE_MINGW_VERSION(__MINGW64_VERSION_MAJOR, __MINGW64_VERSION_MINOR, \
__MINGW64_VERSION_BUGFIX) <= D3D12MA_MAKE_MINGW_VERSION(11, 0, 1)
#if defined(__has_include)
#if !__has_include(<dxguids.h>)
#error "mingw or gcc detected. dxguids.h is needed. You can grab it from https://github.com/microsoft/DirectX-Headers or if you're on Ubuntu just run sudo apt install directx-headers-dev"
#endif
#endif
#include <guiddef.h>
// // guiddef.h must be included first.
#include <dxguids.h>
#endif
#undef D3D12MA_MAKE_MINGW_VERSION
#endif
////////////////////////////////////////////////////////////////////////////////
@@ -93,6 +106,14 @@
#endif
#endif
#ifndef D3D12MA_DEFAULT_ALIGNMENT
/*
Default alignment of allocations in default pools and custom pools with MinAllocationAlignment == 0.
Can be lowered for custom pools by specifying custom MinAllocationAlignment > 0.
*/
#define D3D12MA_DEFAULT_ALIGNMENT D3D12_CONSTANT_BUFFER_DATA_PLACEMENT_ALIGNMENT
#endif
#ifndef D3D12MA_DEBUG_ALIGNMENT
/*
Minimum alignment of all allocations, in bytes.
@@ -126,6 +147,14 @@ especially to test compatibility with D3D12_RESOURCE_HEAP_TIER_1 on modern GPUs.
#define D3D12MA_DEFAULT_BLOCK_SIZE (64ull * 1024 * 1024)
#endif
#ifndef D3D12MA_TIGHT_ALIGNMENT_SUPPORTED
#if D3D12_SDK_VERSION >= 618
#define D3D12MA_TIGHT_ALIGNMENT_SUPPORTED 1
#else
#define D3D12MA_TIGHT_ALIGNMENT_SUPPORTED 0
#endif
#endif
#ifndef D3D12MA_OPTIONS16_SUPPORTED
#if D3D12_SDK_VERSION >= 610
#define D3D12MA_OPTIONS16_SUPPORTED 1
@@ -186,6 +215,7 @@ static const D3D12_HEAP_FLAGS RESOURCE_CLASS_HEAP_FLAGS =
static const D3D12_RESIDENCY_PRIORITY D3D12_RESIDENCY_PRIORITY_NONE = D3D12_RESIDENCY_PRIORITY(0);
static const D3D12_HEAP_TYPE D3D12_HEAP_TYPE_GPU_UPLOAD_COPY = (D3D12_HEAP_TYPE)5;
static const D3D12_RESOURCE_FLAGS D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT_COPY = (D3D12_RESOURCE_FLAGS)0x400;
#ifndef _D3D12MA_ENUM_DECLARATIONS
@@ -787,11 +817,9 @@ static bool ValidateAllocateMemoryParameters(
return pAllocDesc &&
pAllocInfo &&
ppAllocation &&
(pAllocInfo->Alignment == 0 ||
pAllocInfo->Alignment == D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT ||
pAllocInfo->Alignment == D3D12_DEFAULT_MSAA_RESOURCE_PLACEMENT_ALIGNMENT) &&
pAllocInfo->SizeInBytes != 0 &&
pAllocInfo->SizeInBytes % (64ull * 1024) == 0;
IsPow2(pAllocInfo->Alignment) &&
pAllocInfo->SizeInBytes > 0 &&
pAllocInfo->SizeInBytes % 4 == 0;
}
#endif // _D3D12MA_FUNCTIONS
@@ -5960,6 +5988,8 @@ public:
BOOL IsCacheCoherentUMA() const { return m_D3D12Architecture.CacheCoherentUMA; }
bool SupportsResourceHeapTier2() const { return m_D3D12Options.ResourceHeapTier >= D3D12_RESOURCE_HEAP_TIER_2; }
bool IsGPUUploadHeapSupported() const { return m_GPUUploadHeapSupported != FALSE; }
bool IsTightAlignmentSupported() const { return m_TightAlignmentSupported != FALSE; }
bool IsTightAlignmentEnabled() const { return IsTightAlignmentSupported() && m_UseTightAlignment; }
bool UseMutex() const { return m_UseMutex; }
AllocationObjectAllocator& GetAllocationObjectAllocator() { return m_AllocationObjectAllocator; }
UINT GetCurrentFrameIndex() const { return m_CurrentFrameIndex.load(); }
@@ -6046,7 +6076,8 @@ private:
const bool m_UseMutex;
const bool m_AlwaysCommitted;
const bool m_MsaaAlwaysCommitted;
const bool m_PreferSmallBuffersCommitted;
bool m_PreferSmallBuffersCommitted;
const bool m_UseTightAlignment;
bool m_DefaultPoolsNotZeroed = false;
ID3D12Device* m_Device; // AddRef
#ifdef __ID3D12Device1_INTERFACE_DEFINED__
@@ -6074,6 +6105,7 @@ private:
DXGI_ADAPTER_DESC m_AdapterDesc;
D3D12_FEATURE_DATA_D3D12_OPTIONS m_D3D12Options;
BOOL m_GPUUploadHeapSupported = FALSE;
BOOL m_TightAlignmentSupported = FALSE;
D3D12_FEATURE_DATA_ARCHITECTURE m_D3D12Architecture;
AllocationObjectAllocator m_AllocationObjectAllocator;
@@ -6155,7 +6187,8 @@ AllocatorPimpl::AllocatorPimpl(const ALLOCATION_CALLBACKS& allocationCallbacks,
: m_UseMutex((desc.Flags & ALLOCATOR_FLAG_SINGLETHREADED) == 0),
m_AlwaysCommitted((desc.Flags & ALLOCATOR_FLAG_ALWAYS_COMMITTED) != 0),
m_MsaaAlwaysCommitted((desc.Flags & ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED) != 0),
