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-rw-r--r--src/3rdparty/VulkanMemoryAllocator.pri1
-rw-r--r--src/3rdparty/VulkanMemoryAllocator/LICENSE.txt19
-rw-r--r--src/3rdparty/VulkanMemoryAllocator/patches/0001-Avoid-compiler-warnings.patch402
-rw-r--r--src/3rdparty/VulkanMemoryAllocator/patches/0002-Fix-gcc8-warning.patch14
-rw-r--r--src/3rdparty/VulkanMemoryAllocator/patches/0003-Disable-srwlock-for-mingw.patch13
-rw-r--r--src/3rdparty/VulkanMemoryAllocator/qt_attribution.json16
-rw-r--r--src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h16790
-rw-r--r--src/3rdparty/double-conversion/double-conversion.cc5
-rw-r--r--src/3rdparty/forkfd/forkfd.c188
-rw-r--r--src/3rdparty/forkfd/forkfd.h5
-rw-r--r--src/3rdparty/forkfd/forkfd_atomic.h39
-rw-r--r--src/3rdparty/forkfd/forkfd_c11.h64
-rw-r--r--src/3rdparty/forkfd/forkfd_freebsd.c101
-rw-r--r--src/3rdparty/gradle/gradle/wrapper/gradle-wrapper.properties2
-rw-r--r--src/3rdparty/harfbuzz/src/harfbuzz-indic.cpp2
-rw-r--r--src/3rdparty/harfbuzz/tests/shaping/main.cpp4
-rw-r--r--src/3rdparty/md4c.pri3
-rw-r--r--src/3rdparty/md4c/LICENSE.md22
-rw-r--r--src/3rdparty/md4c/md4c.c6109
-rw-r--r--src/3rdparty/md4c/md4c.h362
-rw-r--r--src/3rdparty/md4c/qt_attribution.json15
-rw-r--r--src/3rdparty/pcre2/patches/0001-fix-rtems-build-undefine-madvise.patch28
-rw-r--r--src/3rdparty/pcre2/src/sljit/sljitUtils.c2
-rw-r--r--src/3rdparty/sha3/brg_endian.h2
-rw-r--r--src/3rdparty/sqlite.pri8
-rw-r--r--src/android/jar/jar.pro1
-rw-r--r--src/android/jar/src/org/qtproject/qt5/android/QtNative.java19
-rw-r--r--src/android/java/java.pro2
-rw-r--r--src/android/java/src/org/qtproject/qt5/android/bindings/QtLoader.java306
-rw-r--r--src/android/templates/AndroidManifest.xml7
-rw-r--r--src/android/templates/build.gradle9
-rw-r--r--src/android/templates/res/values/libs.xml15
-rw-r--r--src/android/templates/templates.pro2
-rw-r--r--src/angle/src/config.pri1
-rw-r--r--src/concurrent/qtconcurrentcompilertest.h2
-rw-r--r--src/concurrent/qtconcurrentfilterkernel.h2
-rw-r--r--src/concurrent/qtconcurrentfunctionwrappers.h2
-rw-r--r--src/concurrent/qtconcurrentiteratekernel.h8
-rw-r--r--src/concurrent/qtconcurrentmapkernel.h22
-rw-r--r--src/concurrent/qtconcurrentreducekernel.h12
-rw-r--r--src/concurrent/qtconcurrentrun.h8
-rw-r--r--src/concurrent/qtconcurrentthreadengine.cpp10
-rw-r--r--src/corelib/Qt5CoreConfigExtras.cmake.in2
-rw-r--r--src/corelib/Qt5CoreMacros.cmake32
-rw-r--r--src/corelib/animation/qabstractanimation.cpp16
-rw-r--r--src/corelib/animation/qabstractanimation_p.h2
-rw-r--r--src/corelib/animation/qanimationgroup_p.h2
-rw-r--r--src/corelib/animation/qpropertyanimation.cpp18
-rw-r--r--src/corelib/animation/qpropertyanimation_p.h2
-rw-r--r--src/corelib/animation/qsequentialanimationgroup_p.h2
-rw-r--r--src/corelib/animation/qvariantanimation.cpp9
-rw-r--r--src/corelib/codecs/qlatincodec.cpp22
-rw-r--r--src/corelib/codecs/qtextcodec.cpp69
-rw-r--r--src/corelib/codecs/qtextcodec_p.h2
-rw-r--r--src/corelib/codecs/qutfcodec.cpp10
-rw-r--r--src/corelib/codecs/qutfcodec_p.h2
-rw-r--r--src/corelib/configure.json149
-rw-r--r--src/corelib/corelib.pro13
-rw-r--r--src/corelib/doc/snippets/cmake-macros/examples.cmake11
-rw-r--r--src/corelib/doc/snippets/code/doc_src_qset.cpp8
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_io_qtextstream.cpp4
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_thread_qfuture.cpp2
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_tools_qbytearray.cpp14
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_tools_qdatetime.cpp2
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_tools_qhash.cpp28
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_tools_qlinkedlist.cpp16
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_tools_qlistdata.cpp10
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_tools_qmap.cpp30
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_tools_qqueue.cpp2
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_tools_qregularexpression.cpp12
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_tools_qstringiterator.cpp6
-rw-r--r--src/corelib/doc/snippets/code/src_corelib_tools_qvector.cpp4
-rw-r--r--src/corelib/doc/snippets/hellotrmain.cpp4
-rw-r--r--src/corelib/doc/snippets/qstack/main.cpp2
-rw-r--r--src/corelib/doc/snippets/qstringlist/main.cpp6
-rw-r--r--src/corelib/doc/src/cmake-macros.qdoc69
-rw-r--r--src/corelib/doc/src/containers.qdoc2
-rw-r--r--src/corelib/eval.pri4
-rw-r--r--src/corelib/global/archdetect.cpp4
-rw-r--r--src/corelib/global/global.pri17
-rw-r--r--src/corelib/global/qcompilerdetection.h13
-rw-r--r--src/corelib/global/qconfig-bootstrapped.h5
-rw-r--r--src/corelib/global/qflags.h90
-rw-r--r--src/corelib/global/qfloat16.cpp88
-rw-r--r--src/corelib/global/qfloat16.h157
-rw-r--r--src/corelib/global/qfloat16_f16c.c4
-rw-r--r--src/corelib/global/qfloat16tables.cpp3266
-rw-r--r--src/corelib/global/qglobal.cpp197
-rw-r--r--src/corelib/global/qglobal.h190
-rw-r--r--src/corelib/global/qglobalstatic.h25
-rw-r--r--src/corelib/global/qhooks.cpp2
-rw-r--r--src/corelib/global/qlibraryinfo.cpp237
-rw-r--r--src/corelib/global/qlibraryinfo.h4
-rw-r--r--src/corelib/global/qlogging.cpp102
-rw-r--r--src/corelib/global/qlogging.h25
-rw-r--r--src/corelib/global/qmalloc.cpp8
-rw-r--r--src/corelib/global/qmemory_p.h (renamed from src/corelib/global/qfloat16_p.h)54
-rw-r--r--src/corelib/global/qnamespace.h66
-rw-r--r--src/corelib/global/qnamespace.qdoc45
-rw-r--r--src/corelib/global/qnumeric.cpp28
-rw-r--r--src/corelib/global/qnumeric.h11
-rw-r--r--src/corelib/global/qnumeric_p.h28
-rw-r--r--src/corelib/global/qoperatingsystemversion.cpp2
-rw-r--r--src/corelib/global/qoperatingsystemversion.h2
-rw-r--r--src/corelib/global/qoperatingsystemversion_win.cpp4
-rw-r--r--src/corelib/global/qprocessordetection.h14
-rw-r--r--src/corelib/global/qrandom.cpp34
-rw-r--r--src/corelib/global/qrandom.h6
-rw-r--r--src/corelib/global/qrandom_p.h4
-rw-r--r--src/corelib/global/qsystemdetection.h11
-rw-r--r--src/corelib/global/qtrace_p.h2
-rw-r--r--src/corelib/global/qtypeinfo.h3
-rw-r--r--src/corelib/io/forkfd_qt.cpp31
-rw-r--r--src/corelib/io/io.pri5
-rw-r--r--src/corelib/io/qabstractfileengine.cpp10
-rw-r--r--src/corelib/io/qabstractfileengine_p.h2
-rw-r--r--src/corelib/io/qbuffer.cpp2
-rw-r--r--src/corelib/io/qdebug.cpp42
-rw-r--r--src/corelib/io/qdebug.h15
-rw-r--r--src/corelib/io/qdir.cpp41
-rw-r--r--src/corelib/io/qdir.h8
-rw-r--r--src/corelib/io/qdir_p.h6
-rw-r--r--src/corelib/io/qdiriterator.cpp45
-rw-r--r--src/corelib/io/qfile.cpp55
-rw-r--r--src/corelib/io/qfiledevice.cpp14
-rw-r--r--src/corelib/io/qfiledevice_p.h4
-rw-r--r--src/corelib/io/qfileinfo.cpp89
-rw-r--r--src/corelib/io/qfileinfo.h8
-rw-r--r--src/corelib/io/qfileinfo_p.h10
-rw-r--r--src/corelib/io/qfileselector.cpp6
-rw-r--r--src/corelib/io/qfilesystemengine.cpp4
-rw-r--r--src/corelib/io/qfilesystemengine_p.h2
-rw-r--r--src/corelib/io/qfilesystemengine_unix.cpp8
-rw-r--r--src/corelib/io/qfilesystemiterator_unix.cpp6
-rw-r--r--src/corelib/io/qfilesystemmetadata_p.h4
-rw-r--r--src/corelib/io/qfilesystemwatcher.cpp93
-rw-r--r--src/corelib/io/qfilesystemwatcher_fsevents.mm34
-rw-r--r--src/corelib/io/qfilesystemwatcher_inotify.cpp54
-rw-r--r--src/corelib/io/qfilesystemwatcher_kqueue.cpp27
-rw-r--r--src/corelib/io/qfilesystemwatcher_polling.cpp41
-rw-r--r--src/corelib/io/qfilesystemwatcher_win.cpp82
-rw-r--r--src/corelib/io/qfsfileengine.cpp16
-rw-r--r--src/corelib/io/qfsfileengine_p.h2
-rw-r--r--src/corelib/io/qfsfileengine_unix.cpp20
-rw-r--r--src/corelib/io/qiodevice.cpp2
-rw-r--r--src/corelib/io/qipaddress.cpp14
-rw-r--r--src/corelib/io/qipaddress_p.h2
-rw-r--r--src/corelib/io/qlockfile_unix.cpp7
-rw-r--r--src/corelib/io/qloggingcategory.cpp18
-rw-r--r--src/corelib/io/qloggingcategory.h51
-rw-r--r--src/corelib/io/qloggingregistry.cpp11
-rw-r--r--src/corelib/io/qnoncontiguousbytedevice.cpp2
-rw-r--r--src/corelib/io/qprocess.cpp11
-rw-r--r--src/corelib/io/qprocess.h6
-rw-r--r--src/corelib/io/qprocess_p.h54
-rw-r--r--src/corelib/io/qprocess_unix.cpp14
-rw-r--r--src/corelib/io/qresource.cpp110
-rw-r--r--src/corelib/io/qresource.h5
-rw-r--r--src/corelib/io/qresource_p.h2
-rw-r--r--src/corelib/io/qsavefile.cpp40
-rw-r--r--src/corelib/io/qsettings.cpp52
-rw-r--r--src/corelib/io/qsettings_win.cpp30
-rw-r--r--src/corelib/io/qstandardpaths_android.cpp2
-rw-r--r--src/corelib/io/qstandardpaths_unix.cpp110
-rw-r--r--src/corelib/io/qstorageinfo.h6
-rw-r--r--src/corelib/io/qstorageinfo_unix.cpp4
-rw-r--r--src/corelib/io/qtemporaryfile.cpp22
-rw-r--r--src/corelib/io/qtemporaryfile_p.h6
-rw-r--r--src/corelib/io/qtldurl.cpp14
-rw-r--r--src/corelib/io/qurl.cpp79
-rw-r--r--src/corelib/io/qurl.h12
-rw-r--r--src/corelib/io/qurl_p.h2
-rw-r--r--src/corelib/io/qurlidna.cpp11
-rw-r--r--src/corelib/io/qurlquery.cpp24
-rw-r--r--src/corelib/io/qurlquery.h10
-rw-r--r--src/corelib/io/qurlrecode.cpp4
-rw-r--r--src/corelib/io/qwindowspipereader.cpp4
-rw-r--r--src/corelib/io/qwindowspipewriter.cpp4
-rw-r--r--src/corelib/itemmodels/qabstractitemmodel.cpp41
-rw-r--r--src/corelib/itemmodels/qabstractitemmodel.h40
-rw-r--r--src/corelib/itemmodels/qabstractitemmodel_p.h2
-rw-r--r--src/corelib/itemmodels/qabstractproxymodel_p.h2
-rw-r--r--src/corelib/itemmodels/qconcatenatetablesproxymodel.cpp2
-rw-r--r--src/corelib/itemmodels/qconcatenatetablesproxymodel.h2
-rw-r--r--src/corelib/itemmodels/qitemselectionmodel.cpp4
-rw-r--r--src/corelib/itemmodels/qitemselectionmodel.h10
-rw-r--r--src/corelib/itemmodels/qitemselectionmodel_p.h2
-rw-r--r--src/corelib/itemmodels/qsortfilterproxymodel.cpp104
-rw-r--r--src/corelib/itemmodels/qtransposeproxymodel.h2
-rw-r--r--src/corelib/kernel/kernel.pri8
-rw-r--r--src/corelib/kernel/qabstracteventdispatcher.cpp6
-rw-r--r--src/corelib/kernel/qabstracteventdispatcher.h4
-rw-r--r--src/corelib/kernel/qabstractnativeeventfilter.cpp1
-rw-r--r--src/corelib/kernel/qabstractnativeeventfilter.h4
-rw-r--r--src/corelib/kernel/qbasictimer.cpp85
-rw-r--r--src/corelib/kernel/qbasictimer.h31
-rw-r--r--src/corelib/kernel/qcore_foundation.mm18
-rw-r--r--src/corelib/kernel/qcore_mac.cpp3
-rw-r--r--src/corelib/kernel/qcore_mac_objc.mm8
-rw-r--r--src/corelib/kernel/qcore_mac_p.h22
-rw-r--r--src/corelib/kernel/qcore_unix.cpp4
-rw-r--r--src/corelib/kernel/qcore_unix_p.h10
-rw-r--r--src/corelib/kernel/qcoreapplication.cpp149
-rw-r--r--src/corelib/kernel/qcoreapplication.h4
-rw-r--r--src/corelib/kernel/qcoreapplication_p.h14
-rw-r--r--src/corelib/kernel/qcoreapplication_win.cpp9
-rw-r--r--src/corelib/kernel/qcoreevent.cpp14
-rw-r--r--src/corelib/kernel/qcoreevent.h2
-rw-r--r--src/corelib/kernel/qcoreglobaldata.cpp4
-rw-r--r--src/corelib/kernel/qdeadlinetimer.cpp24
-rw-r--r--src/corelib/kernel/qdeadlinetimer.h50
-rw-r--r--src/corelib/kernel/qelapsedtimer.cpp8
-rw-r--r--src/corelib/kernel/qelapsedtimer.h30
-rw-r--r--src/corelib/kernel/qelapsedtimer_generic.cpp22
-rw-r--r--src/corelib/kernel/qelapsedtimer_mac.cpp24
-rw-r--r--src/corelib/kernel/qelapsedtimer_unix.cpp24
-rw-r--r--src/corelib/kernel/qelapsedtimer_win.cpp22
-rw-r--r--src/corelib/kernel/qeventdispatcher_cf.mm15
-rw-r--r--src/corelib/kernel/qeventdispatcher_cf_p.h6
-rw-r--r--src/corelib/kernel/qeventdispatcher_glib.cpp6
-rw-r--r--src/corelib/kernel/qeventdispatcher_glib_p.h6
-rw-r--r--src/corelib/kernel/qeventdispatcher_unix.cpp8
-rw-r--r--src/corelib/kernel/qeventdispatcher_unix_p.h22
-rw-r--r--src/corelib/kernel/qeventdispatcher_win.cpp172
-rw-r--r--src/corelib/kernel/qeventdispatcher_win_p.h5
-rw-r--r--src/corelib/kernel/qeventdispatcher_winrt.cpp23
-rw-r--r--src/corelib/kernel/qeventdispatcher_winrt_p.h2
-rw-r--r--src/corelib/kernel/qeventloop.cpp12
-rw-r--r--src/corelib/kernel/qeventloop_p.h4
-rw-r--r--src/corelib/kernel/qfunctions_fake_env_p.h4
-rw-r--r--src/corelib/kernel/qjni.cpp8
-rw-r--r--src/corelib/kernel/qmetaobject.cpp63
-rw-r--r--src/corelib/kernel/qmetaobject.h3
-rw-r--r--src/corelib/kernel/qmetaobject_moc_p.h4
-rw-r--r--src/corelib/kernel/qmetaobject_p.h18
-rw-r--r--src/corelib/kernel/qmetaobjectbuilder.cpp12
-rw-r--r--src/corelib/kernel/qmetaobjectbuilder_p.h8
-rw-r--r--src/corelib/kernel/qmetatype.cpp79
-rw-r--r--src/corelib/kernel/qmetatype.h22
-rw-r--r--src/corelib/kernel/qmetatype_p.h18
-rw-r--r--src/corelib/kernel/qmetatypeswitcher_p.h2
-rw-r--r--src/corelib/kernel/qobject.cpp1271
-rw-r--r--src/corelib/kernel/qobject.h52
-rw-r--r--src/corelib/kernel/qobject_p.h319
-rw-r--r--src/corelib/kernel/qobjectdefs.h74
-rw-r--r--src/corelib/kernel/qobjectdefs_impl.h4
-rw-r--r--src/corelib/kernel/qpointer.h26
-rw-r--r--src/corelib/kernel/qpoll.cpp9
-rw-r--r--src/corelib/kernel/qppsattribute.cpp2
-rw-r--r--src/corelib/kernel/qppsattribute_p.h2
-rw-r--r--src/corelib/kernel/qsharedmemory.cpp19
-rw-r--r--src/corelib/kernel/qsharedmemory.h29
-rw-r--r--src/corelib/kernel/qsharedmemory_p.h16
-rw-r--r--src/corelib/kernel/qsharedmemory_unix.cpp7
-rw-r--r--src/corelib/kernel/qsharedmemory_win.cpp5
