# vk-mem-vulkanalia [![Latest version](https://img.shields.io/crates/v/vk-mem-vulkanalia.svg)](https://crates.io/crates/vk-mem-vulkanalia) [![Documentation](https://docs.rs/vk-mem/badge.svg)](https://docs.rs/vk-mem-vulkanalia) ![MIT](https://img.shields.io/badge/license-MIT-blue.svg) ![APACHE2](https://img.shields.io/badge/license-APACHE2-blue.svg) This crate is a fork of [vk-mem](https://crates.io/vk-mem) using [vulkanalia](https://crates.io/vulkanalia) instead of [ash](https://crates.io/ash). It provides an FFI layer and idiomatic rust wrappers for the excellent AMD Vulkan Memory Allocator (VMA) C/C++ library. - [Documentation](https://docs.rs/vk-mem-vulkanalia) - [Release Notes](https://github.com/msuess/vk-mem-vulkanalia/releases) - [vk-mem GitHub](https://github.com/gwihlidal/vk-mem-rs) - [VMA GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator) - [VMA Documentation](https://gpuopen-librariesandsdks.github.io/VulkanMemoryAllocator/html/) - [GPU Open Announce](https://gpuopen.com/gaming-product/vulkan-memory-allocator/) - [GPU Open Update](https://gpuopen.com/vulkan-memory-allocator-2-3-0/) ## Problem Memory allocation and resource (buffer and image) creation in Vulkan is difficult (comparing to older graphics API-s, like D3D11 or OpenGL) for several reasons: - It requires a lot of boilerplate code, just like everything else in Vulkan, because it is a low-level and high-performance API. - There is additional level of indirection: VkDeviceMemory is allocated separately from creating VkBuffer/VkImage and they must be bound together. The binding cannot be changed later - resource must be recreated. - Driver must be queried for supported memory heaps and memory types. Different IHVs provide different types of it. - It is recommended practice to allocate bigger chunks of memory and assign parts of them to particular resources. ## Features This crate can help game developers to manage memory allocations and resource creation by offering some higher-level functions: - Functions that help to choose correct and optimal memory type based on intended usage of the memory. - Required or preferred traits of the memory are expressed using higher-level description comparing to Vulkan flags. - Functions that allocate memory blocks, reserve and return parts of them (VkDeviceMemory + offset + size) to the user. - Library keeps track of allocated memory blocks, used and unused ranges inside them, finds best matching unused ranges for new allocations, respects all the rules of alignment and buffer/image granularity. - Functions that can create an image/buffer, allocate memory for it and bind them together - all in one call. Additional features: - Cross-platform - Windows - Linux - macOS (MoltenVK) - Well tested and documented API - Underlying library ships in a number of commerical game titles. - Extensive documentation (including full algorithm descriptions in the VMA repository) - Support for custom memory pools: - Create a pool with desired parameters (e.g. fixed or limited maximum size) - Allocate memory out of it. - Support for a linear or buddy allocation strategy - Create a pool with linear algorithm and use it for much faster allocations and deallocations in free-at-once, stack, double stack, or ring buffer fashion. - Detailed statistics: - Globally, per memory heap, and per memory type. - Amount of memory used - Amount of memory unused - Number of allocated blocks - Number of allocations - etc. - Debug annotations: - Associate string with name or opaque pointer to your own data with every allocation. - JSON dump: - Obtain a string in JSON format with detailed map of internal state, including list of allocations and gaps between them. - Convert this JSON dump into a picture to visualize your memory. See [tools/VmaDumpVis](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator/blob/master/tools/VmaDumpVis/README.md). - Support for memory mapping: - Reference-counted internally. - Support for persistently mapped memory; just allocate with appropriate flag and you get access to mapped pointer. - Support for defragmenting allocations: - Call one function and let the library move data around to free some memory blocks and make your allocations