m_PreferSmallBuffersCommitted((desc.Flags & ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED) == 0),
m_PreferSmallBuffersCommitted((desc.Flags& ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED) == 0),
m_UseTightAlignment((desc.Flags & ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT) == 0),
m_Device(desc.pDevice),
m_Adapter(desc.pAdapter),
m_PreferredBlockSize(desc.PreferredBlockSize != 0 ? desc.PreferredBlockSize : D3D12MA_DEFAULT_BLOCK_SIZE),
@@ -6244,6 +6277,25 @@ HRESULT AllocatorPimpl::Init(const ALLOCATOR_DESC& desc)
}
#endif // #if D3D12MA_OPTIONS16_SUPPORTED
#if D3D12MA_TIGHT_ALIGNMENT_SUPPORTED
{
D3D12_FEATURE_DATA_TIGHT_ALIGNMENT tightAlignment = {};
hr = m_Device->CheckFeatureSupport(D3D12_FEATURE_D3D12_TIGHT_ALIGNMENT, &tightAlignment, sizeof(tightAlignment));
if (SUCCEEDED(hr))
{
m_TightAlignmentSupported = tightAlignment.SupportTier >= D3D12_TIGHT_ALIGNMENT_TIER_1;
// If tight alignment is supported (checked by the code above) and wasn't disabled by the developer
// (with ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT), disable the preference for creating small buffers as committed,
// as if ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED was specified.
if (IsTightAlignmentEnabled())
{
m_PreferSmallBuffersCommitted = false;
}
}
}
#endif // #if D3D12MA_TIGHT_ALIGNMENT_SUPPORTED
hr = m_Device->CheckFeatureSupport(D3D12_FEATURE_ARCHITECTURE, &m_D3D12Architecture, sizeof(m_D3D12Architecture));
if (FAILED(hr))
{
@@ -6273,7 +6325,7 @@ HRESULT AllocatorPimpl::Init(const ALLOCATOR_DESC& desc)
0, // minBlockCount
SIZE_MAX, // maxBlockCount
false, // explicitBlockSize
D3D12MA_DEBUG_ALIGNMENT, // minAllocationAlignment
(UINT64)D3D12MA_DEFAULT_ALIGNMENT, // minAllocationAlignment
0, // Default algorithm,
m_MsaaAlwaysCommitted,
NULL, // pProtectedSession
@@ -6940,6 +6992,9 @@ void AllocatorPimpl::BuildStatsString(WCHAR** ppStatsString, BOOL detailedMap)
json.WriteString(L"GPUUploadHeapSupported");
json.WriteBool(m_GPUUploadHeapSupported != FALSE);
json.WriteString(L"TightAlignmentSupported");
json.WriteBool(m_TightAlignmentSupported != FALSE);
}
json.EndObject();
}
@@ -7758,8 +7813,24 @@ HRESULT AllocatorPimpl::GetResourceAllocationInfo(
D3D12_RESOURCE_ALLOCATION_INFO& outAllocInfo) const
{
#ifdef __ID3D12Device1_INTERFACE_DEFINED__
/* Optional optimization: Microsoft documentation says:
https://docs.microsoft.com/en-us/windows/win32/api/d3d12/nf-d3d12-id3d12device-getresourceallocationinfo
#if D3D12MA_TIGHT_ALIGNMENT_SUPPORTED
if (IsTightAlignmentEnabled())
{
// Don't allow USE_TIGHT_ALIGNMENT together with ALLOW_CROSS_ADAPTER as there is a D3D Debug Layer error:
// D3D12 ERROR: ID3D12Device::GetResourceAllocationInfo: D3D12_RESOURCE_DESC::Flag D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT will be ignored since D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER is set. [ STATE_CREATION ERROR #599: CREATERESOURCE_INVALIDMISCFLAGS]
// Also don't allow it together with D3D12_TEXTURE_LAYOUT_64KB_*_SWIZZLE, as there is this error (see issue #86):
// D3D12 ERROR: ID3D12Device::GetResourceAllocationInfo: D3D12_RESOURCE_DESC::Flag D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT is not valid when the layout is either D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE or D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE (...). [ STATE_CREATION ERROR #599: CREATERESOURCE_INVALIDMISCFLAGS]
if((inOutResourceDesc.Flags & D3D12_RESOURCE_FLAG_ALLOW_CROSS_ADAPTER) == 0
&& (inOutResourceDesc.Layout != D3D12_TEXTURE_LAYOUT_64KB_UNDEFINED_SWIZZLE && inOutResourceDesc.Layout != D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE))
{
inOutResourceDesc.Flags |= D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT;
}
}
#endif // #if D3D12MA_TIGHT_ALIGNMENT_SUPPORTED
/* Optional optimization: Microsoft documentation of the ID3D12Device::
GetResourceAllocationInfo function says:
Your application can forgo using GetResourceAllocationInfo for buffer resources
(D3D12_RESOURCE_DIMENSION_BUFFER). Buffers have the same size on all adapters,
@@ -7767,20 +7838,25 @@ HRESULT AllocatorPimpl::GetResourceAllocationInfo(
D3D12_RESOURCE_DESC::Width.