-rw-r--r--src/corelib/kernel/qsignalmapper.cpp8
-rw-r--r--src/corelib/kernel/qsignalmapper.h6
-rw-r--r--src/corelib/kernel/qsocketnotifier.cpp6
-rw-r--r--src/corelib/kernel/qsystemerror.cpp2
-rw-r--r--src/corelib/kernel/qsystemsemaphore_systemv.cpp6
-rw-r--r--src/corelib/kernel/qtcore_eval.cpp560
-rw-r--r--src/corelib/kernel/qtestsupport_core.cpp2
-rw-r--r--src/corelib/kernel/qtimer.cpp33
-rw-r--r--src/corelib/kernel/qtimer.h2
-rw-r--r--src/corelib/kernel/qtimerinfo_unix.cpp8
-rw-r--r--src/corelib/kernel/qtranslator.cpp3
-rw-r--r--src/corelib/kernel/qvariant.cpp65
-rw-r--r--src/corelib/kernel/qvariant.h100
-rw-r--r--src/corelib/kernel/qvariant_p.h10
-rw-r--r--src/corelib/kernel/qwineventnotifier.cpp6
-rw-r--r--src/corelib/kernel/qwinregistry.cpp120
-rw-r--r--src/corelib/kernel/qwinregistry_p.h (renamed from src/corelib/thread/qmutexpool_p.h)53
-rw-r--r--src/corelib/mimetypes/qmimeglobpattern.cpp6
-rw-r--r--src/corelib/mimetypes/qmimeglobpattern_p.h2
-rw-r--r--src/corelib/mimetypes/qmimemagicrule_p.h2
-rw-r--r--src/corelib/mimetypes/qmimemagicrulematcher_p.h2
-rw-r--r--src/corelib/mimetypes/qmimeprovider.cpp3
-rw-r--r--src/corelib/mimetypes/qmimetype.cpp28
-rw-r--r--src/corelib/mimetypes/qmimetype.h12
-rw-r--r--src/corelib/mimetypes/qmimetype_p.h21
-rw-r--r--src/corelib/mimetypes/qmimetypeparser.cpp3
-rw-r--r--src/corelib/plugin/qfactoryloader.cpp16
-rw-r--r--src/corelib/plugin/qlibrary.cpp38
-rw-r--r--src/corelib/plugin/qlibrary_p.h4
-rw-r--r--src/corelib/plugin/qlibrary_unix.cpp41
-rw-r--r--src/corelib/plugin/qplugin.h32
-rw-r--r--src/corelib/plugin/qplugin_p.h6
-rw-r--r--src/corelib/plugin/qpluginloader.cpp10
-rw-r--r--src/corelib/plugin/quuid.cpp16
-rw-r--r--src/corelib/plugin/quuid.h44
-rw-r--r--src/corelib/serialization/qcborvalue.cpp38
-rw-r--r--src/corelib/serialization/qcborvalue.h3
-rw-r--r--src/corelib/serialization/qcborvalue_p.h56
-rw-r--r--src/corelib/serialization/qdatastream.cpp19
-rw-r--r--src/corelib/serialization/qdatastream.h34
-rw-r--r--src/corelib/serialization/qjson.cpp6
-rw-r--r--src/corelib/serialization/qjson_p.h111
-rw-r--r--src/corelib/serialization/qjsonarray.cpp8
-rw-r--r--src/corelib/serialization/qjsonarray.h10
-rw-r--r--src/corelib/serialization/qjsondocument.cpp21
-rw-r--r--src/corelib/serialization/qjsondocument.h9
-rw-r--r--src/corelib/serialization/qjsonobject.cpp317
-rw-r--r--src/corelib/serialization/qjsonobject.h51
-rw-r--r--src/corelib/serialization/qjsonparser.cpp6
-rw-r--r--src/corelib/serialization/qjsonvalue.cpp27
-rw-r--r--src/corelib/serialization/qjsonvalue.h9
-rw-r--r--src/corelib/serialization/qtextstream.cpp134
-rw-r--r--src/corelib/serialization/qtextstream.h23
-rw-r--r--src/corelib/serialization/qxmlstream.cpp44
-rw-r--r--src/corelib/serialization/qxmlstream.g2
-rw-r--r--src/corelib/serialization/qxmlstream.h34
-rw-r--r--src/corelib/serialization/qxmlstream_p.h10
-rw-r--r--src/corelib/statemachine/qstate_p.h8
-rw-r--r--src/corelib/statemachine/qstatemachine.cpp63
-rw-r--r--src/corelib/statemachine/qstatemachine.h3
-rw-r--r--src/corelib/statemachine/qstatemachine_p.h26
-rw-r--r--src/corelib/text/UNICODE_LICENSE.txt (renamed from src/corelib/tools/UNICODE_LICENSE.txt)0
-rw-r--r--src/corelib/text/qbytearray.cpp (renamed from src/corelib/tools/qbytearray.cpp)165
-rw-r--r--src/corelib/text/qbytearray.h (renamed from src/corelib/tools/qbytearray.h)118
-rw-r--r--src/corelib/text/qbytearray_p.h (renamed from src/corelib/tools/qbytearray_p.h)2
-rw-r--r--src/corelib/text/qbytearraylist.cpp (renamed from src/corelib/tools/qbytearraylist.cpp)0
-rw-r--r--src/corelib/text/qbytearraylist.h (renamed from src/corelib/tools/qbytearraylist.h)3
-rw-r--r--src/corelib/text/qbytearraymatcher.cpp (renamed from src/corelib/tools/qbytearraymatcher.cpp)12
-rw-r--r--src/corelib/text/qbytearraymatcher.h (renamed from src/corelib/tools/qbytearraymatcher.h)14
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-rw-r--r--src/widgets/styles/qfusionstyle.cpp70
-rw-r--r--src/widgets/styles/qfusionstyle_p.h18
-rw-r--r--src/widgets/styles/qpixmapstyle.cpp8
-rw-r--r--src/widgets/styles/qpixmapstyle_p.h2
-rw-r--r--src/widgets/styles/qproxystyle_p.h2
-rw-r--r--src/widgets/styles/qstyle.cpp18
-rw-r--r--src/widgets/styles/qstyle.h7
-rw-r--r--src/widgets/styles/qstyle_p.h2
-rw-r--r--src/widgets/styles/qstylehelper.cpp43
-rw-r--r--src/widgets/styles/qstylehelper_p.h13
-rw-r--r--src/widgets/styles/qstyleoption.cpp9
-rw-r--r--src/widgets/styles/qstylesheetstyle.cpp52
-rw-r--r--src/widgets/styles/qstylesheetstyle_p.h32
-rw-r--r--src/widgets/styles/qwindowsstyle.cpp75
-rw-r--r--src/widgets/styles/qwindowsstyle_p.h22
-rw-r--r--src/widgets/styles/qwindowsstyle_p_p.h8
-rw-r--r--src/widgets/util/qcompleter.cpp13
-rw-r--r--src/widgets/util/qcompleter_p.h2
-rw-r--r--src/widgets/util/qflickgesture.cpp23
-rw-r--r--src/widgets/util/qflickgesture_p.h2
-rw-r--r--src/widgets/util/qscroller.cpp3
-rw-r--r--src/widgets/util/qscrollerproperties.cpp7
-rw-r--r--src/widgets/util/qsystemtrayicon.cpp11
-rw-r--r--src/widgets/util/qsystemtrayicon_x11.cpp4
-rw-r--r--src/widgets/util/qundostack_p.h4
-rw-r--r--src/widgets/util/util.pri4
-rw-r--r--src/widgets/widgets.pro2
-rw-r--r--src/widgets/widgets/qabstractbutton.cpp7
-rw-r--r--src/widgets/widgets/qabstractscrollarea.cpp162
-rw-r--r--src/widgets/widgets/qabstractscrollarea_p.h9
-rw-r--r--src/widgets/widgets/qabstractslider.cpp32
-rw-r--r--src/widgets/widgets/qabstractslider_p.h2
-rw-r--r--src/widgets/widgets/qabstractspinbox.cpp54
-rw-r--r--src/widgets/widgets/qabstractspinbox_p.h2
-rw-r--r--src/widgets/widgets/qcalendarwidget.cpp415
-rw-r--r--src/widgets/widgets/qcalendarwidget.h5
-rw-r--r--src/widgets/widgets/qcombobox.cpp133
-rw-r--r--src/widgets/widgets/qcombobox.h10
-rw-r--r--src/widgets/widgets/qcombobox_p.h14
-rw-r--r--src/widgets/widgets/qdatetimeedit.cpp120
-rw-r--r--src/widgets/widgets/qdatetimeedit.h4
-rw-r--r--src/widgets/widgets/qdatetimeedit_p.h22
-rw-r--r--src/widgets/widgets/qdialogbuttonbox.cpp13
-rw-r--r--src/widgets/widgets/qdockarealayout.cpp52
-rw-r--r--src/widgets/widgets/qdockarealayout_p.h6
-rw-r--r--src/widgets/widgets/qdockwidget.cpp43
-rw-r--r--src/widgets/widgets/qdockwidget_p.h8
-rw-r--r--src/widgets/widgets/qeffects.cpp10
-rw-r--r--src/widgets/widgets/qgroupbox.cpp8
-rw-r--r--src/widgets/widgets/qlineedit.cpp99
-rw-r--r--src/widgets/widgets/qlineedit.h3
-rw-r--r--src/widgets/widgets/qlineedit_p.cpp28
-rw-r--r--src/widgets/widgets/qlineedit_p.h19
-rw-r--r--src/widgets/widgets/qmaccocoaviewcontainer_mac.mm26
-rw-r--r--src/widgets/widgets/qmainwindow.cpp6
-rw-r--r--src/widgets/widgets/qmainwindow.h2
-rw-r--r--src/widgets/widgets/qmainwindowlayout.cpp67
-rw-r--r--src/widgets/widgets/qmainwindowlayout_p.h14
-rw-r--r--src/widgets/widgets/qmdiarea.cpp21
-rw-r--r--src/widgets/widgets/qmdiarea_p.h4
-rw-r--r--src/widgets/widgets/qmdisubwindow.cpp49
-rw-r--r--src/widgets/widgets/qmdisubwindow_p.h8
-rw-r--r--src/widgets/widgets/qmenu.cpp57
-rw-r--r--src/widgets/widgets/qmenu_p.h8
-rw-r--r--src/widgets/widgets/qmenubar.cpp4
-rw-r--r--src/widgets/widgets/qmenubar_p.h4
-rw-r--r--src/widgets/widgets/qplaintextedit.cpp30
-rw-r--r--src/widgets/widgets/qpushbutton.cpp32
-rw-r--r--src/widgets/widgets/qpushbutton_p.h3
-rw-r--r--src/widgets/widgets/qrubberband.cpp13
-rw-r--r--src/widgets/widgets/qscrollarea.cpp5
-rw-r--r--src/widgets/widgets/qscrollarea_p.h2
-rw-r--r--src/widgets/widgets/qscrollbar.cpp10
-rw-r--r--src/widgets/widgets/qsizegrip.cpp34
-rw-r--r--src/widgets/widgets/qslider.cpp3
-rw-r--r--src/widgets/widgets/qspinbox.cpp55
-rw-r--r--src/widgets/widgets/qspinbox.h8
-rw-r--r--src/widgets/widgets/qsplashscreen.cpp6
-rw-r--r--src/widgets/widgets/qsplitter.cpp11
-rw-r--r--src/widgets/widgets/qsplitter_p.h6
-rw-r--r--src/widgets/widgets/qstatusbar.cpp41
-rw-r--r--src/widgets/widgets/qtabbar.cpp33
-rw-r--r--src/widgets/widgets/qtabbar_p.h10
-rw-r--r--src/widgets/widgets/qtabwidget.cpp7
-rw-r--r--src/widgets/widgets/qtextbrowser.cpp122
-rw-r--r--src/widgets/widgets/qtextbrowser.h11
-rw-r--r--src/widgets/widgets/qtextedit.cpp114
-rw-r--r--src/widgets/widgets/qtextedit.h14
-rw-r--r--src/widgets/widgets/qtextedit_p.h3
-rw-r--r--src/widgets/widgets/qtoolbar.cpp10
-rw-r--r--src/widgets/widgets/qtoolbar_p.h2
-rw-r--r--src/widgets/widgets/qtoolbararealayout_p.h2
-rw-r--r--src/widgets/widgets/qtoolbarlayout_p.h2
-rw-r--r--src/widgets/widgets/qtoolbox.cpp86
-rw-r--r--src/widgets/widgets/qwidgetlinecontrol.cpp20
-rw-r--r--src/widgets/widgets/qwidgetlinecontrol_p.h28
-rw-r--r--src/widgets/widgets/qwidgetresizehandler.cpp15
-rw-r--r--src/widgets/widgets/qwidgetresizehandler_p.h2
-rw-r--r--src/widgets/widgets/qwidgettextcontrol.cpp94
-rw-r--r--src/widgets/widgets/qwidgettextcontrol_p.h29
-rw-r--r--src/widgets/widgets/qwidgettextcontrol_p_p.h8
-rw-r--r--src/winmain/winmain.pro2
-rw-r--r--src/xml/doc/snippets/code/src_xml_dom_qdom.cpp8
-rw-r--r--src/xml/dom/qdom.cpp240
-rw-r--r--src/xml/sax/qxml.cpp128
-rw-r--r--src/xml/sax/qxml.h8
-rw-r--r--src/xml/sax/qxml_p.h2
1698 files changed, 115732 insertions, 35606 deletions
diff --git a/src/3rdparty/VulkanMemoryAllocator.pri b/src/3rdparty/VulkanMemoryAllocator.pri
new file mode 100644
index 0000000000..7466200dfc
--- /dev/null
+++ b/src/3rdparty/VulkanMemoryAllocator.pri
@@ -0,0 +1 @@
+INCLUDEPATH += $$PWD/VulkanMemoryAllocator
diff --git a/src/3rdparty/VulkanMemoryAllocator/LICENSE.txt b/src/3rdparty/VulkanMemoryAllocator/LICENSE.txt
new file mode 100644
index 0000000000..dbfe253391
--- /dev/null
+++ b/src/3rdparty/VulkanMemoryAllocator/LICENSE.txt
@@ -0,0 +1,19 @@
+Copyright (c) 2017-2018 Advanced Micro Devices, Inc. All rights reserved.
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
diff --git a/src/3rdparty/VulkanMemoryAllocator/patches/0001-Avoid-compiler-warnings.patch b/src/3rdparty/VulkanMemoryAllocator/patches/0001-Avoid-compiler-warnings.patch
new file mode 100644
index 0000000000..f459db6c7a
--- /dev/null
+++ b/src/3rdparty/VulkanMemoryAllocator/patches/0001-Avoid-compiler-warnings.patch
@@ -0,0 +1,402 @@
+diff --git a/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h b/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
+index a2f7a1b..fbe6f9e 100644
+--- a/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
++++ b/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
+@@ -3661,7 +3661,7 @@ static void VmaWriteMagicValue(void* pData, VkDeviceSize offset)
+ {
+ uint32_t* pDst = (uint32_t*)((char*)pData + offset);
+ const size_t numberCount = VMA_DEBUG_MARGIN / sizeof(uint32_t);
+- for(size_t i = 0; i < numberCount; ++i, ++pDst)
++ for(size_t i = 0; i != numberCount; ++i, ++pDst)
+ {
+ *pDst = VMA_CORRUPTION_DETECTION_MAGIC_VALUE;
+ }
+@@ -3671,7 +3671,7 @@ static bool VmaValidateMagicValue(const void* pData, VkDeviceSize offset)
+ {
+ const uint32_t* pSrc = (const uint32_t*)((const char*)pData + offset);
+ const size_t numberCount = VMA_DEBUG_MARGIN / sizeof(uint32_t);
+- for(size_t i = 0; i < numberCount; ++i, ++pSrc)
++ for(size_t i = 0; i != numberCount; ++i, ++pSrc)
+ {
+ if(*pSrc != VMA_CORRUPTION_DETECTION_MAGIC_VALUE)
+ {
+@@ -3866,7 +3866,7 @@ public:
+ template<typename U> VmaStlAllocator(const VmaStlAllocator<U>& src) : m_pCallbacks(src.m_pCallbacks) { }
+
+ T* allocate(size_t n) { return VmaAllocateArray<T>(m_pCallbacks, n); }
+- void deallocate(T* p, size_t n) { VmaFree(m_pCallbacks, p); }
++ void deallocate(T* p, size_t /*n*/) { VmaFree(m_pCallbacks, p); }
+
+ template<typename U>
+ bool operator==(const VmaStlAllocator<U>& rhs) const
+@@ -5214,7 +5214,7 @@ public:
+ virtual void FreeAtOffset(VkDeviceSize offset) = 0;
+
+ // Tries to resize (grow or shrink) space for given allocation, in place.
+- virtual bool ResizeAllocation(const VmaAllocation alloc, VkDeviceSize newSize) { return false; }
++ virtual bool ResizeAllocation(const VmaAllocation /*alloc*/, VkDeviceSize /*newSize*/) { return false; }
+
+ protected:
+ const VkAllocationCallbacks* GetAllocationCallbacks() const { return m_pAllocationCallbacks; }
+@@ -5574,7 +5574,7 @@ public:
+
+ virtual uint32_t MakeAllocationsLost(uint32_t currentFrameIndex, uint32_t frameInUseCount);
+
+- virtual VkResult CheckCorruption(const void* pBlockData) { return VK_ERROR_FEATURE_NOT_PRESENT; }
++ virtual VkResult CheckCorruption(const void* /*pBlockData*/) { return VK_ERROR_FEATURE_NOT_PRESENT; }
+
+ virtual void Alloc(
+ const VmaAllocationRequest& request,
+@@ -6133,7 +6133,7 @@ public:
+ bool overlappingMoveSupported);
+ virtual ~VmaDefragmentationAlgorithm_Fast();
+
+- virtual void AddAllocation(VmaAllocation hAlloc, VkBool32* pChanged) { ++m_AllocationCount; }
++ virtual void AddAllocation(VmaAllocation /*hAlloc*/, VkBool32* /*pChanged*/) { ++m_AllocationCount; }
+ virtual void AddAll() { m_AllAllocations = true; }
+
+ virtual VkResult Defragment(
+@@ -6318,7 +6318,7 @@ private:
+ // Redundant, for convenience not to fetch from m_hCustomPool->m_BlockVector or m_hAllocator->m_pBlockVectors.
