How can I control memory for command allocators and command queues in D3D12?












1












$begingroup$


The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without taking a heap and an offset as an argument. How do I explicitly mark the memory I want to use for command processing?










share|improve this question









$endgroup$

















    1












    $begingroup$


    The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without taking a heap and an offset as an argument. How do I explicitly mark the memory I want to use for command processing?










    share|improve this question









    $endgroup$















      1












      1








      1





      $begingroup$


      The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without taking a heap and an offset as an argument. How do I explicitly mark the memory I want to use for command processing?










      share|improve this question









      $endgroup$




      The D3D12 programming guide suggests specific allocation strategies for command queues and allocators, but the creation methods for those objects operate directly on queue/allocator pointers without taking a heap and an offset as an argument. How do I explicitly mark the memory I want to use for command processing?







      c++ gpu directx12 memory api






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked 3 hours ago









      Paul FerrisPaul Ferris

      1528




      1528






















          1 Answer
          1






          active

          oldest

          votes


















          2












          $begingroup$

          You don't.



          These objects typically work with CPU memory, not device memory. And to the extent that they involve device memory, such allocations tend to be rare and/or fixed in size (a queue may have a small spot of device memory that the hardware queue reads commands from or something, but even that is implementation-dependent).



          Vulkan allows you to give objects which may allocate non-device memory allocation parameters to allow you to allocate said memory for them. But even then, there is no guarantee that they will always allocate memory through your functions. Such systems can bypass your allocation routines, and only tell you allocator that it is allocating X bytes of memory (this is typically done for memory pages that have to be allocated in a special way). It doesn't let you actually provide it.



          That documentation does not seem to be talking about controlling how those objects allocate memory, but when and how you create those objects. Command allocators and queues are critical, so you create X allocators and Y queues at the start and keep them around forever.






          share|improve this answer









          $endgroup$













          • $begingroup$
            Ah, that makes more sense. Thanks for the quick answer :)
            $endgroup$
            – Paul Ferris
            2 hours ago













          Your Answer





          StackExchange.ifUsing("editor", function () {
          return StackExchange.using("mathjaxEditing", function () {
          StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix) {
          StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["$", "$"], ["\\(","\\)"]]);
          });
          });
          }, "mathjax-editing");

          StackExchange.ready(function() {
          var channelOptions = {
          tags: "".split(" "),
          id: "633"
          };
          initTagRenderer("".split(" "), "".split(" "), channelOptions);

          StackExchange.using("externalEditor", function() {
          // Have to fire editor after snippets, if snippets enabled
          if (StackExchange.settings.snippets.snippetsEnabled) {
          StackExchange.using("snippets", function() {
          createEditor();
          });
          }
          else {
          createEditor();
          }
          });

          function createEditor() {
          StackExchange.prepareEditor({
          heartbeatType: 'answer',
          autoActivateHeartbeat: false,
          convertImagesToLinks: false,
          noModals: true,
          showLowRepImageUploadWarning: true,
          reputationToPostImages: null,
          bindNavPrevention: true,
          postfix: "",
          imageUploader: {
          brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
          contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
          allowUrls: true
          },
          onDemand: true,
          discardSelector: ".discard-answer"
          ,immediatelyShowMarkdownHelp:true
          });


          }
          });














          draft saved

          draft discarded


















          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcomputergraphics.stackexchange.com%2fquestions%2f8608%2fhow-can-i-control-memory-for-command-allocators-and-command-queues-in-d3d12%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown

























          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          2












          $begingroup$

          You don't.



          These objects typically work with CPU memory, not device memory. And to the extent that they involve device memory, such allocations tend to be rare and/or fixed in size (a queue may have a small spot of device memory that the hardware queue reads commands from or something, but even that is implementation-dependent).



          Vulkan allows you to give objects which may allocate non-device memory allocation parameters to allow you to allocate said memory for them. But even then, there is no guarantee that they will always allocate memory through your functions. Such systems can bypass your allocation routines, and only tell you allocator that it is allocating X bytes of memory (this is typically done for memory pages that have to be allocated in a special way). It doesn't let you actually provide it.



          That documentation does not seem to be talking about controlling how those objects allocate memory, but when and how you create those objects. Command allocators and queues are critical, so you create X allocators and Y queues at the start and keep them around forever.






          share|improve this answer









          $endgroup$













          • $begingroup$
            Ah, that makes more sense. Thanks for the quick answer :)
            $endgroup$
            – Paul Ferris
            2 hours ago


















          2












          $begingroup$

          You don't.



