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https://github.com/Traverse-Research/gpu-allocator

🦀 Memory allocator written in pure Rust for GPU memory in Vulkan and DirectX 12
https://github.com/Traverse-Research/gpu-allocator

allocator dx12 vulkan

Last synced: 4 months ago
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🦀 Memory allocator written in pure Rust for GPU memory in Vulkan and DirectX 12

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README

        

# 📒 gpu-allocator

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[![Banner](banner.png)](https://traverseresearch.nl)

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

![Visualizer](visualizer.png)

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

## [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 = 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();
```

## Setting up the Metal memory allocator

```rust
use gpu_allocator::metal::*;

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

## Simple Metal allocation example
```rust
use gpu_allocator::metal::*;
use gpu_allocator::MemoryLocation;

let allocation_desc = AllocationCreateDesc::buffer(
&device,
"Example allocation",
512, // size in bytes
gpu_allocator::MemoryLocation::GpuOnly,
);
let allocation = allocator.allocate(&allocation_desc).unwrap();
let resource = allocation.make_buffer().unwrap();

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

## Minimum Supported Rust Version

The MSRV for this crate and the `vulkan`, `d3d12` and `metal` 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.