better compacted. - Support for lost allocations: - Allocate memory with appropriate flags and let the library remove allocations that are not used for many frames to make room for new ones. - Support for non-coherent memory and flushing allocations: - `nonCoherentAtomSize` is respected automatically. - Supporting for attempting to detect incorrect mapped memory usage: - Enable initialization of all allocated memory with a bit pattern to detect usage of uninitialized or freed memory. - Enable validation of a magic number before and after every allocation to detect out-of-bounds memory corruption. ## Planned Features - Extensive unit tests and examples. - Some unit tests already, but not full coverage - Example isn't written - likely will port the VMA sample to `ash` and `vk_mem` - Record and replay allocations, for in-depth analysis of memory usage, resource transitions, etc - Check for correctness, measure performance, and gather statistics. ## Example Basic usage of this crate is very simple; advanced features are optional. After you create a `vk_mem::Allocator` instance, very little code is needed to create a buffer: ```rust // Create the buffer (GPU only, 16KiB in this example) let create_info = vk_mem::AllocationCreateInfo { usage: vk_mem::MemoryUsage::GpuOnly, ..Default::default() }; let (buffer, allocation, allocation_info) = allocator .create_buffer( &ash::vk::BufferCreateInfo::builder() .size(16 * 1024) .usage(ash::vk::BufferUsageFlags::VERTEX_BUFFER | ash::vk::BufferUsageFlags::TRANSFER_DST) .build(), &create_info, ) .unwrap(); // Do stuff with buffer! (type is ash::vk::Buffer) // Destroy the buffer allocator.destroy_buffer(buffer, &allocation).unwrap(); ``` With this one function call (`vk_mem::Allocator::create_buffer`): - `ash::vk::Buffer` (`VkBuffer`) is created. - `ash::vk::DeviceMemory` (`VkDeviceMemory`) block is allocated if needed. - An unused region of the memory block is bound to this buffer. - `vk_mem::Allocation` is created that represents memory assigned to this buffer. It can be queried for parameters like Vulkan memory handle and offset. ## MoltenVK For MoltenVK on macOS, you need to have the proper environment variables set. Something like: ```bash export SDK_PATH=/path/to/vulkansdk-macos-1.1.106.0 export DYLD_LIBRARY_PATH=$SDK_PATH/macOS/lib export VK_ICD_FILENAMES=$SDK_PATH/macOS/etc/vulkan/icd.d/MoltenVK_icd.json export VK_LAYER_PATH=$SDK_PATH/macOS/etc/vulkan/explicit_layer.d cargo test ``` ## Usage Add this to your `Cargo.toml`: ```toml [dependencies] vk-mem = "0.3.0" ``` and add this to your crate root: ```rust extern crate vk_mem; ``` ## Compiling using MinGW W64 Vulkan Memory Allocator requires C++11 threads. MinGW W64 does not support these by default, so you need to switch to the posix build. For example, on debian you need to run the following: ```bash update-alternatives --set x86_64-w64-mingw32-gcc /usr/bin/x86_64-w64-mingw32-gcc-posix update-alternatives --set x86_64-w64-mingw32-g++ /usr/bin/x86_64-w64-mingw32-g++-posix update-alternatives --set i686-w64-mingw32-gcc /usr/bin/i686-w64-mingw32-gcc-posix update-alternatives --set i686-w64-mingw32-g++ /usr/bin/i686-w64-mingw32-g++-posix ``` ## License Licensed under either of - Apache License, Version 2.0 ([LICENSE-APACHE](LICENSE-APACHE) or http://www.apache.org/licenses/LICENSE-2.0) - MIT license ([LICENSE-MIT](LICENSE-MIT) or http://opensource.org/licenses/MIT) at your option. ## Credits and Special Thanks - [Adam Sawicki - AMD](https://github.com/adam-sawicki-amd) (Author of C/C++ library) - [Kyle Mayes](https://github.com/KyleMayes) (Author of vulkanalia - Vulkan rust bindings) - [Graham Wihlidal](https://github.com/gwihlidal) (Author of vk-mem) ## Contribution Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in this crate by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions. Contributions are always welcome; please look at the [issue tracker](https://github.com/msuess/vk-mem-vulkanalia/issues) to see what known improvements are documented. ## Code of Conduct Contribution to the vk-mem crate is organized under the terms of the Contributor Covenant, the maintainer of vk-mem, @Neo-Zhixing, promises to intervene to uphold that code of conduct.