          These objects typically work with CPU memory, not device memory. And to the extent that they involve device memory, such allocations tend to be rare and/or fixed in size (a queue may have a small spot of device memory that the hardware queue reads commands from or something, but even that is implementation-dependent).



          Vulkan allows you to give objects which may allocate non-device memory allocation parameters to allow you to allocate said memory for them. But even then, there is no guarantee that they will always allocate memory through your functions. Such systems can bypass your allocation routines, and only tell you allocator that it is allocating X bytes of memory (this is typically done for memory pages that have to be allocated in a special way). It doesn't let you actually provide it.



          That documentation does not seem to be talking about controlling how those objects allocate memory, but when and how you create those objects. Command allocators and queues are critical, so you create X allocators and Y queues at the start and keep them around forever.






          share|improve this answer









          $endgroup$













          • $begingroup$
            Ah, that makes more sense. Thanks for the quick answer :)
            $endgroup$
            – Paul Ferris
            2 hours ago
















          2












          2








          2





          $begingroup$

          You don't.



          These objects typically work with CPU memory, not device memory. And to the extent that they involve device memory, such allocations tend to be rare and/or fixed in size (a queue may have a small spot of device memory that the hardware queue reads commands from or something, but even that is implementation-dependent).



          Vulkan allows you to give objects which may allocate non-device memory allocation parameters to allow you to allocate said memory for them. But even then, there is no guarantee that they will always allocate memory through your functions. Such systems can bypass your allocation routines, and only tell you allocator that it is allocating X bytes of memory (this is typically done for memory pages that have to be allocated in a special way). It doesn't let you actually provide it.



          That documentation does not seem to be talking about controlling how those objects allocate memory, but when and how you create those objects. Command allocators and queues are critical, so you create X allocators and Y queues at the start and keep them around forever.






          share|improve this answer









          $endgroup$



          You don't.



          These objects typically work with CPU memory, not device memory. And to the extent that they involve device memory, such allocations tend to be rare and/or fixed in size (a queue may have a small spot of device memory that the hardware queue reads commands from or something, but even that is implementation-dependent).



          Vulkan allows you to give objects which may allocate non-device memory allocation parameters to allow you to allocate said memory for them. But even then, there is no guarantee that they will always allocate memory through your functions. Such systems can bypass your allocation routines, and only tell you allocator that it is allocating X bytes of memory (this is typically done for memory pages that have to be allocated in a special way). It doesn't let you actually provide it.



          That documentation does not seem to be talking about controlling how those objects allocate memory, but when and how you create those objects. Command allocators and queues are critical, so you create X allocators and Y queues at the start and keep them around forever.







          share|improve this answer












          share|improve this answer



          share|improve this answer










          answered 2 hours ago









          Nicol BolasNicol Bolas

          4,034519




          4,034519












          • $begingroup$
            Ah, that makes more sense. Thanks for the quick answer :)
            $endgroup$
            – Paul Ferris
            2 hours ago




















          • $begingroup$
            Ah, that makes more sense. Thanks for the quick answer :)
            $endgroup$
            – Paul Ferris
            2 hours ago


















          $begingroup$
          Ah, that makes more sense. Thanks for the quick answer :)
          $endgroup$
          – Paul Ferris
          2 hours ago






          $begingroup$
          Ah, that makes more sense. Thanks for the quick answer :)
          $endgroup$
          – Paul Ferris
          2 hours ago




















          draft saved

          draft discarded




















































          Thanks for contributing an answer to Computer Graphics Stack Exchange!


          • Please be sure to answer the question. Provide details and share your research!

          But avoid



          • Asking for help, clarification, or responding to other answers.

          • Making statements based on opinion; back them up with references or personal experience.


          Use MathJax to format equations. MathJax reference.


          To learn more, see our tips on writing great answers.




          draft saved


          draft discarded














          StackExchange.ready(
          function () {
          StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2fcomputergraphics.stackexchange.com%2fquestions%2f8608%2fhow-can-i-control-memory-for-command-allocators-and-command-queues-in-d3d12%23new-answer', 'question_page');
          }
          );

          Post as a guest















          Required, but never shown





















































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown

































          Required, but never shown














          Required, but never shown












          Required, but never shown







          Required, but never shown







          Popular posts from this blog

          數位音樂下載

          When can things happen in Etherscan, such as the picture below?

          格利澤436b