+ VmaBlockVector* const m_pBlockVector;
+ const uint32_t m_CurrFrameIndex;
+- const uint32_t m_AlgorithmFlags;
++ /*const uint32_t m_AlgorithmFlags;*/
+ // Owner of this object.
+ VmaDefragmentationAlgorithm* m_pAlgorithm;
+
+@@ -7073,6 +7073,7 @@ void VmaJsonWriter::BeginValue(bool isString)
+ if(currItem.type == COLLECTION_TYPE_OBJECT &&
+ currItem.valueCount % 2 == 0)
+ {
++ (void) isString;
+ VMA_ASSERT(isString);
+ }
+
+@@ -7660,7 +7661,9 @@ bool VmaBlockMetadata_Generic::Validate() const
+ }
+
+ // Margin required between allocations - every free space must be at least that large.
++#if VMA_DEBUG_MARGIN
+ VMA_VALIDATE(subAlloc.size >= VMA_DEBUG_MARGIN);
++#endif
+ }
+ else
+ {
+@@ -7806,6 +7809,7 @@ bool VmaBlockMetadata_Generic::CreateAllocationRequest(
+ {
+ VMA_ASSERT(allocSize > 0);
+ VMA_ASSERT(!upperAddress);
++ (void) upperAddress;
+ VMA_ASSERT(allocType != VMA_SUBALLOCATION_TYPE_FREE);
+ VMA_ASSERT(pAllocationRequest != VMA_NULL);
+ VMA_HEAVY_ASSERT(Validate());
+@@ -8033,6 +8037,7 @@ void VmaBlockMetadata_Generic::Alloc(
+ VmaAllocation hAllocation)
+ {
+ VMA_ASSERT(!upperAddress);
++ (void) upperAddress;
+ VMA_ASSERT(request.item != m_Suballocations.end());
+ VmaSuballocation& suballoc = *request.item;
+ // Given suballocation is a free block.
+@@ -9609,7 +9614,7 @@ bool VmaBlockMetadata_Linear::CreateAllocationRequest(
+ bool upperAddress,
+ VmaSuballocationType allocType,
+ bool canMakeOtherLost,
+- uint32_t strategy,
++ uint32_t /*strategy*/,
+ VmaAllocationRequest* pAllocationRequest)
+ {
+ VMA_ASSERT(allocSize > 0);
+@@ -9651,10 +9656,12 @@ bool VmaBlockMetadata_Linear::CreateAllocationRequest(
+ // Apply VMA_DEBUG_MARGIN at the end.
+ if(VMA_DEBUG_MARGIN > 0)
+ {
++#if VMA_DEBUG_MARGIN
+ if(resultOffset < VMA_DEBUG_MARGIN)
+ {
+ return false;
+ }
++#endif
+ resultOffset -= VMA_DEBUG_MARGIN;
+ }
+
+@@ -10542,18 +10549,19 @@ void VmaBlockMetadata_Buddy::PrintDetailedMap(class VmaJsonWriter& json) const
+ #endif // #if VMA_STATS_STRING_ENABLED
+
+ bool VmaBlockMetadata_Buddy::CreateAllocationRequest(
+- uint32_t currentFrameIndex,
+- uint32_t frameInUseCount,
++ uint32_t /*currentFrameIndex*/,
++ uint32_t /*frameInUseCount*/,
+ VkDeviceSize bufferImageGranularity,
+ VkDeviceSize allocSize,
+ VkDeviceSize allocAlignment,
+ bool upperAddress,
+ VmaSuballocationType allocType,
+- bool canMakeOtherLost,
+- uint32_t strategy,
++ bool /*canMakeOtherLost*/,
++ uint32_t /*strategy*/,
+ VmaAllocationRequest* pAllocationRequest)
+ {
+ VMA_ASSERT(!upperAddress && "VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT can be used only with linear algorithm.");
++ (void) upperAddress;
+
+ // Simple way to respect bufferImageGranularity. May be optimized some day.
+ // Whenever it might be an OPTIMAL image...
+@@ -10593,8 +10601,8 @@ bool VmaBlockMetadata_Buddy::CreateAllocationRequest(
+ }
+
+ bool VmaBlockMetadata_Buddy::MakeRequestedAllocationsLost(
+- uint32_t currentFrameIndex,
+- uint32_t frameInUseCount,
++ uint32_t /*currentFrameIndex*/,
++ uint32_t /*frameInUseCount*/,
+ VmaAllocationRequest* pAllocationRequest)
+ {
+ /*
+@@ -10604,7 +10612,7 @@ bool VmaBlockMetadata_Buddy::MakeRequestedAllocationsLost(
+ return pAllocationRequest->itemsToMakeLostCount == 0;
+ }
+
+-uint32_t VmaBlockMetadata_Buddy::MakeAllocationsLost(uint32_t currentFrameIndex, uint32_t frameInUseCount)
++uint32_t VmaBlockMetadata_Buddy::MakeAllocationsLost(uint32_t /*currentFrameIndex*/, uint32_t /*frameInUseCount*/)
+ {
+ /*
+ Lost allocations are not supported in buddy allocator at the moment.
+@@ -10615,9 +10623,9 @@ uint32_t VmaBlockMetadata_Buddy::MakeAllocationsLost(uint32_t currentFrameIndex,
+
+ void VmaBlockMetadata_Buddy::Alloc(
+ const VmaAllocationRequest& request,
+- VmaSuballocationType type,
++ VmaSuballocationType /*type*/,
+ VkDeviceSize allocSize,
+- bool upperAddress,
++ bool /*upperAddress*/,
+ VmaAllocation hAllocation)
+ {
+ const uint32_t targetLevel = AllocSizeToLevel(allocSize);
+@@ -10941,7 +10949,7 @@ void VmaBlockMetadata_Buddy::PrintDetailedMapNode(class VmaJsonWriter& json, con
+ ////////////////////////////////////////////////////////////////////////////////
+ // class VmaDeviceMemoryBlock
+
+-VmaDeviceMemoryBlock::VmaDeviceMemoryBlock(VmaAllocator hAllocator) :
++VmaDeviceMemoryBlock::VmaDeviceMemoryBlock(VmaAllocator /*hAllocator*/) :
+ m_pMetadata(VMA_NULL),
+ m_MemoryTypeIndex(UINT32_MAX),
+ m_Id(0),
+@@ -11691,6 +11699,7 @@ VkResult VmaBlockVector::AllocatePage(
+ if(IsCorruptionDetectionEnabled())
+ {
+ VkResult res = pBestRequestBlock->WriteMagicValueAroundAllocation(m_hAllocator, bestRequest.offset, size);
++ (void) res;
+ VMA_ASSERT(res == VK_SUCCESS && "Couldn't map block memory to write magic value.");
+ }
+ return VK_SUCCESS;
+@@ -11729,6 +11738,7 @@ void VmaBlockVector::Free(
+ if(IsCorruptionDetectionEnabled())
+ {
+ VkResult res = pBlock->ValidateMagicValueAroundAllocation(m_hAllocator, hAllocation->GetOffset(), hAllocation->GetSize());
++ (void) res;
+ VMA_ASSERT(res == VK_SUCCESS && "Couldn't map block memory to validate magic value.");
+ }
+
+@@ -11894,6 +11904,7 @@ VkResult VmaBlockVector::AllocateFromBlock(
+ if(IsCorruptionDetectionEnabled())
+ {
+ VkResult res = pBlock->WriteMagicValueAroundAllocation(m_hAllocator, currRequest.offset, size);
++ (void) res;
+ VMA_ASSERT(res == VK_SUCCESS && "Couldn't map block memory to write magic value.");
+ }
+ return VK_SUCCESS;
+@@ -11903,7 +11914,8 @@ VkResult VmaBlockVector::AllocateFromBlock(
+
+ VkResult VmaBlockVector::CreateBlock(VkDeviceSize blockSize, size_t* pNewBlockIndex)
+ {
+- VkMemoryAllocateInfo allocInfo = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO };
++ VkMemoryAllocateInfo allocInfo = {};
++ allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ allocInfo.memoryTypeIndex = m_MemoryTypeIndex;
+ allocInfo.allocationSize = blockSize;
+ VkDeviceMemory mem = VK_NULL_HANDLE;
+@@ -11991,7 +12003,8 @@ void VmaBlockVector::ApplyDefragmentationMovesCpu(
+ if(pDefragCtx->res == VK_SUCCESS)
+ {
+ const VkDeviceSize nonCoherentAtomSize = m_hAllocator->m_PhysicalDeviceProperties.limits.nonCoherentAtomSize;
+- VkMappedMemoryRange memRange = { VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE };
++ VkMappedMemoryRange memRange = {};
++ memRange.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+
+ for(size_t moveIndex = 0; moveIndex < moveCount; ++moveIndex)
+ {
+@@ -12076,7 +12089,8 @@ void VmaBlockVector::ApplyDefragmentationMovesGpu(
+
+ // Go over all blocks. Create and bind buffer for whole block if necessary.
+ {
+- VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
++ VkBufferCreateInfo bufCreateInfo = {};
++ bufCreateInfo.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
+ bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT |
+ VK_BUFFER_USAGE_TRANSFER_DST_BIT;
+
+@@ -12101,8 +12115,9 @@ void VmaBlockVector::ApplyDefragmentationMovesGpu(
+ // Go over all moves. Post data transfer commands to command buffer.
+ if(pDefragCtx->res == VK_SUCCESS)
+ {
+- const VkDeviceSize nonCoherentAtomSize = m_hAllocator->m_PhysicalDeviceProperties.limits.nonCoherentAtomSize;
+- VkMappedMemoryRange memRange = { VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE };
++ /*const VkDeviceSize nonCoherentAtomSize = m_hAllocator->m_PhysicalDeviceProperties.limits.nonCoherentAtomSize;
++ VkMappedMemoryRange memRange = {};
++ memRange.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;*/
+
+ for(size_t moveIndex = 0; moveIndex < moveCount; ++moveIndex)
+ {
+@@ -12435,10 +12450,10 @@ VmaDefragmentationAlgorithm_Generic::VmaDefragmentationAlgorithm_Generic(
+ VmaAllocator hAllocator,
+ VmaBlockVector* pBlockVector,
+ uint32_t currentFrameIndex,
+- bool overlappingMoveSupported) :
++ bool /*overlappingMoveSupported*/) :
+ VmaDefragmentationAlgorithm(hAllocator, pBlockVector, currentFrameIndex),
+- m_AllAllocations(false),
+ m_AllocationCount(0),
++ m_AllAllocations(false),
+ m_BytesMoved(0),
+ m_AllocationsMoved(0),
+ m_Blocks(VmaStlAllocator<BlockInfo*>(hAllocator->GetAllocationCallbacks()))
+@@ -12813,7 +12828,7 @@ VkResult VmaDefragmentationAlgorithm_Fast::Defragment(
+ size_t freeSpaceOrigBlockIndex = m_BlockInfos[freeSpaceInfoIndex].origBlockIndex;
+ VmaDeviceMemoryBlock* pFreeSpaceBlock = m_pBlockVector->GetBlock(freeSpaceOrigBlockIndex);
+ VmaBlockMetadata_Generic* pFreeSpaceMetadata = (VmaBlockMetadata_Generic*)pFreeSpaceBlock->m_pMetadata;
+- VkDeviceSize freeSpaceBlockSize = pFreeSpaceMetadata->GetSize();
++ /*VkDeviceSize freeSpaceBlockSize = pFreeSpaceMetadata->GetSize();*/
+
+ // Same block
+ if(freeSpaceInfoIndex == srcBlockInfoIndex)
+@@ -13098,7 +13113,7 @@ VmaBlockVectorDefragmentationContext::VmaBlockVectorDefragmentationContext(
+ VmaPool hCustomPool,
+ VmaBlockVector* pBlockVector,
+ uint32_t currFrameIndex,
+- uint32_t algorithmFlags) :
++ uint32_t /*algorithmFlags*/) :
+ res(VK_SUCCESS),
+ mutexLocked(false),
+ blockContexts(VmaStlAllocator<VmaBlockDefragmentationContext>(hAllocator->GetAllocationCallbacks())),
+@@ -13106,7 +13121,7 @@ VmaBlockVectorDefragmentationContext::VmaBlockVectorDefragmentationContext(
+ m_hCustomPool(hCustomPool),
+ m_pBlockVector(pBlockVector),
+ m_CurrFrameIndex(currFrameIndex),
+- m_AlgorithmFlags(algorithmFlags),
++ /*m_AlgorithmFlags(algorithmFlags),*/
+ m_pAlgorithm(VMA_NULL),
+ m_Allocations(VmaStlAllocator<AllocInfo>(hAllocator->GetAllocationCallbacks())),
+ m_AllAllocations(false)
+@@ -14311,19 +14326,21 @@ VkResult VmaAllocator_T::AllocateDedicatedMemory(
+ bool map,
+ bool isUserDataString,
+ void* pUserData,
+- VkBuffer dedicatedBuffer,
+- VkImage dedicatedImage,
++ VkBuffer /*dedicatedBuffer*/,
++ VkImage /*dedicatedImage*/,
+ size_t allocationCount,
+ VmaAllocation* pAllocations)
+ {
+ VMA_ASSERT(allocationCount > 0 && pAllocations);
+
+- VkMemoryAllocateInfo allocInfo = { VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO };
++ VkMemoryAllocateInfo allocInfo = {};
++ allocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO;
+ allocInfo.memoryTypeIndex = memTypeIndex;
+ allocInfo.allocationSize = size;
+
+ #if VMA_DEDICATED_ALLOCATION
+- VkMemoryDedicatedAllocateInfoKHR dedicatedAllocInfo = { VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO_KHR };
++ VkMemoryDedicatedAllocateInfoKHR dedicatedAllocInfo = {};
++ dedicatedAllocInfo.sType = VK_STRUCTURE_TYPE_MEMORY_DEDICATED_ALLOCATE_INFO_KHR;
+ if(m_UseKhrDedicatedAllocation)
+ {
+ if(dedicatedBuffer != VK_NULL_HANDLE)
+@@ -14341,7 +14358,7 @@ VkResult VmaAllocator_T::AllocateDedicatedMemory(
+ #endif // #if VMA_DEDICATED_ALLOCATION
+
+ size_t allocIndex;
+- VkResult res;
++ VkResult res = VK_SUCCESS;
+ for(allocIndex = 0; allocIndex < allocationCount; ++allocIndex)
+ {
+ res = AllocateDedicatedMemoryPage(
+@@ -14460,12 +14477,15 @@ void VmaAllocator_T::GetBufferMemoryRequirements(
+ #if VMA_DEDICATED_ALLOCATION
+ if(m_UseKhrDedicatedAllocation)
+ {
+- VkBufferMemoryRequirementsInfo2KHR memReqInfo = { VK_STRUCTURE_TYPE_BUFFER_MEMORY_REQUIREMENTS_INFO_2_KHR };
++ VkBufferMemoryRequirementsInfo2KHR memReqInfo = {};
++ memReqInfo.sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_REQUIREMENTS_INFO_2_KHR;
+ memReqInfo.buffer = hBuffer;
+
+- VkMemoryDedicatedRequirementsKHR memDedicatedReq = { VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS_KHR };
++ VkMemoryDedicatedRequirementsKHR memDedicatedReq = {};
++ memDedicatedReq.sType = VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS_KHR;
+
+- VkMemoryRequirements2KHR memReq2 = { VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2_KHR };
++ VkMemoryRequirements2KHR memReq2 = {};
++ memReq2.sType = VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2_KHR;
+ memReq2.pNext = &memDedicatedReq;
+
+ (*m_VulkanFunctions.vkGetBufferMemoryRequirements2KHR)(m_hDevice, &memReqInfo, &memReq2);
+@@ -14492,12 +14512,15 @@ void VmaAllocator_T::GetImageMemoryRequirements(
+ #if VMA_DEDICATED_ALLOCATION
+ if(m_UseKhrDedicatedAllocation)
+ {
+- VkImageMemoryRequirementsInfo2KHR memReqInfo = { VK_STRUCTURE_TYPE_IMAGE_MEMORY_REQUIREMENTS_INFO_2_KHR };
++ VkImageMemoryRequirementsInfo2KHR memReqInfo = {};
++ memReqInfo.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_REQUIREMENTS_INFO_2_KHR;
+ memReqInfo.image = hImage;
+
+- VkMemoryDedicatedRequirementsKHR memDedicatedReq = { VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS_KHR };
++ VkMemoryDedicatedRequirementsKHR memDedicatedReq = {};
++ memDedicatedReq.sType = VK_STRUCTURE_TYPE_MEMORY_DEDICATED_REQUIREMENTS_KHR;
+
+- VkMemoryRequirements2KHR memReq2 = { VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2_KHR };
++ VkMemoryRequirements2KHR memReq2 = {};
++ memReq2.sType = VK_STRUCTURE_TYPE_MEMORY_REQUIREMENTS_2_KHR;
+ memReq2.pNext = &memDedicatedReq;
+
+ (*m_VulkanFunctions.vkGetImageMemoryRequirements2KHR)(m_hDevice, &memReqInfo, &memReq2);
+@@ -14734,7 +14757,7 @@ VkResult VmaAllocator_T::ResizeAllocation(
+ }
+ else
+ {
+- return VK_ERROR_OUT_OF_POOL_MEMORY;
++ return VkResult(-1000069000); // VK_ERROR_OUT_OF_POOL_MEMORY
+ }
+ default:
+ VMA_ASSERT(0);
+@@ -15000,6 +15023,7 @@ void VmaAllocator_T::DestroyPool(VmaPool pool)
+ {
+ VmaMutexLockWrite lock(m_PoolsMutex, m_UseMutex);
+ bool success = VmaVectorRemoveSorted<VmaPointerLess>(m_Pools, pool);
++ (void) success;
+ VMA_ASSERT(success && "Pool not found in Allocator.");
+ }
+
+@@ -15248,7 +15272,8 @@ void VmaAllocator_T::FlushOrInvalidateAllocation(
+
+ const VkDeviceSize nonCoherentAtomSize = m_PhysicalDeviceProperties.limits.nonCoherentAtomSize;
+
+- VkMappedMemoryRange memRange = { VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE };
++ VkMappedMemoryRange memRange = {};
++ memRange.sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE;
+ memRange.memory = hAllocation->GetMemory();
+
+ switch(hAllocation->GetType())
+@@ -15321,6 +15346,7 @@ void VmaAllocator_T::FreeDedicatedMemory(VmaAllocation allocation)
+ AllocationVectorType* const pDedicatedAllocations = m_pDedicatedAllocations[memTypeIndex];
+ VMA_ASSERT(pDedicatedAllocations);
+ bool success = VmaVectorRemoveSorted<VmaPointerLess>(*pDedicatedAllocations, allocation);
++ (void) success;
+ VMA_ASSERT(success);
+ }
+
diff --git a/src/3rdparty/VulkanMemoryAllocator/patches/0002-Fix-gcc8-warning.patch b/src/3rdparty/VulkanMemoryAllocator/patches/0002-Fix-gcc8-warning.patch
new file mode 100644
index 0000000000..57a2f1a0f1
--- /dev/null
+++ b/src/3rdparty/VulkanMemoryAllocator/patches/0002-Fix-gcc8-warning.patch
@@ -0,0 +1,14 @@
+diff --git a/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h b/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
+index fbe6f9e3e8..f043bdc289 100644
+--- a/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
++++ b/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
+@@ -12074,7 +12074,8 @@ void VmaBlockVector::ApplyDefragmentationMovesGpu(
+ const size_t blockCount = m_Blocks.size();
+
+ pDefragCtx->blockContexts.resize(blockCount);
+- memset(pDefragCtx->blockContexts.data(), 0, blockCount * sizeof(VmaBlockDefragmentationContext));
++ for (size_t i = 0; i < blockCount; ++i)
++ pDefragCtx->blockContexts[i] = VmaBlockDefragmentationContext();
+
+ // Go over all moves. Mark blocks that are used with BLOCK_FLAG_USED.
