Direct3D 12 Memory Allocator
|
Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource. More...
#include <D3D12MemAlloc.h>
Public Attributes | |
ALLOCATION_FLAGS | Flags |
Flags. | |
D3D12_HEAP_TYPE | HeapType |
The type of memory heap where the new allocation should be placed. | |
D3D12_HEAP_FLAGS | ExtraHeapFlags |
Additional heap flags to be used when allocating memory. | |
Pool * | CustomPool |
Custom pool to place the new resource in. Optional. | |
void * | pPrivateData |
Custom general-purpose pointer that will be stored in D3D12MA::Allocation. | |
Parameters of created D3D12MA::Allocation object. To be used with Allocator::CreateResource.
Pool* D3D12MA::ALLOCATION_DESC::CustomPool |
Custom pool to place the new resource in. Optional.
When not NULL, the resource will be created inside specified custom pool.
D3D12_HEAP_FLAGS D3D12MA::ALLOCATION_DESC::ExtraHeapFlags |
Additional heap flags to be used when allocating memory.
In most cases it can be 0.
D3D12_HEAP_FLAG_ALLOW_ONLY_BUFFERS
, D3D12_HEAP_FLAG_ALLOW_ONLY_NON_RT_DS_TEXTURES
, or D3D12_HEAP_FLAG_ALLOW_ONLY_RT_DS_TEXTURES
is added automatically.ALLOW_ONLY
flags. Except when you validate that D3D12MA::Allocator::GetD3D12Options().ResourceHeapTier == D3D12_RESOURCE_HEAP_TIER_1
- then you can leave it 0.D3D12Device::CreateCommittedResource
or CreateHeap
, not as part of an existing larget block.When D3D12MA::ALLOCATION_DESC::CustomPool != NULL this member is ignored.
ALLOCATION_FLAGS D3D12MA::ALLOCATION_DESC::Flags |
Flags.
D3D12_HEAP_TYPE D3D12MA::ALLOCATION_DESC::HeapType |
The type of memory heap where the new allocation should be placed.
It must be one of: D3D12_HEAP_TYPE_DEFAULT
, D3D12_HEAP_TYPE_UPLOAD
, D3D12_HEAP_TYPE_READBACK
.
When D3D12MA::ALLOCATION_DESC::CustomPool != NULL this member is ignored.
void* D3D12MA::ALLOCATION_DESC::pPrivateData |
Custom general-purpose pointer that will be stored in D3D12MA::Allocation.