*/
if (inOutResourceDesc.Alignment == 0 &&
inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER)
inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_BUFFER &&
!IsTightAlignmentEnabled())
{
outAllocInfo = {
AlignUp<UINT64>(inOutResourceDesc.Width, D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT), // SizeInBytes
D3D12_DEFAULT_RESOURCE_PLACEMENT_ALIGNMENT }; // Alignment
return S_OK;
}
#endif // #ifdef __ID3D12Device1_INTERFACE_DEFINED__
HRESULT hr = S_OK;
#if D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT
if (inOutResourceDesc.Alignment == 0 &&
inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D &&
(inOutResourceDesc.Flags & D3D12_RESOURCE_FLAG_USE_TIGHT_ALIGNMENT_COPY) == 0 &&
(inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE1D ||
inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE2D ||
inOutResourceDesc.Dimension == D3D12_RESOURCE_DIMENSION_TEXTURE3D) &&
(inOutResourceDesc.Flags & (D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET | D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL)) == 0
#if D3D12MA_USE_SMALL_RESOURCE_PLACEMENT_ALIGNMENT == 1
&& CanUseSmallAlignment(inOutResourceDesc)
@@ -8088,7 +8164,7 @@ BlockVector::BlockVector(
m_MinBlockCount(minBlockCount),
m_MaxBlockCount(maxBlockCount),
m_ExplicitBlockSize(explicitBlockSize),
m_MinAllocationAlignment(minAllocationAlignment),
m_MinAllocationAlignment(D3D12MA_MAX(minAllocationAlignment, (UINT64)D3D12MA_DEBUG_ALIGNMENT)),
m_Algorithm(algorithm),
m_DenyMsaaTextures(denyMsaaTextures),
m_ProtectedSession(pProtectedSession),
@@ -9241,12 +9317,14 @@ PoolPimpl::PoolPimpl(AllocatorPimpl* allocator, const POOL_DESC& desc)
D3D12MA_ASSERT(m_Desc.pProtectedSession == NULL);
#endif
const UINT64 minAlignment = desc.MinAllocationAlignment > 0 ? desc.MinAllocationAlignment : D3D12MA_DEFAULT_ALIGNMENT;
m_BlockVector = D3D12MA_NEW(allocator->GetAllocs(), BlockVector)(
allocator, desc.HeapProperties, desc.HeapFlags,
preferredBlockSize,
desc.MinBlockCount, maxBlockCount,
explicitBlockSize,
D3D12MA_MAX(desc.MinAllocationAlignment, (UINT64)D3D12MA_DEBUG_ALIGNMENT),
minAlignment,
(desc.Flags & POOL_FLAG_ALGORITHM_MASK) != 0,
(desc.Flags & POOL_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED) != 0,
desc.pProtectedSession,
@@ -9709,6 +9787,11 @@ BOOL Allocator::IsGPUUploadHeapSupported() const
return m_Pimpl->IsGPUUploadHeapSupported();
}
BOOL Allocator::IsTightAlignmentSupported() const
{
return m_Pimpl->IsTightAlignmentSupported();
}
UINT64 Allocator::GetMemoryCapacity(UINT memorySegmentGroup) const
{
return m_Pimpl->GetMemoryCapacity(memorySegmentGroup);
@@ -9800,7 +9883,7 @@ HRESULT Allocator::AllocateMemory(
return E_INVALIDARG;
}
D3D12MA_DEBUG_GLOBAL_MUTEX_LOCK
return m_Pimpl->AllocateMemory(pAllocDesc, pAllocInfo, ppAllocation);
return m_Pimpl->AllocateMemory(pAllocDesc, pAllocInfo, ppAllocation);
}
HRESULT Allocator::CreateAliasingResource(