+ const size_t moveCount = moves.size();
diff --git a/src/3rdparty/VulkanMemoryAllocator/patches/0003-Disable-srwlock-for-mingw.patch b/src/3rdparty/VulkanMemoryAllocator/patches/0003-Disable-srwlock-for-mingw.patch
new file mode 100644
index 0000000000..ab7acfe40b
--- /dev/null
+++ b/src/3rdparty/VulkanMemoryAllocator/patches/0003-Disable-srwlock-for-mingw.patch
@@ -0,0 +1,13 @@
+diff --git a/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h b/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
+index f043bdc289..2355de091f 100644
+--- a/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
++++ b/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
+@@ -3298,7 +3298,7 @@ void *aligned_alloc(size_t alignment, size_t size)
+ std::shared_mutex m_Mutex;
+ };
+ #define VMA_RW_MUTEX VmaRWMutex
+- #elif defined(_WIN32)
++ #elif defined(_WIN32) && !defined(__MINGW32__)
+ // Use SRWLOCK from WinAPI.
+ class VmaRWMutex
+ {
diff --git a/src/3rdparty/VulkanMemoryAllocator/qt_attribution.json b/src/3rdparty/VulkanMemoryAllocator/qt_attribution.json
new file mode 100644
index 0000000000..2548856ca7
--- /dev/null
+++ b/src/3rdparty/VulkanMemoryAllocator/qt_attribution.json
@@ -0,0 +1,16 @@
+[
+ {
+ "Id": "VulkanMemoryAllocator",
+ "Name": "Vulkan Memory Allocator",
+ "QDocModule": "qtrhi",
+ "Description": "Vulkan Memory Allocator",
+ "QtUsage": "Memory management for the Vulkan backend of QRhi.",
+
+ "Homepage": "https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator",
+ "Version": "2.2.0",
+ "License": "MIT License",
+ "LicenseId": "MIT",
+ "LicenseFile": "LICENSE.txt",
+ "Copyright": "Copyright (c) 2017-2018 Advanced Micro Devices, Inc. All rights reserved."
+ }
+]
diff --git a/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h b/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
new file mode 100644
index 0000000000..2355de091f
--- /dev/null
+++ b/src/3rdparty/VulkanMemoryAllocator/vk_mem_alloc.h
@@ -0,0 +1,16790 @@
+//
+// Copyright (c) 2017-2018 Advanced Micro Devices, Inc. All rights reserved.
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to deal
+// in the Software without restriction, including without limitation the rights
+// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+// copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+// THE SOFTWARE.
+//
+
+#ifndef AMD_VULKAN_MEMORY_ALLOCATOR_H
+#define AMD_VULKAN_MEMORY_ALLOCATOR_H
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+/** \mainpage Vulkan Memory Allocator
+
+<b>Version 2.2.0</b> (2018-12-13)
+
+Copyright (c) 2017-2018 Advanced Micro Devices, Inc. All rights reserved. \n
+License: MIT
+
+Documentation of all members: vk_mem_alloc.h
+
+\section main_table_of_contents Table of contents
+
+- <b>User guide</b>
+ - \subpage quick_start
+ - [Project setup](@ref quick_start_project_setup)
+ - [Initialization](@ref quick_start_initialization)
+ - [Resource allocation](@ref quick_start_resource_allocation)
+ - \subpage choosing_memory_type
+ - [Usage](@ref choosing_memory_type_usage)
+ - [Required and preferred flags](@ref choosing_memory_type_required_preferred_flags)
+ - [Explicit memory types](@ref choosing_memory_type_explicit_memory_types)
+ - [Custom memory pools](@ref choosing_memory_type_custom_memory_pools)
+ - \subpage memory_mapping
+ - [Mapping functions](@ref memory_mapping_mapping_functions)
+ - [Persistently mapped memory](@ref memory_mapping_persistently_mapped_memory)
+ - [Cache control](@ref memory_mapping_cache_control)
+ - [Finding out if memory is mappable](@ref memory_mapping_finding_if_memory_mappable)
+ - \subpage custom_memory_pools
+ - [Choosing memory type index](@ref custom_memory_pools_MemTypeIndex)
+ - [Linear allocation algorithm](@ref linear_algorithm)
+ - [Free-at-once](@ref linear_algorithm_free_at_once)
+ - [Stack](@ref linear_algorithm_stack)
+ - [Double stack](@ref linear_algorithm_double_stack)
+ - [Ring buffer](@ref linear_algorithm_ring_buffer)
+ - [Buddy allocation algorithm](@ref buddy_algorithm)
+ - \subpage defragmentation
+ - [Defragmenting CPU memory](@ref defragmentation_cpu)
+ - [Defragmenting GPU memory](@ref defragmentation_gpu)
+ - [Additional notes](@ref defragmentation_additional_notes)
+ - [Writing custom allocation algorithm](@ref defragmentation_custom_algorithm)
+ - \subpage lost_allocations
+ - \subpage statistics
+ - [Numeric statistics](@ref statistics_numeric_statistics)
+ - [JSON dump](@ref statistics_json_dump)
+ - \subpage allocation_annotation
+ - [Allocation user data](@ref allocation_user_data)
+ - [Allocation names](@ref allocation_names)
+ - \subpage debugging_memory_usage
+ - [Memory initialization](@ref debugging_memory_usage_initialization)
+ - [Margins](@ref debugging_memory_usage_margins)
+ - [Corruption detection](@ref debugging_memory_usage_corruption_detection)
+ - \subpage record_and_replay
+- \subpage usage_patterns
+ - [Simple patterns](@ref usage_patterns_simple)
+ - [Advanced patterns](@ref usage_patterns_advanced)
+- \subpage configuration
+ - [Pointers to Vulkan functions](@ref config_Vulkan_functions)
+ - [Custom host memory allocator](@ref custom_memory_allocator)
+ - [Device memory allocation callbacks](@ref allocation_callbacks)
+ - [Device heap memory limit](@ref heap_memory_limit)
+ - \subpage vk_khr_dedicated_allocation
+- \subpage general_considerations
+ - [Thread safety](@ref general_considerations_thread_safety)
+ - [Validation layer warnings](@ref general_considerations_validation_layer_warnings)
+ - [Allocation algorithm](@ref general_considerations_allocation_algorithm)
+ - [Features not supported](@ref general_considerations_features_not_supported)
+
+\section main_see_also See also
+
+- [Product page on GPUOpen](https://gpuopen.com/gaming-product/vulkan-memory-allocator/)
+- [Source repository on GitHub](https://github.com/GPUOpen-LibrariesAndSDKs/VulkanMemoryAllocator)
+
+
+
+
+\page quick_start Quick start
+
+\section quick_start_project_setup Project setup
+
+Vulkan Memory Allocator comes in form of a single header file.
+You don't need to build it as a separate library project.
+You can add this file directly to your project and submit it to code repository next to your other source files.
+
+"Single header" doesn't mean that everything is contained in C/C++ declarations,
+like it tends to be in case of inline functions or C++ templates.
+It means that implementation is bundled with interface in a single file and needs to be extracted using preprocessor macro.
+If you don't do it properly, you will get linker errors.
+
+To do it properly:
+
+-# Include "vk_mem_alloc.h" file in each CPP file where you want to use the library.
+ This includes declarations of all members of the library.
+-# In exacly one CPP file define following macro before this include.
+ It enables also internal definitions.
+
+\code
+#define VMA_IMPLEMENTATION
+#include "vk_mem_alloc.h"
+\endcode
+
+It may be a good idea to create dedicated CPP file just for this purpose.
+
+Note on language: This library is written in C++, but has C-compatible interface.
+Thus you can include and use vk_mem_alloc.h in C or C++ code, but full
+implementation with `VMA_IMPLEMENTATION` macro must be compiled as C++, NOT as C.
+
+Please note that this library includes header `<vulkan/vulkan.h>`, which in turn
+includes `<windows.h>` on Windows. If you need some specific macros defined
+before including these headers (like `WIN32_LEAN_AND_MEAN` or
+`WINVER` for Windows, `VK_USE_PLATFORM_WIN32_KHR` for Vulkan), you must define
+them before every `#include` of this library.
+
+
+\section quick_start_initialization Initialization
+
+At program startup:
+
+-# Initialize Vulkan to have `VkPhysicalDevice` and `VkDevice` object.
+-# Fill VmaAllocatorCreateInfo structure and create #VmaAllocator object by
+ calling vmaCreateAllocator().
+
+\code
+VmaAllocatorCreateInfo allocatorInfo = {};
+allocatorInfo.physicalDevice = physicalDevice;
+allocatorInfo.device = device;
+
+VmaAllocator allocator;
+vmaCreateAllocator(&allocatorInfo, &allocator);
+\endcode
+
+\section quick_start_resource_allocation Resource allocation
+
+When you want to create a buffer or image:
+
+-# Fill `VkBufferCreateInfo` / `VkImageCreateInfo` structure.
+-# Fill VmaAllocationCreateInfo structure.
+-# Call vmaCreateBuffer() / vmaCreateImage() to get `VkBuffer`/`VkImage` with memory
+ already allocated and bound to it.
+
+\code
+VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
+bufferInfo.size = 65536;
+bufferInfo.usage = VK_BUFFER_USAGE_VERTEX_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
+
+VmaAllocationCreateInfo allocInfo = {};
+allocInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
+
+VkBuffer buffer;
+VmaAllocation allocation;
+vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
+\endcode
+
+Don't forget to destroy your objects when no longer needed:
+
+\code
+vmaDestroyBuffer(allocator, buffer, allocation);
+vmaDestroyAllocator(allocator);
+\endcode
+
+
+\page choosing_memory_type Choosing memory type
+
+Physical devices in Vulkan support various combinations of memory heaps and
+types. Help with choosing correct and optimal memory type for your specific
+resource is one of the key features of this library. You can use it by filling
+appropriate members of VmaAllocationCreateInfo structure, as described below.
+You can also combine multiple methods.
+
+-# If you just want to find memory type index that meets your requirements, you
+ can use function vmaFindMemoryTypeIndex().
+-# If you want to allocate a region of device memory without association with any
+ specific image or buffer, you can use function vmaAllocateMemory(). Usage of
+ this function is not recommended and usually not needed.
+-# If you already have a buffer or an image created, you want to allocate memory
+ for it and then you will bind it yourself, you can use function
+ vmaAllocateMemoryForBuffer(), vmaAllocateMemoryForImage().
+ For binding you should use functions: vmaBindBufferMemory(), vmaBindImageMemory().
+-# If you want to create a buffer or an image, allocate memory for it and bind
+ them together, all in one call, you can use function vmaCreateBuffer(),
+ vmaCreateImage(). This is the recommended way to use this library.
+
+When using 3. or 4., the library internally queries Vulkan for memory types
+supported for that buffer or image (function `vkGetBufferMemoryRequirements()`)
+and uses only one of these types.
+
+If no memory type can be found that meets all the requirements, these functions
+return `VK_ERROR_FEATURE_NOT_PRESENT`.
+
+You can leave VmaAllocationCreateInfo structure completely filled with zeros.
+It means no requirements are specified for memory type.
+It is valid, although not very useful.
+
+\section choosing_memory_type_usage Usage
+
+The easiest way to specify memory requirements is to fill member
+VmaAllocationCreateInfo::usage using one of the values of enum #VmaMemoryUsage.
+It defines high level, common usage types.
+For more details, see description of this enum.
+
+For example, if you want to create a uniform buffer that will be filled using
+transfer only once or infrequently and used for rendering every frame, you can
+do it using following code:
+
+\code
+VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
+bufferInfo.size = 65536;
+bufferInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
+
+VmaAllocationCreateInfo allocInfo = {};
+allocInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
+
+VkBuffer buffer;
+VmaAllocation allocation;
+vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
+\endcode
+
+\section choosing_memory_type_required_preferred_flags Required and preferred flags
+
+You can specify more detailed requirements by filling members
+VmaAllocationCreateInfo::requiredFlags and VmaAllocationCreateInfo::preferredFlags
+with a combination of bits from enum `VkMemoryPropertyFlags`. For example,
+if you want to create a buffer that will be persistently mapped on host (so it
+must be `HOST_VISIBLE`) and preferably will also be `HOST_COHERENT` and `HOST_CACHED`,
+use following code:
+
+\code
+VmaAllocationCreateInfo allocInfo = {};
+allocInfo.requiredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
+allocInfo.preferredFlags = VK_MEMORY_PROPERTY_HOST_COHERENT_BIT | VK_MEMORY_PROPERTY_HOST_CACHED_BIT;
+allocInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
+
+VkBuffer buffer;
+VmaAllocation allocation;
+vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
+\endcode
+
+A memory type is chosen that has all the required flags and as many preferred
+flags set as possible.
+
+If you use VmaAllocationCreateInfo::usage, it is just internally converted to
+a set of required and preferred flags.
+
+\section choosing_memory_type_explicit_memory_types Explicit memory types
+
+If you inspected memory types available on the physical device and you have
+a preference for memory types that you want to use, you can fill member
+VmaAllocationCreateInfo::memoryTypeBits. It is a bit mask, where each bit set
+means that a memory type with that index is allowed to be used for the
+allocation. Special value 0, just like `UINT32_MAX`, means there are no
+restrictions to memory type index.
+
+Please note that this member is NOT just a memory type index.
+Still you can use it to choose just one, specific memory type.
+For example, if you already determined that your buffer should be created in
+memory type 2, use following code:
+
+\code
+uint32_t memoryTypeIndex = 2;
+
+VmaAllocationCreateInfo allocInfo = {};
+allocInfo.memoryTypeBits = 1u << memoryTypeIndex;
+
+VkBuffer buffer;
+VmaAllocation allocation;
+vmaCreateBuffer(allocator, &bufferInfo, &allocInfo, &buffer, &allocation, nullptr);
+\endcode
+
+\section choosing_memory_type_custom_memory_pools Custom memory pools
+
+If you allocate from custom memory pool, all the ways of specifying memory
+requirements described above are not applicable and the aforementioned members
+of VmaAllocationCreateInfo structure are ignored. Memory type is selected
+explicitly when creating the pool and then used to make all the allocations from
+that pool. For further details, see \ref custom_memory_pools.
+
+
+\page memory_mapping Memory mapping
+
+To "map memory" in Vulkan means to obtain a CPU pointer to `VkDeviceMemory`,
+to be able to read from it or write to it in CPU code.
+Mapping is possible only of memory allocated from a memory type that has
+`VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT` flag.
+Functions `vkMapMemory()`, `vkUnmapMemory()` are designed for this purpose.
+You can use them directly with memory allocated by this library,
+but it is not recommended because of following issue:
+Mapping the same `VkDeviceMemory` block multiple times is illegal - only one mapping at a time is allowed.
+This includes mapping disjoint regions. Mapping is not reference-counted internally by Vulkan.
+Because of this, Vulkan Memory Allocator provides following facilities:
+
+\section memory_mapping_mapping_functions Mapping functions
+
+The library provides following functions for mapping of a specific #VmaAllocation: vmaMapMemory(), vmaUnmapMemory().
+They are safer and more convenient to use than standard Vulkan functions.
+You can map an allocation multiple times simultaneously - mapping is reference-counted internally.
+You can also map different allocations simultaneously regardless of whether they use the same `VkDeviceMemory` block.
+The way it's implemented is that the library always maps entire memory block, not just region of the allocation.
+For further details, see description of vmaMapMemory() function.
+Example:
+
+\code
+// Having these objects initialized:
+
+struct ConstantBuffer
+{
+ ...
+};
+ConstantBuffer constantBufferData;
+
+VmaAllocator allocator;
+VkBuffer constantBuffer;
+VmaAllocation constantBufferAllocation;
+
+// You can map and fill your buffer using following code:
+
+void* mappedData;
+vmaMapMemory(allocator, constantBufferAllocation, &mappedData);
+memcpy(mappedData, &constantBufferData, sizeof(constantBufferData));
+vmaUnmapMemory(allocator, constantBufferAllocation);
+\endcode
+
+When mapping, you may see a warning from Vulkan validation layer similar to this one:
+
+<i>Mapping an image with layout VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL can result in undefined behavior if this memory is used by the device. Only GENERAL or PREINITIALIZED should be used.</i>
+
+It happens because the library maps entire `VkDeviceMemory` block, where different
+types of images and buffers may end up together, especially on GPUs with unified memory like Intel.
