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1 change: 1 addition & 0 deletions docs/html/_d3_d12_mem_alloc_8h.html
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, <br />
&#160;&#160;<a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916adfbfd20d716f2a46f74d6226056fef1e">D3D12MA::ALLOCATOR_FLAG_MSAA_TEXTURES_ALWAYS_COMMITTED</a> = 0x8
, <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916a15c1ba5fbc182ac927b3011e23e74a72">D3D12MA::ALLOCATOR_FLAG_DONT_PREFER_SMALL_BUFFERS_COMMITTED</a> = 0x10
, <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916af13bc700d7b799c856c6516acac12fed">D3D12MA::ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT</a> = 0x20
<br />
}</td></tr>
<tr class="memdesc:ad5ae5a5e42b878f2e18ab5d1fbfb9916"><td class="mdescLeft">&#160;</td><td class="mdescRight">Bit flags to be used with ALLOCATOR_DESC::Flags. <a href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916">More...</a><br /></td></tr>
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<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a434ae3147209953253da26687bfd62dc">GetMemoryCapacity</a>(UINT memorySegmentGroup) const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a08210561b92c4bd7ede9dd7beba4bb80">IsCacheCoherentUMA</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a3f3fd1e88cf2cd02257fe272e08a273c">IsGPUUploadHeapSupported</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a9e742884bd45dd7f01193d13fcd05af0">IsUMA</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a468ba0c93121eaaee402b08775f1dd11">SetCurrentFrameIndex</a>(UINT frameIndex)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a3f5aa191cebdca7c1932da4723cfc03e">IsTightAlignmentSupported</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="even"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a9e742884bd45dd7f01193d13fcd05af0">IsUMA</a>() const</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
<tr class="odd"><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a468ba0c93121eaaee402b08775f1dd11">SetCurrentFrameIndex</a>(UINT frameIndex)</td><td class="entry"><a class="el" href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></td><td class="entry"></td></tr>
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<tr class="memdesc:a08210561b92c4bd7ede9dd7beba4bb80"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if <span class="tt">D3D12_FEATURE_DATA_ARCHITECTURE1::CacheCoherentUMA</span> was found to be true. <br /></td></tr>
<tr class="memitem:a3f3fd1e88cf2cd02257fe272e08a273c" id="r_a3f3fd1e88cf2cd02257fe272e08a273c"><td class="memItemLeft" align="right" valign="top">BOOL&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a3f3fd1e88cf2cd02257fe272e08a273c">IsGPUUploadHeapSupported</a> () const</td></tr>
<tr class="memdesc:a3f3fd1e88cf2cd02257fe272e08a273c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if GPU Upload Heaps are supported on the current system. <br /></td></tr>
<tr class="memitem:a3f5aa191cebdca7c1932da4723cfc03e" id="r_a3f5aa191cebdca7c1932da4723cfc03e"><td class="memItemLeft" align="right" valign="top">BOOL&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a3f5aa191cebdca7c1932da4723cfc03e">IsTightAlignmentSupported</a> () const</td></tr>
<tr class="memdesc:a3f5aa191cebdca7c1932da4723cfc03e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns true if resource tight alignment is supported on the current system. When supported, it is automatically used by the library, unless <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916af13bc700d7b799c856c6516acac12fed">ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT</a> flag was specified on allocator creation. This flag is fetched from <span class="tt">D3D12_FEATURE_DATA_TIGHT_ALIGNMENT::SupportTier</span>. <br /></td></tr>
<tr class="memitem:a434ae3147209953253da26687bfd62dc" id="r_a434ae3147209953253da26687bfd62dc"><td class="memItemLeft" align="right" valign="top">UINT64&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#a434ae3147209953253da26687bfd62dc">GetMemoryCapacity</a> (UINT memorySegmentGroup) const</td></tr>
<tr class="memdesc:a434ae3147209953253da26687bfd62dc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns total amount of memory of specific segment group, in bytes. <br /></td></tr>
