https://gpuopen.com/vulkan-memory-allocator/ GPUOpen LogoGPUOpen Logo Zhihu Twitter Rss * News * Tools * SDKs * Effects * Learn * Docs * Performance + AMD RDNA(tm) 2 GPU Performance Guide + AMD Ryzen(tm) CPU Performance Guide + Unreal Engine Performance Guide Menu * News * Tools * SDKs * Effects * Learn * Docs * Performance + AMD RDNA(tm) 2 GPU Performance Guide + AMD Ryzen(tm) CPU Performance Guide + Unreal Engine Performance Guide [ ] Search SPOTLIGHT | * AMD RDNA(tm) 2 * DirectX(r)12 * Vulkan(r) * Unreal Engine * Radeon(tm) ProRender Suite * Events * Guest Posts * Videos * Archive Menu * AMD RDNA(tm) 2 * DirectX(r)12 * Vulkan(r) * Unreal Engine * Radeon(tm) ProRender Suite * Events * Guest Posts * Videos * Archive * Directory Menu * Directory GPUOpen logo * News * Tools * SDKs * Effects * Performance + AMD RDNA(tm) 2 GPU Performance Guide + AMD Ryzen(tm) CPU Performance Guide + Unreal Engine Performance Guide * Learn * Docs * AMD RDNA(tm) 2 * DirectX(r)12 * Vulkan(r) * Unreal Engine * Radeon(tm) ProRender Suite * Videos * Guest Posts * Archive * Directory Menu * News * Tools * SDKs * Effects * Performance + AMD RDNA(tm) 2 GPU Performance Guide + AMD Ryzen(tm) CPU Performance Guide + Unreal Engine Performance Guide * Learn * Docs * AMD RDNA(tm) 2 * DirectX(r)12 * Vulkan(r) * Unreal Engine * Radeon(tm) ProRender Suite * Videos * Guest Posts * Archive * Directory [ ] Search Vulkan(r) Memory Allocator The industry-leading, open source, memory allocation library for the Vulkan(r) API. The Vulkan(r) Memory Allocator (VMA) library provides a simple and easy to integrate API to help you allocate memory for Vulkan(r) buffer and image storage. Download the latest version - v2.3 View VMA on GitHub Read the VMA documentation This release adds the following features: * Added support for Vulkan(r) 1.1 (Vulkan(r) 1.0 may still be used). * Added support for query for memory budget and staying within the budget with optional use of VK_EXT_memory_budget extension. * Added support for VK_KHR_bind_memory2 extension. Benefits The library is battle-ready, and integrated into a majority of Vulkan(r) game titles on PC, as well as the Google Filament rendering engine, the official Khronos(r) Group Vulkan(r) Samples, and many other open source projects for Android(tm), Linux, MacOS, and Windows(r). * Open source with MIT license. * Well documented, single header API. * Compatible with Vulkan(r) 1.0 and 1.1. * Easy allocation of buffer and image storage. * Defragmentation system. * Custom memory pools. * Easy integration into game engine (no dependency on STL containers, possibility to plug custom CPU allocator). * Support for many extensions, including VK_EXT_memory_budget . * Linear memory allocator for custom pools. * Gather detailed statistics and export them to JSON. * Visualization Python script for JSON output. * Record and replay allocations, for in-depth analysis of memory usage and resource transitions. * Support for non-coherent memory and flushing/invalidating allocations. * Sample application demonstrating how to use the library and a suite of tests. I can let VMA handle all the hard work and do a better job than I would. On top of that it still lets me easily drop down to raw Vulkan when I need the finest control for something specific. You should absolutely use VMA for your general memory allocation needs in Vulkan, even when you do need something special it will probably do that for you or make it easy to write some special case code. Baldur KarlssonBaldur Karlsson Baldur KarlssonCreator, RenderDoc We integrated AMD's Vulkan Memory Allocator (VMA) and never looked back. Jean-Noe MorissetteJean-Noe Morissette Jean-Noe MorissetteSoftware Architect, Ubisoft My experience with VMA (...) was that it let you have as much or little control as you wanted. Made Vulkan feel more like D3D11 unless you really wanted to think about heaps. I am doing another Vk project soon and plan to use it. Timothy LochnerTimothy Lochner Timothy LochnerSenior Engine Architect. Rightware Inc. Previous Next Version history Version 2.2 (December 2018) * New, more powerful defragmentation: + Added structure