+You can safely ignore it if you are sure you access only memory of the intended
+object that you wanted to map.
+
+
+\section memory_mapping_persistently_mapped_memory Persistently mapped memory
+
+Kepping your memory persistently mapped is generally OK in Vulkan.
+You don't need to unmap it before using its data on the GPU.
+The library provides a special feature designed for that:
+Allocations made with #VMA_ALLOCATION_CREATE_MAPPED_BIT flag set in
+VmaAllocationCreateInfo::flags stay mapped all the time,
+so you can just access CPU pointer to it any time
+without a need to call any "map" or "unmap" function.
+Example:
+
+\code
+VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
+bufCreateInfo.size = sizeof(ConstantBuffer);
+bufCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
+
+VmaAllocationCreateInfo allocCreateInfo = {};
+allocCreateInfo.usage = VMA_MEMORY_USAGE_CPU_ONLY;
+allocCreateInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
+
+VkBuffer buf;
+VmaAllocation alloc;
+VmaAllocationInfo allocInfo;
+vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
+
+// Buffer is already mapped. You can access its memory.
+memcpy(allocInfo.pMappedData, &constantBufferData, sizeof(constantBufferData));
+\endcode
+
+There are some exceptions though, when you should consider mapping memory only for a short period of time:
+
+- When operating system is Windows 7 or 8.x (Windows 10 is not affected because it uses WDDM2),
+ device is discrete AMD GPU,
+ and memory type is the special 256 MiB pool of `DEVICE_LOCAL + HOST_VISIBLE` memory
+ (selected when you use #VMA_MEMORY_USAGE_CPU_TO_GPU),
+ then whenever a memory block allocated from this memory type stays mapped
+ for the time of any call to `vkQueueSubmit()` or `vkQueuePresentKHR()`, this
+ block is migrated by WDDM to system RAM, which degrades performance. It doesn't
+ matter if that particular memory block is actually used by the command buffer
+ being submitted.
+- On Mac/MoltenVK there is a known bug - [Issue #175](https://github.com/KhronosGroup/MoltenVK/issues/175)
+ which requires unmapping before GPU can see updated texture.
+- Keeping many large memory blocks mapped may impact performance or stability of some debugging tools.
+
+\section memory_mapping_cache_control Cache control
+
+Memory in Vulkan doesn't need to be unmapped before using it on GPU,
+but unless a memory types has `VK_MEMORY_PROPERTY_HOST_COHERENT_BIT` flag set,
+you need to manually invalidate cache before reading of mapped pointer
+and flush cache after writing to mapped pointer.
+Vulkan provides following functions for this purpose `vkFlushMappedMemoryRanges()`,
+`vkInvalidateMappedMemoryRanges()`, but this library provides more convenient
+functions that refer to given allocation object: vmaFlushAllocation(),
+vmaInvalidateAllocation().
+
+Regions of memory specified for flush/invalidate must be aligned to
+`VkPhysicalDeviceLimits::nonCoherentAtomSize`. This is automatically ensured by the library.
+In any memory type that is `HOST_VISIBLE` but not `HOST_COHERENT`, all allocations
+within blocks are aligned to this value, so their offsets are always multiply of
+`nonCoherentAtomSize` and two different allocations never share same "line" of this size.
+
+Please note that memory allocated with #VMA_MEMORY_USAGE_CPU_ONLY is guaranteed to be `HOST_COHERENT`.
+
+Also, Windows drivers from all 3 PC GPU vendors (AMD, Intel, NVIDIA)
+currently provide `HOST_COHERENT` flag on all memory types that are
+`HOST_VISIBLE`, so on this platform you may not need to bother.
+
+\section memory_mapping_finding_if_memory_mappable Finding out if memory is mappable
+
+It may happen that your allocation ends up in memory that is `HOST_VISIBLE` (available for mapping)
+despite it wasn't explicitly requested.
+For example, application may work on integrated graphics with unified memory (like Intel) or
+allocation from video memory might have failed, so the library chose system memory as fallback.
+
+You can detect this case and map such allocation to access its memory on CPU directly,
+instead of launching a transfer operation.
+In order to do that: inspect `allocInfo.memoryType`, call vmaGetMemoryTypeProperties(),
+and look for `VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT` flag in properties of that memory type.
+
+\code
+VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
+bufCreateInfo.size = sizeof(ConstantBuffer);
+bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
+
+VmaAllocationCreateInfo allocCreateInfo = {};
+allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
+allocCreateInfo.preferredFlags = VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT;
+
+VkBuffer buf;
+VmaAllocation alloc;
+VmaAllocationInfo allocInfo;
+vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
+
+VkMemoryPropertyFlags memFlags;
+vmaGetMemoryTypeProperties(allocator, allocInfo.memoryType, &memFlags);
+if((memFlags & VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT) == 0)
+{
+ // Allocation ended up in mappable memory. You can map it and access it directly.
+ void* mappedData;
+ vmaMapMemory(allocator, alloc, &mappedData);
+ memcpy(mappedData, &constantBufferData, sizeof(constantBufferData));
+ vmaUnmapMemory(allocator, alloc);
+}
+else
+{
+ // Allocation ended up in non-mappable memory.
+ // You need to create CPU-side buffer in VMA_MEMORY_USAGE_CPU_ONLY and make a transfer.
+}
+\endcode
+
+You can even use #VMA_ALLOCATION_CREATE_MAPPED_BIT flag while creating allocations
+that are not necessarily `HOST_VISIBLE` (e.g. using #VMA_MEMORY_USAGE_GPU_ONLY).
+If the allocation ends up in memory type that is `HOST_VISIBLE`, it will be persistently mapped and you can use it directly.
+If not, the flag is just ignored.
+Example:
+
+\code
+VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
+bufCreateInfo.size = sizeof(ConstantBuffer);
+bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
+
+VmaAllocationCreateInfo allocCreateInfo = {};
+allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
+allocCreateInfo.flags = VMA_ALLOCATION_CREATE_MAPPED_BIT;
+
+VkBuffer buf;
+VmaAllocation alloc;
+VmaAllocationInfo allocInfo;
+vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
+
+if(allocInfo.pUserData != nullptr)
+{
+ // Allocation ended up in mappable memory.
+ // It's persistently mapped. You can access it directly.
+ memcpy(allocInfo.pMappedData, &constantBufferData, sizeof(constantBufferData));
+}
+else
+{
+ // Allocation ended up in non-mappable memory.
+ // You need to create CPU-side buffer in VMA_MEMORY_USAGE_CPU_ONLY and make a transfer.
+}
+\endcode
+
+
+\page custom_memory_pools Custom memory pools
+
+A memory pool contains a number of `VkDeviceMemory` blocks.
+The library automatically creates and manages default pool for each memory type available on the device.
+Default memory pool automatically grows in size.
+Size of allocated blocks is also variable and managed automatically.
+
+You can create custom pool and allocate memory out of it.
+It can be useful if you want to:
+
+- Keep certain kind of allocations separate from others.
+- Enforce particular, fixed size of Vulkan memory blocks.
+- Limit maximum amount of Vulkan memory allocated for that pool.
+- Reserve minimum or fixed amount of Vulkan memory always preallocated for that pool.
+
+To use custom memory pools:
+
+-# Fill VmaPoolCreateInfo structure.
+-# Call vmaCreatePool() to obtain #VmaPool handle.
+-# When making an allocation, set VmaAllocationCreateInfo::pool to this handle.
+ You don't need to specify any other parameters of this structure, like `usage`.
+
+Example:
+
+\code
+// Create a pool that can have at most 2 blocks, 128 MiB each.
+VmaPoolCreateInfo poolCreateInfo = {};
+poolCreateInfo.memoryTypeIndex = ...
+poolCreateInfo.blockSize = 128ull * 1024 * 1024;
+poolCreateInfo.maxBlockCount = 2;
+
+VmaPool pool;
+vmaCreatePool(allocator, &poolCreateInfo, &pool);
+
+// Allocate a buffer out of it.
+VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
+bufCreateInfo.size = 1024;
+bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
+
+VmaAllocationCreateInfo allocCreateInfo = {};
+allocCreateInfo.pool = pool;
+
+VkBuffer buf;
+VmaAllocation alloc;
+VmaAllocationInfo allocInfo;
+vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &buf, &alloc, &allocInfo);
+\endcode
+
+You have to free all allocations made from this pool before destroying it.
+
+\code
+vmaDestroyBuffer(allocator, buf, alloc);
+vmaDestroyPool(allocator, pool);
+\endcode
+
+\section custom_memory_pools_MemTypeIndex Choosing memory type index
+
+When creating a pool, you must explicitly specify memory type index.
+To find the one suitable for your buffers or images, you can use helper functions
+vmaFindMemoryTypeIndexForBufferInfo(), vmaFindMemoryTypeIndexForImageInfo().
+You need to provide structures with example parameters of buffers or images
+that you are going to create in that pool.
+
+\code
+VkBufferCreateInfo exampleBufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
+exampleBufCreateInfo.size = 1024; // Whatever.
+exampleBufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT; // Change if needed.
+
+VmaAllocationCreateInfo allocCreateInfo = {};
+allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY; // Change if needed.
+
+uint32_t memTypeIndex;
+vmaFindMemoryTypeIndexForBufferInfo(allocator, &exampleBufCreateInfo, &allocCreateInfo, &memTypeIndex);
+
+VmaPoolCreateInfo poolCreateInfo = {};
+poolCreateInfo.memoryTypeIndex = memTypeIndex;
+// ...
+\endcode
+
+When creating buffers/images allocated in that pool, provide following parameters:
+
+- `VkBufferCreateInfo`: Prefer to pass same parameters as above.
+ Otherwise you risk creating resources in a memory type that is not suitable for them, which may result in undefined behavior.
+ Using different `VK_BUFFER_USAGE_` flags may work, but you shouldn't create images in a pool intended for buffers
+ or the other way around.
+- VmaAllocationCreateInfo: You don't need to pass same parameters. Fill only `pool` member.
+ Other members are ignored anyway.
+
+\section linear_algorithm Linear allocation algorithm
+
+Each Vulkan memory block managed by this library has accompanying metadata that
+keeps track of used and unused regions. By default, the metadata structure and
+algorithm tries to find best place for new allocations among free regions to
+optimize memory usage. This way you can allocate and free objects in any order.
+
+![Default allocation algorithm](../gfx/Linear_allocator_1_algo_default.png)
+
+Sometimes there is a need to use simpler, linear allocation algorithm. You can
+create custom pool that uses such algorithm by adding flag
+#VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT to VmaPoolCreateInfo::flags while creating
+#VmaPool object. Then an alternative metadata management is used. It always
+creates new allocations after last one and doesn't reuse free regions after
+allocations freed in the middle. It results in better allocation performance and
+less memory consumed by metadata.
+
+![Linear allocation algorithm](../gfx/Linear_allocator_2_algo_linear.png)
+
+With this one flag, you can create a custom pool that can be used in many ways:
+free-at-once, stack, double stack, and ring buffer. See below for details.
+
+\subsection linear_algorithm_free_at_once Free-at-once
+
+In a pool that uses linear algorithm, you still need to free all the allocations
+individually, e.g. by using vmaFreeMemory() or vmaDestroyBuffer(). You can free
+them in any order. New allocations are always made after last one - free space
+in the middle is not reused. However, when you release all the allocation and
+the pool becomes empty, allocation starts from the beginning again. This way you
+can use linear algorithm to speed up creation of allocations that you are going
+to release all at once.
+
+![Free-at-once](../gfx/Linear_allocator_3_free_at_once.png)
+
+This mode is also available for pools created with VmaPoolCreateInfo::maxBlockCount
+value that allows multiple memory blocks.
+
+\subsection linear_algorithm_stack Stack
+
+When you free an allocation that was created last, its space can be reused.
+Thanks to this, if you always release allocations in the order opposite to their
+creation (LIFO - Last In First Out), you can achieve behavior of a stack.
+
+![Stack](../gfx/Linear_allocator_4_stack.png)
+
+This mode is also available for pools created with VmaPoolCreateInfo::maxBlockCount
+value that allows multiple memory blocks.
+
+\subsection linear_algorithm_double_stack Double stack
+
+The space reserved by a custom pool with linear algorithm may be used by two
+stacks:
+
+- First, default one, growing up from offset 0.
+- Second, "upper" one, growing down from the end towards lower offsets.
+
+To make allocation from upper stack, add flag #VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT
+to VmaAllocationCreateInfo::flags.
+
+![Double stack](../gfx/Linear_allocator_7_double_stack.png)
+
+Double stack is available only in pools with one memory block -
+VmaPoolCreateInfo::maxBlockCount must be 1. Otherwise behavior is undefined.
+
+When the two stacks' ends meet so there is not enough space between them for a
+new allocation, such allocation fails with usual
+`VK_ERROR_OUT_OF_DEVICE_MEMORY` error.
+
+\subsection linear_algorithm_ring_buffer Ring buffer
+
+When you free some allocations from the beginning and there is not enough free space
+for a new one at the end of a pool, allocator's "cursor" wraps around to the
+beginning and starts allocation there. Thanks to this, if you always release
+allocations in the same order as you created them (FIFO - First In First Out),
+you can achieve behavior of a ring buffer / queue.
+
+![Ring buffer](../gfx/Linear_allocator_5_ring_buffer.png)
+
+Pools with linear algorithm support [lost allocations](@ref lost_allocations) when used as ring buffer.
+If there is not enough free space for a new allocation, but existing allocations
+from the front of the queue can become lost, they become lost and the allocation
+succeeds.
+
+![Ring buffer with lost allocations](../gfx/Linear_allocator_6_ring_buffer_lost.png)
+
+Ring buffer is available only in pools with one memory block -
+VmaPoolCreateInfo::maxBlockCount must be 1. Otherwise behavior is undefined.
+
+\section buddy_algorithm Buddy allocation algorithm
+
+There is another allocation algorithm that can be used with custom pools, called
+"buddy". Its internal data structure is based on a tree of blocks, each having
+size that is a power of two and a half of its parent's size. When you want to
+allocate memory of certain size, a free node in the tree is located. If it's too
+large, it is recursively split into two halves (called "buddies"). However, if
+requested allocation size is not a power of two, the size of a tree node is
+aligned up to the nearest power of two and the remaining space is wasted. When
+two buddy nodes become free, they are merged back into one larger node.
+
+![Buddy allocator](../gfx/Buddy_allocator.png)
+
+The advantage of buddy allocation algorithm over default algorithm is faster
+allocation and deallocation, as well as smaller external fragmentation. The
+disadvantage is more wasted space (internal fragmentation).
+
+For more information, please read ["Buddy memory allocation" on Wikipedia](https://en.wikipedia.org/wiki/Buddy_memory_allocation)
+or other sources that describe this concept in general.
+
+To use buddy allocation algorithm with a custom pool, add flag
+#VMA_POOL_CREATE_BUDDY_ALGORITHM_BIT to VmaPoolCreateInfo::flags while creating
+#VmaPool object.
+
+Several limitations apply to pools that use buddy algorithm:
+
+- It is recommended to use VmaPoolCreateInfo::blockSize that is a power of two.
+ Otherwise, only largest power of two smaller than the size is used for
+ allocations. The remaining space always stays unused.
+- [Margins](@ref debugging_memory_usage_margins) and
+ [corruption detection](@ref debugging_memory_usage_corruption_detection)
+ don't work in such pools.
+- [Lost allocations](@ref lost_allocations) don't work in such pools. You can
+ use them, but they never become lost. Support may be added in the future.
+- [Defragmentation](@ref defragmentation) doesn't work with allocations made from
+ such pool.
+
+\page defragmentation Defragmentation
+
+Interleaved allocations and deallocations of many objects of varying size can
+cause fragmentation over time, which can lead to a situation where the library is unable
+to find a continuous range of free memory for a new allocation despite there is
+enough free space, just scattered across many small free ranges between existing
+allocations.
+
+To mitigate this problem, you can use defragmentation feature:
+structure #VmaDefragmentationInfo2, function vmaDefragmentationBegin(), vmaDefragmentationEnd().
+Given set of allocations,
+this function can move them to compact used memory, ensure more continuous free
+space and possibly also free some `VkDeviceMemory` blocks.
+
+What the defragmentation does is:
+
+- Updates #VmaAllocation objects to point to new `VkDeviceMemory` and offset.
+ After allocation has been moved, its VmaAllocationInfo::deviceMemory and/or
+ VmaAllocationInfo::offset changes. You must query them again using
+ vmaGetAllocationInfo() if you need them.
+- Moves actual data in memory.
+
+What it doesn't do, so you need to do it yourself:
+
+- Recreate buffers and images that were bound to allocations that were defragmented and
+ bind them with their new places in memory.
+ You must use `vkDestroyBuffer()`, `vkDestroyImage()`,
+ `vkCreateBuffer()`, `vkCreateImage()` for that purpose and NOT vmaDestroyBuffer(),
+ vmaDestroyImage(), vmaCreateBuffer(), vmaCreateImage(), because you don't need to
+ destroy or create allocation objects!
+- Recreate views and update descriptors that point to these buffers and images.
+
+\section defragmentation_cpu Defragmenting CPU memory
+
+Following example demonstrates how you can run defragmentation on CPU.
+Only allocations created in memory types that are `HOST_VISIBLE` can be defragmented.
+Others are ignored.
+
+The way it works is:
+
+- It temporarily maps entire memory blocks when necessary.
+- It moves data using `memmove()` function.
+
+\code
+// Given following variables already initialized:
+VkDevice device;
+VmaAllocator allocator;
+std::vector<VkBuffer> buffers;
+std::vector<VmaAllocation> allocations;
+
+
+const uint32_t allocCount = (uint32_t)allocations.size();
+std::vector<VkBool32> allocationsChanged(allocCount);
+
+VmaDefragmentationInfo2 defragInfo = {};
+defragInfo.allocationCount = allocCount;
+defragInfo.pAllocations = allocations.data();
+defragInfo.pAllocationsChanged = allocationsChanged.data();
+defragInfo.maxCpuBytesToMove = VK_WHOLE_SIZE; // No limit.
+defragInfo.maxCpuAllocationsToMove = UINT32_MAX; // No limit.
