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 avatar commented on May 17, 2024

I did not look specifically at VulkanMemoryAllocator, but from presentations/talks I understand that it wraps things like memory type, alignment, page size, etc. Memory allocation system in Diligent is specifically designed for the API model and works well. There is no obvious problem that would be solved by integrating VulkanMemoryAllocator / D3D12MemoryAllocator. If such problem arises, it would be reasonable to take ideas from these libraries, but before then there is a lot of more important things to work on.

from diligentengine.

ivalylo avatar ivalylo commented on May 17, 2024

I'm asking since the engine seems to put big emphasis on memory allocations. AFAIK, the VulkanMemoryAllocator promotes more advanced defragmentation features, although I can see thay by design Diligent has a separate gpu heap allocator which probably handles most causes of fragmentation. Anyway, I was just curious how this works since I have no experience with Vulkan/D3D12, and this manual memory management thing is really the "meat" of a modern engine.

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 avatar commented on May 17, 2024

There is no magic solution to defragmentation problem and it is not correct to expect that Diligent, VulkanMemoryAllocator or D3D12MemoryAllocator will be able to solve the problem completely. With low-level APIs it is the ultimate responsibility of the application to allocate resources in a way that avoids fragmentation. The good news is that everything is explicit and if there is a problem, it is possible to update the engine / tweak the application.

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