Open 3D Engine Atom Gem API Reference
24.09
O3DE is an open-source, fully-featured, high-fidelity, modular 3D engine for building games and simulations, available to every industry.
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Calculated statistics of memory usage e.g. in a specific memory type, heap, custom pool, or total. More...
#include <vk_mem_alloc.h>
Public Attributes | |
uint32_t | blockCount |
Number of VkDeviceMemory objects - Vulkan memory blocks allocated. | |
uint32_t | allocationCount |
Number of VmaAllocation objects allocated. More... | |
VkDeviceSize | blockBytes |
Number of bytes allocated in VkDeviceMemory blocks. More... | |
VkDeviceSize | allocationBytes |
Total number of bytes occupied by all VmaAllocation objects. More... | |
Calculated statistics of memory usage e.g. in a specific memory type, heap, custom pool, or total.
These are fast to calculate. See functions: vmaGetHeapBudgets(), vmaGetPoolStatistics().
VkDeviceSize VmaStatistics::allocationBytes |
Total number of bytes occupied by all VmaAllocation objects.
Always less or equal than blockBytes
. Difference (blockBytes - allocationBytes)
is the amount of memory allocated from Vulkan but unused by any VmaAllocation.
uint32_t VmaStatistics::allocationCount |
Number of VmaAllocation objects allocated.
Dedicated allocations have their own blocks, so each one adds 1 to allocationCount
as well as blockCount
.
VkDeviceSize VmaStatistics::blockBytes |
Number of bytes allocated in VkDeviceMemory
blocks.
VkDeviceMemory
object (e.g. as in VkPhysicalDeviceLimits::maxMemoryAllocationCount
) is called a "block" in VMA, while VMA calls "allocation" a VmaAllocation object that represents a memory region sub-allocated from such block, usually for a single buffer or image.