+
+VmaDefragmentationContext defragCtx;
+vmaDefragmentationBegin(allocator, &defragInfo, nullptr, &defragCtx);
+vmaDefragmentationEnd(allocator, defragCtx);
+
+for(uint32_t i = 0; i < allocCount; ++i)
+{
+ if(allocationsChanged[i])
+ {
+ // Destroy buffer that is immutably bound to memory region which is no longer valid.
+ vkDestroyBuffer(device, buffers[i], nullptr);
+
+ // Create new buffer with same parameters.
+ VkBufferCreateInfo bufferInfo = ...;
+ vkCreateBuffer(device, &bufferInfo, nullptr, &buffers[i]);
+
+ // You can make dummy call to vkGetBufferMemoryRequirements here to silence validation layer warning.
+
+ // Bind new buffer to new memory region. Data contained in it is already moved.
+ VmaAllocationInfo allocInfo;
+ vmaGetAllocationInfo(allocator, allocations[i], &allocInfo);
+ vkBindBufferMemory(device, buffers[i], allocInfo.deviceMemory, allocInfo.offset);
+ }
+}
+\endcode
+
+Setting VmaDefragmentationInfo2::pAllocationsChanged is optional.
+This output array tells whether particular allocation in VmaDefragmentationInfo2::pAllocations at the same index
+has been modified during defragmentation.
+You can pass null, but you then need to query every allocation passed to defragmentation
+for new parameters using vmaGetAllocationInfo() if you might need to recreate and rebind a buffer or image associated with it.
+
+If you use [Custom memory pools](@ref choosing_memory_type_custom_memory_pools),
+you can fill VmaDefragmentationInfo2::poolCount and VmaDefragmentationInfo2::pPools
+instead of VmaDefragmentationInfo2::allocationCount and VmaDefragmentationInfo2::pAllocations
+to defragment all allocations in given pools.
+You cannot use VmaDefragmentationInfo2::pAllocationsChanged in that case.
+You can also combine both methods.
+
+\section defragmentation_gpu Defragmenting GPU memory
+
+It is also possible to defragment allocations created in memory types that are not `HOST_VISIBLE`.
+To do that, you need to pass a command buffer that meets requirements as described in
+VmaDefragmentationInfo2::commandBuffer. The way it works is:
+
+- It creates temporary buffers and binds them to entire memory blocks when necessary.
+- It issues `vkCmdCopyBuffer()` to passed command buffer.
+
+Example:
+
+\code
+// Given following variables already initialized:
+VkDevice device;
+VmaAllocator allocator;
+VkCommandBuffer commandBuffer;
+std::vector<VkBuffer> buffers;
+std::vector<VmaAllocation> allocations;
+
+
+const uint32_t allocCount = (uint32_t)allocations.size();
+std::vector<VkBool32> allocationsChanged(allocCount);
+
+VkCommandBufferBeginInfo cmdBufBeginInfo = ...;
+vkBeginCommandBuffer(commandBuffer, &cmdBufBeginInfo);
+
+VmaDefragmentationInfo2 defragInfo = {};
+defragInfo.allocationCount = allocCount;
+defragInfo.pAllocations = allocations.data();
+defragInfo.pAllocationsChanged = allocationsChanged.data();
+defragInfo.maxGpuBytesToMove = VK_WHOLE_SIZE; // Notice it's "GPU" this time.
+defragInfo.maxGpuAllocationsToMove = UINT32_MAX; // Notice it's "GPU" this time.
+defragInfo.commandBuffer = commandBuffer;
+
+VmaDefragmentationContext defragCtx;
+vmaDefragmentationBegin(allocator, &defragInfo, nullptr, &defragCtx);
+
+vkEndCommandBuffer(commandBuffer);
+
+// Submit commandBuffer.
+// Wait for a fence that ensures commandBuffer execution finished.
+
+vmaDefragmentationEnd(allocator, defragCtx);
+
+for(uint32_t i = 0; i < allocCount; ++i)
+{
+ if(allocationsChanged[i])
+ {
+ // Destroy buffer that is immutably bound to memory region which is no longer valid.
+ vkDestroyBuffer(device, buffers[i], nullptr);
+
+ // Create new buffer with same parameters.
+ VkBufferCreateInfo bufferInfo = ...;
+ vkCreateBuffer(device, &bufferInfo, nullptr, &buffers[i]);
+
+ // You can make dummy call to vkGetBufferMemoryRequirements here to silence validation layer warning.
+
+ // Bind new buffer to new memory region. Data contained in it is already moved.
+ VmaAllocationInfo allocInfo;
+ vmaGetAllocationInfo(allocator, allocations[i], &allocInfo);
+ vkBindBufferMemory(device, buffers[i], allocInfo.deviceMemory, allocInfo.offset);
+ }
+}
+\endcode
+
+You can combine these two methods by specifying non-zero `maxGpu*` as well as `maxCpu*` parameters.
+The library automatically chooses best method to defragment each memory pool.
+
+You may try not to block your entire program to wait until defragmentation finishes,
+but do it in the background, as long as you carefully fullfill requirements described
+in function vmaDefragmentationBegin().
+
+\section defragmentation_additional_notes Additional notes
+
+While using defragmentation, you may experience validation layer warnings, which you just need to ignore.
+See [Validation layer warnings](@ref general_considerations_validation_layer_warnings).
+
+If you defragment allocations bound to images, these images should be created with
+`VK_IMAGE_CREATE_ALIAS_BIT` flag, to make sure that new image created with same
+parameters and pointing to data copied to another memory region will interpret
+its contents consistently. Otherwise you may experience corrupted data on some
+implementations, e.g. due to different pixel swizzling used internally by the graphics driver.
+
+If you defragment allocations bound to images, new images to be bound to new
+memory region after defragmentation should be created with `VK_IMAGE_LAYOUT_PREINITIALIZED`
+and then transitioned to their original layout from before defragmentation using
+an image memory barrier.
+
+Please don't expect memory to be fully compacted after defragmentation.
+Algorithms inside are based on some heuristics that try to maximize number of Vulkan
+memory blocks to make totally empty to release them, as well as to maximimze continuous
+empty space inside remaining blocks, while minimizing the number and size of allocations that
+need to be moved. Some fragmentation may still remain - this is normal.
+
+\section defragmentation_custom_algorithm Writing custom defragmentation algorithm
+
+If you want to implement your own, custom defragmentation algorithm,
+there is infrastructure prepared for that,
+but it is not exposed through the library API - you need to hack its source code.
+Here are steps needed to do this:
+
+-# Main thing you need to do is to define your own class derived from base abstract
+ class `VmaDefragmentationAlgorithm` and implement your version of its pure virtual methods.
+ See definition and comments of this class for details.
+-# Your code needs to interact with device memory block metadata.
+ If you need more access to its data than it's provided by its public interface,
+ declare your new class as a friend class e.g. in class `VmaBlockMetadata_Generic`.
+-# If you want to create a flag that would enable your algorithm or pass some additional
+ flags to configure it, add them to `VmaDefragmentationFlagBits` and use them in
+ VmaDefragmentationInfo2::flags.
+-# Modify function `VmaBlockVectorDefragmentationContext::Begin` to create object
+ of your new class whenever needed.
+
+
+\page lost_allocations Lost allocations
+
+If your game oversubscribes video memory, if may work OK in previous-generation
+graphics APIs (DirectX 9, 10, 11, OpenGL) because resources are automatically
+paged to system RAM. In Vulkan you can't do it because when you run out of
+memory, an allocation just fails. If you have more data (e.g. textures) that can
+fit into VRAM and you don't need it all at once, you may want to upload them to
+GPU on demand and "push out" ones that are not used for a long time to make room
+for the new ones, effectively using VRAM (or a cartain memory pool) as a form of
+cache. Vulkan Memory Allocator can help you with that by supporting a concept of
+"lost allocations".
+
+To create an allocation that can become lost, include #VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT
+flag in VmaAllocationCreateInfo::flags. Before using a buffer or image bound to
+such allocation in every new frame, you need to query it if it's not lost.
+To check it, call vmaTouchAllocation().
+If the allocation is lost, you should not use it or buffer/image bound to it.
+You mustn't forget to destroy this allocation and this buffer/image.
+vmaGetAllocationInfo() can also be used for checking status of the allocation.
+Allocation is lost when returned VmaAllocationInfo::deviceMemory == `VK_NULL_HANDLE`.
+
+To create an allocation that can make some other allocations lost to make room
+for it, use #VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT flag. You will
+usually use both flags #VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT and
+#VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT at the same time.
+
+Warning! Current implementation uses quite naive, brute force algorithm,
+which can make allocation calls that use #VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT
+flag quite slow. A new, more optimal algorithm and data structure to speed this
+up is planned for the future.
+
+<b>Q: When interleaving creation of new allocations with usage of existing ones,
+how do you make sure that an allocation won't become lost while it's used in the
+current frame?</b>
+
+It is ensured because vmaTouchAllocation() / vmaGetAllocationInfo() not only returns allocation
+status/parameters and checks whether it's not lost, but when it's not, it also
+atomically marks it as used in the current frame, which makes it impossible to
+become lost in that frame. It uses lockless algorithm, so it works fast and
+doesn't involve locking any internal mutex.
+
+<b>Q: What if my allocation may still be in use by the GPU when it's rendering a
+previous frame while I already submit new frame on the CPU?</b>
+
+You can make sure that allocations "touched" by vmaTouchAllocation() / vmaGetAllocationInfo() will not
+become lost for a number of additional frames back from the current one by
+specifying this number as VmaAllocatorCreateInfo::frameInUseCount (for default
+memory pool) and VmaPoolCreateInfo::frameInUseCount (for custom pool).
+
+<b>Q: How do you inform the library when new frame starts?</b>
+
+You need to call function vmaSetCurrentFrameIndex().
+
+Example code:
+
+\code
+struct MyBuffer
+{
+ VkBuffer m_Buf = nullptr;
+ VmaAllocation m_Alloc = nullptr;
+
+ // Called when the buffer is really needed in the current frame.
+ void EnsureBuffer();
+};
+
+void MyBuffer::EnsureBuffer()
+{
+ // Buffer has been created.
+ if(m_Buf != VK_NULL_HANDLE)
+ {
+ // Check if its allocation is not lost + mark it as used in current frame.
+ if(vmaTouchAllocation(allocator, m_Alloc))
+ {
+ // It's all OK - safe to use m_Buf.
+ return;
+ }
+ }
+
+ // Buffer not yet exists or lost - destroy and recreate it.
+
+ vmaDestroyBuffer(allocator, m_Buf, m_Alloc);
+
+ VkBufferCreateInfo bufCreateInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
+ bufCreateInfo.size = 1024;
+ bufCreateInfo.usage = VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT | VK_BUFFER_USAGE_TRANSFER_DST_BIT;
+
+ VmaAllocationCreateInfo allocCreateInfo = {};
+ allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
+ allocCreateInfo.flags = VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT |
+ VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT;
+
+ vmaCreateBuffer(allocator, &bufCreateInfo, &allocCreateInfo, &m_Buf, &m_Alloc, nullptr);
+}
+\endcode
+
+When using lost allocations, you may see some Vulkan validation layer warnings
+about overlapping regions of memory bound to different kinds of buffers and
+images. This is still valid as long as you implement proper handling of lost
+allocations (like in the example above) and don't use them.
+
+You can create an allocation that is already in lost state from the beginning using function
+vmaCreateLostAllocation(). It may be useful if you need a "dummy" allocation that is not null.
+
+You can call function vmaMakePoolAllocationsLost() to set all eligible allocations
+in a specified custom pool to lost state.
+Allocations that have been "touched" in current frame or VmaPoolCreateInfo::frameInUseCount frames back
+cannot become lost.
+
+<b>Q: Can I touch allocation that cannot become lost?</b>
+
+Yes, although it has no visible effect.
+Calls to vmaGetAllocationInfo() and vmaTouchAllocation() update last use frame index
+also for allocations that cannot become lost, but the only way to observe it is to dump
+internal allocator state using vmaBuildStatsString().
+You can use this feature for debugging purposes to explicitly mark allocations that you use
+in current frame and then analyze JSON dump to see for how long each allocation stays unused.
+
+
+\page statistics Statistics
+
+This library contains functions that return information about its internal state,
+especially the amount of memory allocated from Vulkan.
+Please keep in mind that these functions need to traverse all internal data structures
+to gather these information, so they may be quite time-consuming.
+Don't call them too often.
+
+\section statistics_numeric_statistics Numeric statistics
+
+You can query for overall statistics of the allocator using function vmaCalculateStats().
+Information are returned using structure #VmaStats.
+It contains #VmaStatInfo - number of allocated blocks, number of allocations
+(occupied ranges in these blocks), number of unused (free) ranges in these blocks,
+number of bytes used and unused (but still allocated from Vulkan) and other information.
+They are summed across memory heaps, memory types and total for whole allocator.
+
+You can query for statistics of a custom pool using function vmaGetPoolStats().
+Information are returned using structure #VmaPoolStats.
+
+You can query for information about specific allocation using function vmaGetAllocationInfo().
+It fill structure #VmaAllocationInfo.
+
+\section statistics_json_dump JSON dump
+
+You can dump internal state of the allocator to a string in JSON format using function vmaBuildStatsString().
+The result is guaranteed to be correct JSON.
+It uses ANSI encoding.
+Any strings provided by user (see [Allocation names](@ref allocation_names))
+are copied as-is and properly escaped for JSON, so if they use UTF-8, ISO-8859-2 or any other encoding,
+this JSON string can be treated as using this encoding.
+It must be freed using function vmaFreeStatsString().
+
+The format of this JSON string is not part of official documentation of the library,
+but it will not change in backward-incompatible way without increasing library major version number
+and appropriate mention in changelog.
+
+The JSON string contains all the data that can be obtained using vmaCalculateStats().
+It can also contain detailed map of allocated memory blocks and their regions -
+free and occupied by allocations.
+This allows e.g. to visualize the memory or assess fragmentation.
+
+
+\page allocation_annotation Allocation names and user data
+
+\section allocation_user_data Allocation user data
+
+You can annotate allocations with your own information, e.g. for debugging purposes.
+To do that, fill VmaAllocationCreateInfo::pUserData field when creating
+an allocation. It's an opaque `void*` pointer. You can use it e.g. as a pointer,
+some handle, index, key, ordinal number or any other value that would associate
+the allocation with your custom metadata.
+
+\code
+VkBufferCreateInfo bufferInfo = { VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO };
+// Fill bufferInfo...
+
+MyBufferMetadata* pMetadata = CreateBufferMetadata();
+
+VmaAllocationCreateInfo allocCreateInfo = {};
+allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
+allocCreateInfo.pUserData = pMetadata;
+
+VkBuffer buffer;
+VmaAllocation allocation;
+vmaCreateBuffer(allocator, &bufferInfo, &allocCreateInfo, &buffer, &allocation, nullptr);
+\endcode
+
+The pointer may be later retrieved as VmaAllocationInfo::pUserData:
+
+\code
+VmaAllocationInfo allocInfo;
+vmaGetAllocationInfo(allocator, allocation, &allocInfo);
+MyBufferMetadata* pMetadata = (MyBufferMetadata*)allocInfo.pUserData;
+\endcode
+
+It can also be changed using function vmaSetAllocationUserData().
+
+Values of (non-zero) allocations' `pUserData` are printed in JSON report created by
+vmaBuildStatsString(), in hexadecimal form.
+
+\section allocation_names Allocation names
+
+There is alternative mode available where `pUserData` pointer is used to point to
+a null-terminated string, giving a name to the allocation. To use this mode,
+set #VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT flag in VmaAllocationCreateInfo::flags.
+Then `pUserData` passed as VmaAllocationCreateInfo::pUserData or argument to
+vmaSetAllocationUserData() must be either null or pointer to a null-terminated string.
+The library creates internal copy of the string, so the pointer you pass doesn't need
+to be valid for whole lifetime of the allocation. You can free it after the call.
+
+\code
+VkImageCreateInfo imageInfo = { VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO };
+// Fill imageInfo...
+
+std::string imageName = "Texture: ";
+imageName += fileName;
+
+VmaAllocationCreateInfo allocCreateInfo = {};
+allocCreateInfo.usage = VMA_MEMORY_USAGE_GPU_ONLY;
+allocCreateInfo.flags = VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT;
+allocCreateInfo.pUserData = imageName.c_str();
+
+VkImage image;
+VmaAllocation allocation;
+vmaCreateImage(allocator, &imageInfo, &allocCreateInfo, &image, &allocation, nullptr);
+\endcode
+
+The value of `pUserData` pointer of the allocation will be different than the one
+you passed when setting allocation's name - pointing to a buffer managed
+internally that holds copy of the string.
+
+\code
+VmaAllocationInfo allocInfo;
+vmaGetAllocationInfo(allocator, allocation, &allocInfo);
+const char* imageName = (const char*)allocInfo.pUserData;
+printf("Image name: %s\n", imageName);
+\endcode
+
+That string is also printed in JSON report created by vmaBuildStatsString().
+
+
+\page debugging_memory_usage Debugging incorrect memory usage
+
+If you suspect a bug with memory usage, like usage of uninitialized memory or
+memory being overwritten out of bounds of an allocation,
+you can use debug features of this library to verify this.
+
+\section debugging_memory_usage_initialization Memory initialization
+
+If you experience a bug with incorrect and nondeterministic data in your program and you suspect uninitialized memory to be used,
+you can enable automatic memory initialization to verify this.
+To do it, define macro `VMA_DEBUG_INITIALIZE_ALLOCATIONS` to 1.
+
+\code
+#define VMA_DEBUG_INITIALIZE_ALLOCATIONS 1
+#include "vk_mem_alloc.h"
+\endcode
+
+It makes memory of all new allocations initialized to bit pattern `0xDCDCDCDC`.
+Before an allocation is destroyed, its memory is filled with bit pattern `0xEFEFEFEF`.
+Memory is automatically mapped and unmapped if necessary.
+
+If you find these values while debugging your program, good chances are that you incorrectly
+read Vulkan memory that is allocated but not initialized, or already freed, respectively.
+
+Memory initialization works only with memory types that are `HOST_VISIBLE`.
+It works also with dedicated allocations.
+It doesn't work with allocations created with #VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT flag,
+as they cannot be mapped.
+
+\section debugging_memory_usage_margins Margins
+
+By default, allocations are laid out in memory blocks next to each other if possible
+(considering required alignment, `bufferImageGranularity`, and `nonCoherentAtomSize`).