<tr class="memitem:aa37d6b9fe8ea0864f7a35b9d68e8345a" id="r_aa37d6b9fe8ea0864f7a35b9d68e8345a"><td class="memItemLeft" align="right" valign="top">HRESULT&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="#aa37d6b9fe8ea0864f7a35b9d68e8345a">CreateResource</a> (const <a class="el" href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_i_o_n___d_e_s_c.html">ALLOCATION_DESC</a> *pAllocDesc, const D3D12_RESOURCE_DESC *pResourceDesc, D3D12_RESOURCE_STATES InitialResourceState, const D3D12_CLEAR_VALUE *pOptimizedClearValue, <a class="el" href="class_d3_d12_m_a_1_1_allocation.html">Allocation</a> **ppAllocation, REFIID riidResource, void **ppvResource)</td></tr>
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<p>When true, you can use <span class="tt">D3D12_HEAP_TYPE_GPU_UPLOAD</span>.</p>
<p>This flag is fetched from <span class="tt">D3D12_FEATURE_D3D12_OPTIONS16::GPUUploadHeapSupported</span>. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a3f5aa191cebdca7c1932da4723cfc03e">&#9670;&#160;</a></span>IsTightAlignmentSupported()</h2>

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<td class="memname">BOOL D3D12MA::Allocator::IsTightAlignmentSupported </td>
<td>(</td>
<td class="paramname"><span class="paramname"><em></em></span></td><td>)</td>
<td> const</td>
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</table>
</div><div class="memdoc">

<p>Returns true if resource tight alignment is supported on the current system. When supported, it is automatically used by the library, unless <a class="el" href="namespace_d3_d12_m_a.html#ad5ae5a5e42b878f2e18ab5d1fbfb9916af13bc700d7b799c856c6516acac12fed">ALLOCATOR_FLAG_DONT_USE_TIGHT_ALIGNMENT</a> flag was specified on allocator creation. This flag is fetched from <span class="tt">D3D12_FEATURE_DATA_TIGHT_ALIGNMENT::SupportTier</span>. </p>

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<div class="line">HRESULT hr = <a class="code hl_function" href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a>(&amp;allocatorDesc, &amp;allocator);</div>
<div class="line"><span class="comment">// Check hr...</span></div>
<div class="ttc" id="a_d3_d12_mem_alloc_8h_html_accfbeae642feeacf353ce695e91a5e73"><div class="ttname"><a href="_d3_d12_mem_alloc_8h.html#accfbeae642feeacf353ce695e91a5e73">D3D12MA_RECOMMENDED_ALLOCATOR_FLAGS</a></div><div class="ttdeci">#define D3D12MA_RECOMMENDED_ALLOCATOR_FLAGS</div><div class="ttdoc">Set of flags recommended for use in D3D12MA::ALLOCATOR_DESC::Flags for optimal performance.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:128</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></div><div class="ttdoc">Represents main object of this library initialized for particular ID3D12Device.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1163</div></div>
<div class="ttc" id="aclass_d3_d12_m_a_1_1_allocator_html"><div class="ttname"><a href="class_d3_d12_m_a_1_1_allocator.html">D3D12MA::Allocator</a></div><div class="ttdoc">Represents main object of this library initialized for particular ID3D12Device.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1174</div></div>
<div class="ttc" id="anamespace_d3_d12_m_a_html_ab7a1cd1683986d75ce1488b0920f4cb0"><div class="ttname"><a href="namespace_d3_d12_m_a.html#ab7a1cd1683986d75ce1488b0920f4cb0">D3D12MA::CreateAllocator</a></div><div class="ttdeci">D3D12MA_API HRESULT CreateAllocator(const ALLOCATOR_DESC *pDesc, Allocator **ppAllocator)</div><div class="ttdoc">Creates new main D3D12MA::Allocator object and returns it through ppAllocator.</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1121</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_a773ecc1945eb47c20e06455c3759e4ef"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a773ecc1945eb47c20e06455c3759e4ef">D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks</a></div><div class="ttdeci">const ALLOCATION_CALLBACKS * pAllocationCallbacks</div><div class="ttdoc">Custom CPU memory allocation callbacks. Optional.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1144</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1150</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ad8abad7c80ea0d8df27c85243ce720f3"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ad8abad7c80ea0d8df27c85243ce720f3">D3D12MA::ALLOCATOR_DESC::Flags</a></div><div class="ttdeci">ALLOCATOR_FLAGS Flags</div><div class="ttdoc">Flags for the entire allocator.