D3D12MemoryAllocator
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Easy to integrate memory allocation library for Direct3D 12
Hi, I've noticed that NVIDIA GeForce RTX 2060 in my laptop with the latest drivers supports Enhanced Barriers and have decided to try them in my pet-project and because D3D12MA...
Just a few modifications added for compilation using XGDK and specific DX12 for xbox related headers. Also modified ressource alignement allocation management to work with UMA arch. (DX12 on xbox...
Hello Adam ! Small question regarding defragmentation. In the documentation it is written : > What it means in practice is that you shouldn't free any allocations from the defragmented...
Hi ! Long time no see ! I'm encountering an issue while creating a resource with CreateResource3 and castable formats. I'm creating a BC3_UNORM 2D texture with UAV allowed and...
https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator/blob/7597f717c7b32b74d263009ecc15985b517585c7/src/D3D12MemAlloc.cpp#L8023 If you are using the same heap for buffers and textures, it would be possible for a "small" texture with 4kb alignment to be placed in that memory space...
Our in-house engine use D3D12MA as D3D12 backend's native memory allocator, and I found that placed memory fragments get more and more with game running. By read document, I found...
https://github.com/GPUOpen-LibrariesAndSDKs/D3D12MemoryAllocator/blob/e00c4a7c85cf9c28c6f4a6cc75032736f416410f/src/D3D12MemAlloc.cpp#L5033 Why do you cast uint64 to bool?