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D3D12 Memory Allocator

Easy to integrate memory allocation library for Direct3D 12.

Documentation: Browse online: D3D12 Memory Allocator (generated from Doxygen-style comments in include/D3D12MemAlloc.h)

License: MIT. See LICENSE.txt

Changelog: See CHANGELOG.md

Product page: D3D12 Memory Allocator on GPUOpen

Build status:

Windows: Build status

Average time to resolve an issue

Problem

Memory allocation and resource (buffer and texture) creation in new, explicit graphics APIs (Vulkan® and Direct3D 12) is difficult comparing to older graphics APIs like Direct3D 11 or OpenGL® because it is recommended to allocate bigger blocks of memory and assign parts of them to resources. Vulkan Memory Allocator is a library that implements this functionality for Vulkan. It is available online since 2017 and it is successfully used in many software projects, including some AAA game studios. This is an equivalent library for D3D12.

Features

This library can help developers to manage memory allocations and resource creation by offering function Allocator::CreateResource similar to the standard ID3D12Device::CreateCommittedResource. It internally:

Additional features:

Prerequisites

Example

Basic usage of this library is very simple. Advanced features are optional. After you created global Allocator object, a complete code needed to create a texture may look like this:

D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Alignment = 0;
resourceDesc.Width = 1024;
resourceDesc.Height = 1024;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;

D3D12MA::ALLOCATION_DESC allocDesc = {};
allocDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT;

D3D12Resource* resource;
D3D12MA::Allocation* allocation;
HRESULT hr = allocator->CreateResource(
    &allocDesc, &resourceDesc,
    D3D12_RESOURCE_STATE_COPY_DEST, NULL,
    &allocation, IID_PPV_ARGS(&resource));

With this one function call:

  1. ID3D12Heap memory block is allocated if needed.
  2. An unused region of the memory block is reserved for the allocation.
  3. ID3D12Resource is created as placed resource, bound to this region.

Allocation is an object that represents memory assigned to this texture. It can be queried for parameters like offset and size.

Binaries

The release comes with precompiled binary executable for "D3D12Sample" application which contains test suite. It is compiled using Visual Studio 2019, so it requires appropriate libraries to work, including "MSVCP140.dll", "VCRUNTIME140.dll", "VCRUNTIME140_1.dll". If its launch fails with error message telling about those files missing, please download and install Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019, "x64" version.

Copyright notice

This software package uses third party software:

For more information see NOTICES.txt.

See also

Software using this library

Some other projects on GitHub and some game development studios that use DX12 in their games.