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1126</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1132</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html">D3D12MA::ALLOCATOR_DESC</a></div><div class="ttdoc">Parameters of created Allocator object. To be used with CreateAllocator().</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1132</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_a773ecc1945eb47c20e06455c3759e4ef"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#a773ecc1945eb47c20e06455c3759e4ef">D3D12MA::ALLOCATOR_DESC::pAllocationCallbacks</a></div><div class="ttdeci">const ALLOCATION_CALLBACKS * pAllocationCallbacks</div><div class="ttdoc">Custom CPU memory allocation callbacks. Optional.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1155</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_abf9a9f87f0ffea52816efd363c5fcd7b"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#abf9a9f87f0ffea52816efd363c5fcd7b">D3D12MA::ALLOCATOR_DESC::pAdapter</a></div><div class="ttdeci">IDXGIAdapter * pAdapter</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1161</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ad8abad7c80ea0d8df27c85243ce720f3"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ad8abad7c80ea0d8df27c85243ce720f3">D3D12MA::ALLOCATOR_DESC::Flags</a></div><div class="ttdeci">ALLOCATOR_FLAGS Flags</div><div class="ttdoc">Flags for the entire allocator.</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1137</div></div>
<div class="ttc" id="astruct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c_html_ada1bf21205065b3aa0284b5a9ee1cb3c"><div class="ttname"><a href="struct_d3_d12_m_a_1_1_a_l_l_o_c_a_t_o_r___d_e_s_c.html#ada1bf21205065b3aa0284b5a9ee1cb3c">D3D12MA::ALLOCATOR_DESC::pDevice</a></div><div class="ttdeci">ID3D12Device * pDevice</div><div class="ttdef"><b>Definition</b> D3D12MemAlloc.h:1143</div></div>
</div><!-- fragment --><h1 class="doxsection"><a class="anchor" id="debug_margins"></a>
Debug margins</h1>
<p>By default, allocations are laid out in memory blocks next to each other if possible (considering required alignment returned by <span class="tt">ID3D12Device::GetResourceAllocationInfo</span>).</p>
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<li>IsCacheCoherentUMA()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a08210561b92c4bd7ede9dd7beba4bb80">D3D12MA::Allocator</a></li>
<li>IsEmpty()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a7b23fd2da6f0343095fb14b31395678b">D3D12MA::VirtualBlock</a></li>
<li>IsGPUUploadHeapSupported()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a3f3fd1e88cf2cd02257fe272e08a273c">D3D12MA::Allocator</a></li>
<li>IsTightAlignmentSupported()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a3f5aa191cebdca7c1932da4723cfc03e">D3D12MA::Allocator</a></li>
<li>IsUMA()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a9e742884bd45dd7f01193d13fcd05af0">D3D12MA::Allocator</a></li>
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<li>IsCacheCoherentUMA()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a08210561b92c4bd7ede9dd7beba4bb80">D3D12MA::Allocator</a></li>
<li>IsEmpty()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_virtual_block.html#a7b23fd2da6f0343095fb14b31395678b">D3D12MA::VirtualBlock</a></li>
<li>IsGPUUploadHeapSupported()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a3f3fd1e88cf2cd02257fe272e08a273c">D3D12MA::Allocator</a></li>
<li>IsTightAlignmentSupported()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a3f5aa191cebdca7c1932da4723cfc03e">D3D12MA::Allocator</a></li>
<li>IsUMA()&#160;:&#160;<a class="el" href="class_d3_d12_m_a_1_1_allocator.html#a9e742884bd45dd7f01193d13fcd05af0">D3D12MA::Allocator</a></li>
</ul>

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<div class="headertitle"><div class="title">D3D12 Memory Allocator </div></div>
</div><!--header-->
<div class="contents">
<div class="textblock"><p><b>Version 3.0.2</b> (2025-XX-XX)</p>
<div class="textblock"><p><b>Version 3.1.0-development</b> (2025-XX-XX)</p>
<p>Copyright (c) 2019-2025 Advanced Micro Devices, Inc. All rights reserved. <br />
License: MIT</p>
<p>Documentation of all members: D3D12MemAlloc.h</p>
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