gpu-allocator 0.25.0

Memory allocator for GPU memory in Vulkan and DirectX 12
Documentation
# 📒 gpu-allocator

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```toml
[dependencies]
gpu-allocator = "0.25.0"
```

![Visualizer](visualizer.png)

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

## [Windows-rs] and [winapi]

`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.

[Windows-rs]: https://github.com/microsoft/windows-rs
[winapi]: https://github.com/retep998/winapi-rs

## Setting up the Vulkan memory allocator

```rust
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.
    allocation_sizes: Default::default(),
});
```

## Simple Vulkan allocation example

```rust
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
        allocation_scheme: AllocationScheme::GpuAllocatorManaged,
    }).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

```rust
use gpu_allocator::d3d12::*;

let mut allocator = Allocator::new(&AllocatorCreateDesc {
    device: ID3D12DeviceVersion::Device(device),
    debug_settings: Default::default(),
    allocation_sizes: Default::default(),
});
```

## Simple d3d12 allocation example

```rust
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,
        None,
        &mut resource,
    )
}?;

// Cleanup
drop(resource);
allocator.free(allocation).unwrap();
```

## Minimum Supported Rust Version

The MSRV for this crate and the `vulkan` and `d3d12` features is Rust 1.65.  Any other features such as the `visualizer` (with all the `egui` dependencies) may have a higher requirement and are not tested in our CI.

## License

Licensed under either of

- Apache License, Version 2.0, ([LICENSE-APACHE]../master/LICENSE-APACHE or http://www.apache.org/licenses/LICENSE-2.0)
- MIT license ([LICENSE-MIT]../master/LICENSE-MIT or http://opensource.org/licenses/MIT)

at your option.

## Alternative libraries

- [vk-mem-rs]https://github.com/gwihlidal/vk-mem-rs

## 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.