VmaDefragmentationInfo2, functions vmaDefragmentationBegin, vmaDefragmentationEnd. + Added support for defragmentation of GPU memory. + Defragmentation of CPU memory now uses memmove, so it can move data to overlapping regions. + Defragmentation of CPU memory is now available for memory types that are HOST_VISIBLE but not HOST_COHERENT. + Added structure member VmaVulkanFunctions::vkCmdCopyBuffer. + Major internal changes in defragmentation algorithm. + VmaReplay: added parameters: --DefragmentAfterLine, --DefragmentationFlags. + Old interface (structure VmaDefragmentationInfo, function vmaDefragment) is now deprecated. * Added buddy algorithm, available for custom pools - flag VMA_POOL_CREATE_BUDDY_ALGORITHM_BIT. * Added convenience functions for multiple allocations and deallocations at once, intended for sparse binding resources - functions vmaAllocateMemoryPages, vmaFreeMemoryPages. * Added function that tries to resize existing allocation in place: vmaResizeAllocation. * Added flags for allocation strategy: VMA_ALLOCATION_CREATE_STRATEGY_BEST_FIT_BIT, VMA_ALLOCATION_CREATE_STRATEGY_WORST_FIT_BIT, VMA_ALLOCATION_CREATE_STRATEGY_FIRST_FIT_BIT, and their aliases: VMA_ALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT, VMA_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT, VMA_ALLOCATION_CREATE_STRATEGY_MIN_FRAGMENTATION_BIT. Version 2.1 (September 2018) * Added linear allocation algorithm, accessible for custom pools, that can be used as free-at-once, stack, double stack, or ring buffer. See "Linear allocation algorithm" documentation chapter. + Added VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT, VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT. * Added feature to record sequence of calls to the library to a file and replay it using dedicated application. See documentation chapter "Record and replay". + Recording: added VmaAllocatorCreateInfo::pRecordSettings. + Replaying: added VmaReplay project. + Recording file format: added document "docs/Recording file format.md". * Improved support for non-coherent memory. + Added functions: vmaFlushAllocation, vmaInvalidateAllocation. + nonCoherentAtomSize is now respected automatically. + Added VmaVulkanFunctions::vkFlushMappedMemoryRanges, vkInvalidateMappedMemoryRanges. * Improved debug features related to detecting incorrect mapped memory usage. See documentation chapter "Debugging incorrect memory usage". + Added debug macro VMA_DEBUG_DETECT_CORRUPTION, functions vmaCheckCorruption, vmaCheckPoolCorruption. + Added debug macro VMA_DEBUG_INITIALIZE_ALLOCATIONS to initialize contents of allocations with a bit pattern. + Changed behavior of VMA_DEBUG_MARGIN macro - it now adds margin also before first and after last allocation in a block. * Changed format of JSON dump returned by vmaBuildStatsString (not backward compatible!). + Custom pools and memory blocks now have IDs that don't change after sorting. + Added properties: "CreationFrameIndex", "LastUseFrameIndex", "Usage". + Changed VmaDumpVis tool to use these new properties for better coloring. + Changed behavior of vmaGetAllocationInfo and vmaTouchAllocation to update allocation.lastUseFrameIndex even if allocation cannot become lost. Version 2.0 (March 2018) * Introduction of VmaAllocation handle that you must retrieve from allocation functions and pass to deallocation functions next to normal VkBuffer and VkImage. * Introduction of VmaAllocationInfo structure that you can retrieve from VmaAllocation handle to access parameters of the allocation (like VkDeviceMemory and offset) instead of retrieving them directly from allocation functions. * Support for reference-counted mapping and persistently mapped allocations - see vmaMapMemory, VMA_ALLOCATION_CREATE_MAPPED_BIT. * Support for custom memory pools - see VmaPool handle, VmaPoolCreateInfo structure, vmaCreatePool function. * Support for defragmentation (compaction) of allocations - see function vmaDefragment and related structures. * Support for "lost allocations" - see appropriate chapter on documentation Main Page. Version 1.0 (July 2017) * Initial release. 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