Memory Management in Vulkan™ and DX12
[Pages:50]Memory Management in VulkanTM and DX12
Adam Sawicki Developer Technology Engineer, AMD
Agenda
Introduction Memory Types Tips & Tricks Libraries Conclusions
Introduction
The challenge
Previous generation APIs (OpenGLTM, DirectX? 11) manage memory automatically.
You create a resource (e.g. texture, constant buffer), backing memory is allocated automatically.
ID3D11Texture2D* pTexture; pD3D11Device->CreateTexture2D(&desc, nullptr, &pTexture);
New APIs (VulkanTM, DirectX? 12) are lower level, require explicit memory management.
The challenge
It is now your responsibility to:
Create resource
Query it for: ? supported memory types ? required size & alignment
(Sub-)allocate block of memory
Bind them together
Advantages
Explicit memory management makes it possible to: better manage memory better optimize for specific platforms alias (overlap) transient resources
Memory Types
Memory types: NVIDIA
Example: NVIDIA GeForce GTX 1080 Ti
Video memory D3D12_MEMORY_POOL_L1
System memory D3D12_MEMORY_POOL_L0
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