+
+![Allocations without margin](../gfx/Margins_1.png)
+
+Define macro `VMA_DEBUG_MARGIN` to some non-zero value (e.g. 16) to enforce specified
+number of bytes as a margin before and after every allocation.
+
+\code
+#define VMA_DEBUG_MARGIN 16
+#include "vk_mem_alloc.h"
+\endcode
+
+![Allocations with margin](../gfx/Margins_2.png)
+
+If your bug goes away after enabling margins, it means it may be caused by memory
+being overwritten outside of allocation boundaries. It is not 100% certain though.
+Change in application behavior may also be caused by different order and distribution
+of allocations across memory blocks after margins are applied.
+
+The margin is applied also before first and after last allocation in a block.
+It may occur only once between two adjacent allocations.
+
+Margins work with all types of memory.
+
+Margin is applied only to allocations made out of memory blocks and not to dedicated
+allocations, which have their own memory block of specific size.
+It is thus not applied to allocations made using #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT flag
+or those automatically decided to put into dedicated allocations, e.g. due to its
+large size or recommended by VK_KHR_dedicated_allocation extension.
+Margins are also not active in custom pools created with #VMA_POOL_CREATE_BUDDY_ALGORITHM_BIT flag.
+
+Margins appear in [JSON dump](@ref statistics_json_dump) as part of free space.
+
+Note that enabling margins increases memory usage and fragmentation.
+
+\section debugging_memory_usage_corruption_detection Corruption detection
+
+You can additionally define macro `VMA_DEBUG_DETECT_CORRUPTION` to 1 to enable validation
+of contents of the margins.
+
+\code
+#define VMA_DEBUG_MARGIN 16
+#define VMA_DEBUG_DETECT_CORRUPTION 1
+#include "vk_mem_alloc.h"
+\endcode
+
+When this feature is enabled, number of bytes specified as `VMA_DEBUG_MARGIN`
+(it must be multiply of 4) before and after every allocation is filled with a magic number.
+This idea is also know as "canary".
+Memory is automatically mapped and unmapped if necessary.
+
+This number is validated automatically when the allocation is destroyed.
+If it's not equal to the expected value, `VMA_ASSERT()` is executed.
+It clearly means that either CPU or GPU overwritten the memory outside of boundaries of the allocation,
+which indicates a serious bug.
+
+You can also explicitly request checking margins of all allocations in all memory blocks
+that belong to specified memory types by using function vmaCheckCorruption(),
+or in memory blocks that belong to specified custom pool, by using function
+vmaCheckPoolCorruption().
+
+Margin validation (corruption detection) works only for memory types that are
+`HOST_VISIBLE` and `HOST_COHERENT`.
+
+
+\page record_and_replay Record and replay
+
+\section record_and_replay_introduction Introduction
+
+While using the library, sequence of calls to its functions together with their
+parameters can be recorded to a file and later replayed using standalone player
+application. It can be useful to:
+
+- Test correctness - check if same sequence of calls will not cause crash or
+ failures on a target platform.
+- Gather statistics - see number of allocations, peak memory usage, number of
+ calls etc.
+- Benchmark performance - see how much time it takes to replay the whole
+ sequence.
+
+\section record_and_replay_usage Usage
+
+<b>To record sequence of calls to a file:</b> Fill in
+VmaAllocatorCreateInfo::pRecordSettings member while creating #VmaAllocator
+object. File is opened and written during whole lifetime of the allocator.
+
+<b>To replay file:</b> Use VmaReplay - standalone command-line program.
+Precompiled binary can be found in "bin" directory.
+Its source can be found in "src/VmaReplay" directory.
+Its project is generated by Premake.
+Command line syntax is printed when the program is launched without parameters.
+Basic usage:
+
+ VmaReplay.exe MyRecording.csv
+
+<b>Documentation of file format</b> can be found in file: "docs/Recording file format.md".
+It's a human-readable, text file in CSV format (Comma Separated Values).
+
+\section record_and_replay_additional_considerations Additional considerations
+
+- Replaying file that was recorded on a different GPU (with different parameters
+ like `bufferImageGranularity`, `nonCoherentAtomSize`, and especially different
+ set of memory heaps and types) may give different performance and memory usage
+ results, as well as issue some warnings and errors.
+- Current implementation of recording in VMA, as well as VmaReplay application, is
+ coded and tested only on Windows. Inclusion of recording code is driven by
+ `VMA_RECORDING_ENABLED` macro. Support for other platforms should be easy to
+ add. Contributions are welcomed.
+- Currently calls to vmaDefragment() function are not recorded.
+
+
+\page usage_patterns Recommended usage patterns
+
+See also slides from talk:
+[Sawicki, Adam. Advanced Graphics Techniques Tutorial: Memory management in Vulkan and DX12. Game Developers Conference, 2018](https://www.gdcvault.com/play/1025458/Advanced-Graphics-Techniques-Tutorial-New)
+
+
+\section usage_patterns_simple Simple patterns
+
+\subsection usage_patterns_simple_render_targets Render targets
+
+<b>When:</b>
+Any resources that you frequently write and read on GPU,
+e.g. images used as color attachments (aka "render targets"), depth-stencil attachments,
+images/buffers used as storage image/buffer (aka "Unordered Access View (UAV)").
+
+<b>What to do:</b>
+Create them in video memory that is fastest to access from GPU using
+#VMA_MEMORY_USAGE_GPU_ONLY.
+
+Consider using [VK_KHR_dedicated_allocation](@ref vk_khr_dedicated_allocation) extension
+and/or manually creating them as dedicated allocations using #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT,
+especially if they are large or if you plan to destroy and recreate them e.g. when
+display resolution changes.
+Prefer to create such resources first and all other GPU resources (like textures and vertex buffers) later.
+
+\subsection usage_patterns_simple_immutable_resources Immutable resources
+
+<b>When:</b>
+Any resources that you fill on CPU only once (aka "immutable") or infrequently
+and then read frequently on GPU,
+e.g. textures, vertex and index buffers, constant buffers that don't change often.
+
+<b>What to do:</b>
+Create them in video memory that is fastest to access from GPU using
+#VMA_MEMORY_USAGE_GPU_ONLY.
+
+To initialize content of such resource, create a CPU-side (aka "staging") copy of it
+in system memory - #VMA_MEMORY_USAGE_CPU_ONLY, map it, fill it,
+and submit a transfer from it to the GPU resource.
+You can keep the staging copy if you need it for another upload transfer in the future.
+If you don't, you can destroy it or reuse this buffer for uploading different resource
+after the transfer finishes.
+
+Prefer to create just buffers in system memory rather than images, even for uploading textures.
+Use `vkCmdCopyBufferToImage()`.
+Dont use images with `VK_IMAGE_TILING_LINEAR`.
+
+\subsection usage_patterns_dynamic_resources Dynamic resources
+
+<b>When:</b>
+Any resources that change frequently (aka "dynamic"), e.g. every frame or every draw call,
+written on CPU, read on GPU.
+
+<b>What to do:</b>
+Create them using #VMA_MEMORY_USAGE_CPU_TO_GPU.
+You can map it and write to it directly on CPU, as well as read from it on GPU.
+
+This is a more complex situation. Different solutions are possible,
+and the best one depends on specific GPU type, but you can use this simple approach for the start.
+Prefer to write to such resource sequentially (e.g. using `memcpy`).
+Don't perform random access or any reads from it on CPU, as it may be very slow.
+
+\subsection usage_patterns_readback Readback
+
+<b>When:</b>
+Resources that contain data written by GPU that you want to read back on CPU,
+e.g. results of some computations.
+
+<b>What to do:</b>
+Create them using #VMA_MEMORY_USAGE_GPU_TO_CPU.
+You can write to them directly on GPU, as well as map and read them on CPU.
+
+\section usage_patterns_advanced Advanced patterns
+
+\subsection usage_patterns_integrated_graphics Detecting integrated graphics
+
+You can support integrated graphics (like Intel HD Graphics, AMD APU) better
+by detecting it in Vulkan.
+To do it, call `vkGetPhysicalDeviceProperties()`, inspect
+`VkPhysicalDeviceProperties::deviceType` and look for `VK_PHYSICAL_DEVICE_TYPE_INTEGRATED_GPU`.
+When you find it, you can assume that memory is unified and all memory types are comparably fast
+to access from GPU, regardless of `VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT`.
+
+You can then sum up sizes of all available memory heaps and treat them as useful for
+your GPU resources, instead of only `DEVICE_LOCAL` ones.
+You can also prefer to create your resources in memory types that are `HOST_VISIBLE` to map them
+directly instead of submitting explicit transfer (see below).
+
+\subsection usage_patterns_direct_vs_transfer Direct access versus transfer
+
+For resources that you frequently write on CPU and read on GPU, many solutions are possible:
+
+-# Create one copy in video memory using #VMA_MEMORY_USAGE_GPU_ONLY,
+ second copy in system memory using #VMA_MEMORY_USAGE_CPU_ONLY and submit explicit tranfer each time.
+-# Create just single copy using #VMA_MEMORY_USAGE_CPU_TO_GPU, map it and fill it on CPU,
+ read it directly on GPU.
+-# Create just single copy using #VMA_MEMORY_USAGE_CPU_ONLY, map it and fill it on CPU,
+ read it directly on GPU.
+
+Which solution is the most efficient depends on your resource and especially on the GPU.
+It is best to measure it and then make the decision.
+Some general recommendations:
+
+- On integrated graphics use (2) or (3) to avoid unnecesary time and memory overhead
+ related to using a second copy and making transfer.
+- For small resources (e.g. constant buffers) use (2).
+ Discrete AMD cards have special 256 MiB pool of video memory that is directly mappable.
+ Even if the resource ends up in system memory, its data may be cached on GPU after first
+ fetch over PCIe bus.
+- For larger resources (e.g. textures), decide between (1) and (2).
+ You may want to differentiate NVIDIA and AMD, e.g. by looking for memory type that is
+ both `DEVICE_LOCAL` and `HOST_VISIBLE`. When you find it, use (2), otherwise use (1).
+
+Similarly, for resources that you frequently write on GPU and read on CPU, multiple
+solutions are possible:
+
+-# Create one copy in video memory using #VMA_MEMORY_USAGE_GPU_ONLY,
+ second copy in system memory using #VMA_MEMORY_USAGE_GPU_TO_CPU and submit explicit tranfer each time.
+-# Create just single copy using #VMA_MEMORY_USAGE_GPU_TO_CPU, write to it directly on GPU,
+ map it and read it on CPU.
+
+You should take some measurements to decide which option is faster in case of your specific
+resource.
+
+If you don't want to specialize your code for specific types of GPUs, you can still make
+an simple optimization for cases when your resource ends up in mappable memory to use it
+directly in this case instead of creating CPU-side staging copy.
+For details see [Finding out if memory is mappable](@ref memory_mapping_finding_if_memory_mappable).
+
+
+\page configuration Configuration
+
+Please check "CONFIGURATION SECTION" in the code to find macros that you can define
+before each include of this file or change directly in this file to provide
+your own implementation of basic facilities like assert, `min()` and `max()` functions,
+mutex, atomic etc.
+The library uses its own implementation of containers by default, but you can switch to using
+STL containers instead.
+
+\section config_Vulkan_functions Pointers to Vulkan functions
+
+The library uses Vulkan functions straight from the `vulkan.h` header by default.
+If you want to provide your own pointers to these functions, e.g. fetched using
+`vkGetInstanceProcAddr()` and `vkGetDeviceProcAddr()`:
+
+-# Define `VMA_STATIC_VULKAN_FUNCTIONS 0`.
+-# Provide valid pointers through VmaAllocatorCreateInfo::pVulkanFunctions.
+
+\section custom_memory_allocator Custom host memory allocator
+
+If you use custom allocator for CPU memory rather than default operator `new`
+and `delete` from C++, you can make this library using your allocator as well
+by filling optional member VmaAllocatorCreateInfo::pAllocationCallbacks. These
+functions will be passed to Vulkan, as well as used by the library itself to
+make any CPU-side allocations.
+
+\section allocation_callbacks Device memory allocation callbacks
+
+The library makes calls to `vkAllocateMemory()` and `vkFreeMemory()` internally.
+You can setup callbacks to be informed about these calls, e.g. for the purpose
+of gathering some statistics. To do it, fill optional member
+VmaAllocatorCreateInfo::pDeviceMemoryCallbacks.
+
+\section heap_memory_limit Device heap memory limit
+
+If you want to test how your program behaves with limited amount of Vulkan device
+memory available without switching your graphics card to one that really has
+smaller VRAM, you can use a feature of this library intended for this purpose.
+To do it, fill optional member VmaAllocatorCreateInfo::pHeapSizeLimit.
+
+
+
+\page vk_khr_dedicated_allocation VK_KHR_dedicated_allocation
+
+VK_KHR_dedicated_allocation is a Vulkan extension which can be used to improve
+performance on some GPUs. It augments Vulkan API with possibility to query
+driver whether it prefers particular buffer or image to have its own, dedicated
+allocation (separate `VkDeviceMemory` block) for better efficiency - to be able
+to do some internal optimizations.
+
+The extension is supported by this library. It will be used automatically when
+enabled. To enable it:
+
+1 . When creating Vulkan device, check if following 2 device extensions are
+supported (call `vkEnumerateDeviceExtensionProperties()`).
+If yes, enable them (fill `VkDeviceCreateInfo::ppEnabledExtensionNames`).
+
+- VK_KHR_get_memory_requirements2
+- VK_KHR_dedicated_allocation
+
+If you enabled these extensions:
+
+2 . Use #VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT flag when creating
+your #VmaAllocator`to inform the library that you enabled required extensions
+and you want the library to use them.
+
+\code
+allocatorInfo.flags |= VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT;
+
+vmaCreateAllocator(&allocatorInfo, &allocator);
+\endcode
+
+That's all. The extension will be automatically used whenever you create a
+buffer using vmaCreateBuffer() or image using vmaCreateImage().
+
+When using the extension together with Vulkan Validation Layer, you will receive
+warnings like this:
+
+ vkBindBufferMemory(): Binding memory to buffer 0x33 but vkGetBufferMemoryRequirements() has not been called on that buffer.
+
+It is OK, you should just ignore it. It happens because you use function
+`vkGetBufferMemoryRequirements2KHR()` instead of standard
+`vkGetBufferMemoryRequirements()`, while the validation layer seems to be
+unaware of it.
+
+To learn more about this extension, see:
+
+- [VK_KHR_dedicated_allocation in Vulkan specification](https://www.khronos.org/registry/vulkan/specs/1.0-extensions/html/vkspec.html#VK_KHR_dedicated_allocation)
+- [VK_KHR_dedicated_allocation unofficial manual](http://asawicki.info/articles/VK_KHR_dedicated_allocation.php5)
+
+
+
+\page general_considerations General considerations
+
+\section general_considerations_thread_safety Thread safety
+
+- The library has no global state, so separate #VmaAllocator objects can be used
+ independently.
+ There should be no need to create multiple such objects though - one per `VkDevice` is enough.
+- By default, all calls to functions that take #VmaAllocator as first parameter
+ are safe to call from multiple threads simultaneously because they are
+ synchronized internally when needed.
+- When the allocator is created with #VMA_ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT
+ flag, calls to functions that take such #VmaAllocator object must be
+ synchronized externally.
+- Access to a #VmaAllocation object must be externally synchronized. For example,
+ you must not call vmaGetAllocationInfo() and vmaMapMemory() from different
+ threads at the same time if you pass the same #VmaAllocation object to these
+ functions.
+
+\section general_considerations_validation_layer_warnings Validation layer warnings
+
+When using this library, you can meet following types of warnings issued by
+Vulkan validation layer. They don't necessarily indicate a bug, so you may need
+to just ignore them.
+
+- *vkBindBufferMemory(): Binding memory to buffer 0xeb8e4 but vkGetBufferMemoryRequirements() has not been called on that buffer.*
+ - It happens when VK_KHR_dedicated_allocation extension is enabled.
+ `vkGetBufferMemoryRequirements2KHR` function is used instead, while validation layer seems to be unaware of it.
+- *Mapping an image with layout VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL can result in undefined behavior if this memory is used by the device. Only GENERAL or PREINITIALIZED should be used.*
+ - It happens when you map a buffer or image, because the library maps entire
+ `VkDeviceMemory` block, where different types of images and buffers may end
+ up together, especially on GPUs with unified memory like Intel.
+- *Non-linear image 0xebc91 is aliased with linear buffer 0xeb8e4 which may indicate a bug.*
+ - It happens when you use lost allocations, and a new image or buffer is
+ created in place of an existing object that bacame lost.
+ - It may happen also when you use [defragmentation](@ref defragmentation).
+
+\section general_considerations_allocation_algorithm Allocation algorithm
+
+The library uses following algorithm for allocation, in order:
+
+-# Try to find free range of memory in existing blocks.
+-# If failed, try to create a new block of `VkDeviceMemory`, with preferred block size.
+-# If failed, try to create such block with size/2, size/4, size/8.
+-# If failed and #VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT flag was
+ specified, try to find space in existing blocks, possilby making some other
+ allocations lost.
+-# If failed, try to allocate separate `VkDeviceMemory` for this allocation,
+ just like when you use #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT.
+-# If failed, choose other memory type that meets the requirements specified in
+ VmaAllocationCreateInfo and go to point 1.
+-# If failed, return `VK_ERROR_OUT_OF_DEVICE_MEMORY`.
+
+\section general_considerations_features_not_supported Features not supported
+
+Features deliberately excluded from the scope of this library:
+
+- Data transfer. Uploading (straming) and downloading data of buffers and images
+ between CPU and GPU memory and related synchronization is responsibility of the user.
+- Allocations for imported/exported external memory. They tend to require
+ explicit memory type index and dedicated allocation anyway, so they don't
+ interact with main features of this library. Such special purpose allocations
+ should be made manually, using `vkCreateBuffer()` and `vkAllocateMemory()`.
+- Recreation of buffers and images. Although the library has functions for
+ buffer and image creation (vmaCreateBuffer(), vmaCreateImage()), you need to
+ recreate these objects yourself after defragmentation. That's because the big
+ structures `VkBufferCreateInfo`, `VkImageCreateInfo` are not stored in
+ #VmaAllocation object.
