/gpu-allocator

🦀 Memory allocator written in pure Rust for GPU memory in Vulkan and DirectX 12

Primary LanguageRustApache License 2.0Apache-2.0

📒 gpu-allocator

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[dependencies]
gpu-allocator = "0.17.0"

This crate provides a fully written in Rust memory allocator for Vulkan and DirectX 12.

Setting up the Vulkan memory allocator

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.
});

Simple Vulkan allocation example

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) };

Setting up the D3D12 memory allocator

use gpu_allocator::d3d12::*;

let mut allocator = Allocator::new(&AllocatorCreateDesc {
    device,
    debug_settings: Default::default(),
});

Simple d3d12 allocation example

use gpu_allocator::d3d12::*;
use gpu_allocator::MemoryLocation;


let buffer_desc = d3d12::D3D12_RESOURCE_DESC {
    Dimension: d3d12::D3D12_RESOURCE_DIMENSION_BUFFER,
    Alignment: 0,
    Width: 512,
    Height: 1,
    DepthOrArraySize: 1,
    MipLevels: 1,
    Format: dxgiformat::DXGI_FORMAT_UNKNOWN,
    SampleDesc: dxgitype::DXGI_SAMPLE_DESC {
        Count: 1,
        Quality: 0,
    },
    Layout: d3d12::D3D12_TEXTURE_LAYOUT_ROW_MAJOR,
    Flags: d3d12::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: *mut d3d12::ID3D12Resource = std::ptr::null_mut();
let hr = unsafe {
    device.as_ref().unwrap().CreatePlacedResource(
        allocation.heap().as_winapi_mut(),
        allocation.offset(),
        &buffer_desc,
        d3d12::D3D12_RESOURCE_STATE_COMMON,
        std::ptr::null(),
        &d3d12::IID_ID3D12Resource,
        &mut resource as *mut _ as *mut _,
    )
};
if hr != winerror::S_OK {
    panic!("Failed to create placed resource.");
}

// Cleanup
unsafe { resource.as_ref().unwrap().Release() };
allocator.free(allocation).unwrap();

License

Licensed under either of

at your option.

Alternative libraries

Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.