+- Handling CPU memory allocation failures. When dynamically creating small C++
+ objects in CPU memory (not Vulkan memory), allocation failures are not checked
+ and handled gracefully, because that would complicate code significantly and
+ is usually not needed in desktop PC applications anyway.
+- Code free of any compiler warnings. Maintaining the library to compile and
+ work correctly on so many different platforms is hard enough. Being free of
+ any warnings, on any version of any compiler, is simply not feasible.
+- This is a C++ library with C interface.
+ Bindings or ports to any other programming languages are welcomed as external projects and
+ are not going to be included into this repository.
+
+*/
+
+/*
+Define this macro to 0/1 to disable/enable support for recording functionality,
+available through VmaAllocatorCreateInfo::pRecordSettings.
+*/
+#ifndef VMA_RECORDING_ENABLED
+ #ifdef _WIN32
+ #define VMA_RECORDING_ENABLED 1
+ #else
+ #define VMA_RECORDING_ENABLED 0
+ #endif
+#endif
+
+#ifndef NOMINMAX
+ #define NOMINMAX // For windows.h
+#endif
+
+#ifndef VULKAN_H_
+ #include <vulkan/vulkan.h>
+#endif
+
+#if VMA_RECORDING_ENABLED
+ #include <windows.h>
+#endif
+
+#if !defined(VMA_DEDICATED_ALLOCATION)
+ #if VK_KHR_get_memory_requirements2 && VK_KHR_dedicated_allocation
+ #define VMA_DEDICATED_ALLOCATION 1
+ #else
+ #define VMA_DEDICATED_ALLOCATION 0
+ #endif
+#endif
+
+/** \struct VmaAllocator
+\brief Represents main object of this library initialized.
+
+Fill structure #VmaAllocatorCreateInfo and call function vmaCreateAllocator() to create it.
+Call function vmaDestroyAllocator() to destroy it.
+
+It is recommended to create just one object of this type per `VkDevice` object,
+right after Vulkan is initialized and keep it alive until before Vulkan device is destroyed.
+*/
+VK_DEFINE_HANDLE(VmaAllocator)
+
+/// Callback function called after successful vkAllocateMemory.
+typedef void (VKAPI_PTR *PFN_vmaAllocateDeviceMemoryFunction)(
+ VmaAllocator allocator,
+ uint32_t memoryType,
+ VkDeviceMemory memory,
+ VkDeviceSize size);
+/// Callback function called before vkFreeMemory.
+typedef void (VKAPI_PTR *PFN_vmaFreeDeviceMemoryFunction)(
+ VmaAllocator allocator,
+ uint32_t memoryType,
+ VkDeviceMemory memory,
+ VkDeviceSize size);
+
+/** \brief Set of callbacks that the library will call for `vkAllocateMemory` and `vkFreeMemory`.
+
+Provided for informative purpose, e.g. to gather statistics about number of
+allocations or total amount of memory allocated in Vulkan.
+
+Used in VmaAllocatorCreateInfo::pDeviceMemoryCallbacks.
+*/
+typedef struct VmaDeviceMemoryCallbacks {
+ /// Optional, can be null.
+ PFN_vmaAllocateDeviceMemoryFunction pfnAllocate;
+ /// Optional, can be null.
+ PFN_vmaFreeDeviceMemoryFunction pfnFree;
+} VmaDeviceMemoryCallbacks;
+
+/// Flags for created #VmaAllocator.
+typedef enum VmaAllocatorCreateFlagBits {
+ /** \brief Allocator and all objects created from it will not be synchronized internally, so you must guarantee they are used from only one thread at a time or synchronized externally by you.
+
+ Using this flag may increase performance because internal mutexes are not used.
+ */
+ VMA_ALLOCATOR_CREATE_EXTERNALLY_SYNCHRONIZED_BIT = 0x00000001,
+ /** \brief Enables usage of VK_KHR_dedicated_allocation extension.
+
+ Using this extenion will automatically allocate dedicated blocks of memory for
+ some buffers and images instead of suballocating place for them out of bigger
+ memory blocks (as if you explicitly used #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT
+ flag) when it is recommended by the driver. It may improve performance on some
+ GPUs.
+
+ You may set this flag only if you found out that following device extensions are
+ supported, you enabled them while creating Vulkan device passed as
+ VmaAllocatorCreateInfo::device, and you want them to be used internally by this
+ library:
+
+ - VK_KHR_get_memory_requirements2
+ - VK_KHR_dedicated_allocation
+
+When this flag is set, you can experience following warnings reported by Vulkan
+validation layer. You can ignore them.
+
+> vkBindBufferMemory(): Binding memory to buffer 0x2d but vkGetBufferMemoryRequirements() has not been called on that buffer.
+ */
+ VMA_ALLOCATOR_CREATE_KHR_DEDICATED_ALLOCATION_BIT = 0x00000002,
+
+ VMA_ALLOCATOR_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF
+} VmaAllocatorCreateFlagBits;
+typedef VkFlags VmaAllocatorCreateFlags;
+
+/** \brief Pointers to some Vulkan functions - a subset used by the library.
+
+Used in VmaAllocatorCreateInfo::pVulkanFunctions.
+*/
+typedef struct VmaVulkanFunctions {
+ PFN_vkGetPhysicalDeviceProperties vkGetPhysicalDeviceProperties;
+ PFN_vkGetPhysicalDeviceMemoryProperties vkGetPhysicalDeviceMemoryProperties;
+ PFN_vkAllocateMemory vkAllocateMemory;
+ PFN_vkFreeMemory vkFreeMemory;
+ PFN_vkMapMemory vkMapMemory;
+ PFN_vkUnmapMemory vkUnmapMemory;
+ PFN_vkFlushMappedMemoryRanges vkFlushMappedMemoryRanges;
+ PFN_vkInvalidateMappedMemoryRanges vkInvalidateMappedMemoryRanges;
+ PFN_vkBindBufferMemory vkBindBufferMemory;
+ PFN_vkBindImageMemory vkBindImageMemory;
+ PFN_vkGetBufferMemoryRequirements vkGetBufferMemoryRequirements;
+ PFN_vkGetImageMemoryRequirements vkGetImageMemoryRequirements;
+ PFN_vkCreateBuffer vkCreateBuffer;
+ PFN_vkDestroyBuffer vkDestroyBuffer;
+ PFN_vkCreateImage vkCreateImage;
+ PFN_vkDestroyImage vkDestroyImage;
+ PFN_vkCmdCopyBuffer vkCmdCopyBuffer;
+#if VMA_DEDICATED_ALLOCATION
+ PFN_vkGetBufferMemoryRequirements2KHR vkGetBufferMemoryRequirements2KHR;
+ PFN_vkGetImageMemoryRequirements2KHR vkGetImageMemoryRequirements2KHR;
+#endif
+} VmaVulkanFunctions;
+
+/// Flags to be used in VmaRecordSettings::flags.
+typedef enum VmaRecordFlagBits {
+ /** \brief Enables flush after recording every function call.
+
+ Enable it if you expect your application to crash, which may leave recording file truncated.
+ It may degrade performance though.
+ */
+ VMA_RECORD_FLUSH_AFTER_CALL_BIT = 0x00000001,
+
+ VMA_RECORD_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF
+} VmaRecordFlagBits;
+typedef VkFlags VmaRecordFlags;
+
+/// Parameters for recording calls to VMA functions. To be used in VmaAllocatorCreateInfo::pRecordSettings.
+typedef struct VmaRecordSettings
+{
+ /// Flags for recording. Use #VmaRecordFlagBits enum.
+ VmaRecordFlags flags;
+ /** \brief Path to the file that should be written by the recording.
+
+ Suggested extension: "csv".
+ If the file already exists, it will be overwritten.
+ It will be opened for the whole time #VmaAllocator object is alive.
+ If opening this file fails, creation of the whole allocator object fails.
+ */
+ const char* pFilePath;
+} VmaRecordSettings;
+
+/// Description of a Allocator to be created.
+typedef struct VmaAllocatorCreateInfo
+{
+ /// Flags for created allocator. Use #VmaAllocatorCreateFlagBits enum.
+ VmaAllocatorCreateFlags flags;
+ /// Vulkan physical device.
+ /** It must be valid throughout whole lifetime of created allocator. */
+ VkPhysicalDevice physicalDevice;
+ /// Vulkan device.
+ /** It must be valid throughout whole lifetime of created allocator. */
+ VkDevice device;
+ /// Preferred size of a single `VkDeviceMemory` block to be allocated from large heaps > 1 GiB. Optional.
+ /** Set to 0 to use default, which is currently 256 MiB. */
+ VkDeviceSize preferredLargeHeapBlockSize;
+ /// Custom CPU memory allocation callbacks. Optional.
+ /** Optional, can be null. When specified, will also be used for all CPU-side memory allocations. */
+ const VkAllocationCallbacks* pAllocationCallbacks;
+ /// Informative callbacks for `vkAllocateMemory`, `vkFreeMemory`. Optional.
+ /** Optional, can be null. */
+ const VmaDeviceMemoryCallbacks* pDeviceMemoryCallbacks;
+ /** \brief Maximum number of additional frames that are in use at the same time as current frame.
+
+ This value is used only when you make allocations with
+ VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT flag. Such allocation cannot become
+ lost if allocation.lastUseFrameIndex >= allocator.currentFrameIndex - frameInUseCount.
+
+ For example, if you double-buffer your command buffers, so resources used for
+ rendering in previous frame may still be in use by the GPU at the moment you
+ allocate resources needed for the current frame, set this value to 1.
+
+ If you want to allow any allocations other than used in the current frame to
+ become lost, set this value to 0.
+ */
+ uint32_t frameInUseCount;
+ /** \brief Either null or a pointer to an array of limits on maximum number of bytes that can be allocated out of particular Vulkan memory heap.
+
+ If not NULL, it must be a pointer to an array of
+ `VkPhysicalDeviceMemoryProperties::memoryHeapCount` elements, defining limit on
+ maximum number of bytes that can be allocated out of particular Vulkan memory
+ heap.
+
+ Any of the elements may be equal to `VK_WHOLE_SIZE`, which means no limit on that
+ heap. This is also the default in case of `pHeapSizeLimit` = NULL.
+
+ If there is a limit defined for a heap:
+
+ - If user tries to allocate more memory from that heap using this allocator,
+ the allocation fails with `VK_ERROR_OUT_OF_DEVICE_MEMORY`.
+ - If the limit is smaller than heap size reported in `VkMemoryHeap::size`, the
+ value of this limit will be reported instead when using vmaGetMemoryProperties().
+
+ Warning! Using this feature may not be equivalent to installing a GPU with
+ smaller amount of memory, because graphics driver doesn't necessary fail new
+ allocations with `VK_ERROR_OUT_OF_DEVICE_MEMORY` result when memory capacity is
+ exceeded. It may return success and just silently migrate some device memory
+ blocks to system RAM. This driver behavior can also be controlled using
+ VK_AMD_memory_overallocation_behavior extension.
+ */
+ const VkDeviceSize* pHeapSizeLimit;
+ /** \brief Pointers to Vulkan functions. Can be null if you leave define `VMA_STATIC_VULKAN_FUNCTIONS 1`.
+
+ If you leave define `VMA_STATIC_VULKAN_FUNCTIONS 1` in configuration section,
+ you can pass null as this member, because the library will fetch pointers to
+ Vulkan functions internally in a static way, like:
+
+ vulkanFunctions.vkAllocateMemory = &vkAllocateMemory;
+
+ Fill this member if you want to provide your own pointers to Vulkan functions,
+ e.g. fetched using `vkGetInstanceProcAddr()` and `vkGetDeviceProcAddr()`.
+ */
+ const VmaVulkanFunctions* pVulkanFunctions;
+ /** \brief Parameters for recording of VMA calls. Can be null.
+
+ If not null, it enables recording of calls to VMA functions to a file.
+ If support for recording is not enabled using `VMA_RECORDING_ENABLED` macro,
+ creation of the allocator object fails with `VK_ERROR_FEATURE_NOT_PRESENT`.
+ */
+ const VmaRecordSettings* pRecordSettings;
+} VmaAllocatorCreateInfo;
+
+/// Creates Allocator object.
+VkResult vmaCreateAllocator(
+ const VmaAllocatorCreateInfo* pCreateInfo,
+ VmaAllocator* pAllocator);
+
+/// Destroys allocator object.
+void vmaDestroyAllocator(
+ VmaAllocator allocator);
+
+/**
+PhysicalDeviceProperties are fetched from physicalDevice by the allocator.
+You can access it here, without fetching it again on your own.
+*/
+void vmaGetPhysicalDeviceProperties(
+ VmaAllocator allocator,
+ const VkPhysicalDeviceProperties** ppPhysicalDeviceProperties);
+
+/**
+PhysicalDeviceMemoryProperties are fetched from physicalDevice by the allocator.
+You can access it here, without fetching it again on your own.
+*/
+void vmaGetMemoryProperties(
+ VmaAllocator allocator,
+ const VkPhysicalDeviceMemoryProperties** ppPhysicalDeviceMemoryProperties);
+
+/**
+\brief Given Memory Type Index, returns Property Flags of this memory type.
+
+This is just a convenience function. Same information can be obtained using
+vmaGetMemoryProperties().
+*/
+void vmaGetMemoryTypeProperties(
+ VmaAllocator allocator,
+ uint32_t memoryTypeIndex,
+ VkMemoryPropertyFlags* pFlags);
+
+/** \brief Sets index of the current frame.
+
+This function must be used if you make allocations with
+#VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT and
+#VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT flags to inform the allocator
+when a new frame begins. Allocations queried using vmaGetAllocationInfo() cannot
+become lost in the current frame.
+*/
+void vmaSetCurrentFrameIndex(
+ VmaAllocator allocator,
+ uint32_t frameIndex);
+
+/** \brief Calculated statistics of memory usage in entire allocator.
+*/
+typedef struct VmaStatInfo
+{
+ /// Number of `VkDeviceMemory` Vulkan memory blocks allocated.
+ uint32_t blockCount;
+ /// Number of #VmaAllocation allocation objects allocated.
+ uint32_t allocationCount;
+ /// Number of free ranges of memory between allocations.
+ uint32_t unusedRangeCount;
+ /// Total number of bytes occupied by all allocations.
+ VkDeviceSize usedBytes;
+ /// Total number of bytes occupied by unused ranges.
+ VkDeviceSize unusedBytes;
+ VkDeviceSize allocationSizeMin, allocationSizeAvg, allocationSizeMax;
+ VkDeviceSize unusedRangeSizeMin, unusedRangeSizeAvg, unusedRangeSizeMax;
+} VmaStatInfo;
+
+/// General statistics from current state of Allocator.
+typedef struct VmaStats
+{
+ VmaStatInfo memoryType[VK_MAX_MEMORY_TYPES];
+ VmaStatInfo memoryHeap[VK_MAX_MEMORY_HEAPS];
+ VmaStatInfo total;
+} VmaStats;
+
+/// Retrieves statistics from current state of the Allocator.
+void vmaCalculateStats(
+ VmaAllocator allocator,
+ VmaStats* pStats);
+
+#define VMA_STATS_STRING_ENABLED 1
+
+#if VMA_STATS_STRING_ENABLED
+
+/// Builds and returns statistics as string in JSON format.
+/** @param[out] ppStatsString Must be freed using vmaFreeStatsString() function.
+*/
+void vmaBuildStatsString(
+ VmaAllocator allocator,
+ char** ppStatsString,
+ VkBool32 detailedMap);
+
+void vmaFreeStatsString(
+ VmaAllocator allocator,
+ char* pStatsString);
+
+#endif // #if VMA_STATS_STRING_ENABLED
+
+/** \struct VmaPool
+\brief Represents custom memory pool
+
+Fill structure VmaPoolCreateInfo and call function vmaCreatePool() to create it.
+Call function vmaDestroyPool() to destroy it.
+
+For more information see [Custom memory pools](@ref choosing_memory_type_custom_memory_pools).
+*/
+VK_DEFINE_HANDLE(VmaPool)
+
+typedef enum VmaMemoryUsage
+{
+ /** No intended memory usage specified.
+ Use other members of VmaAllocationCreateInfo to specify your requirements.
+ */
+ VMA_MEMORY_USAGE_UNKNOWN = 0,
+ /** Memory will be used on device only, so fast access from the device is preferred.
+ It usually means device-local GPU (video) memory.
+ No need to be mappable on host.
+ It is roughly equivalent of `D3D12_HEAP_TYPE_DEFAULT`.
+
+ Usage:
+
+ - Resources written and read by device, e.g. images used as attachments.
+ - Resources transferred from host once (immutable) or infrequently and read by
+ device multiple times, e.g. textures to be sampled, vertex buffers, uniform
+ (constant) buffers, and majority of other types of resources used on GPU.
+
+ Allocation may still end up in `HOST_VISIBLE` memory on some implementations.
+ In such case, you are free to map it.
+ You can use #VMA_ALLOCATION_CREATE_MAPPED_BIT with this usage type.
+ */
+ VMA_MEMORY_USAGE_GPU_ONLY = 1,
+ /** Memory will be mappable on host.
+ It usually means CPU (system) memory.
+ Guarantees to be `HOST_VISIBLE` and `HOST_COHERENT`.
+ CPU access is typically uncached. Writes may be write-combined.
+ Resources created in this pool may still be accessible to the device, but access to them can be slow.
+ It is roughly equivalent of `D3D12_HEAP_TYPE_UPLOAD`.
+
+ Usage: Staging copy of resources used as transfer source.
+ */
+ VMA_MEMORY_USAGE_CPU_ONLY = 2,
+ /**
+ Memory that is both mappable on host (guarantees to be `HOST_VISIBLE`) and preferably fast to access by GPU.
+ CPU access is typically uncached. Writes may be write-combined.
+
+ Usage: Resources written frequently by host (dynamic), read by device. E.g. textures, vertex buffers, uniform buffers updated every frame or every draw call.
+ */
+ VMA_MEMORY_USAGE_CPU_TO_GPU = 3,
+ /** Memory mappable on host (guarantees to be `HOST_VISIBLE`) and cached.
+ It is roughly equivalent of `D3D12_HEAP_TYPE_READBACK`.
+
+ Usage:
+
+ - Resources written by device, read by host - results of some computations, e.g. screen capture, average scene luminance for HDR tone mapping.
+ - Any resources read or accessed randomly on host, e.g. CPU-side copy of vertex buffer used as source of transfer, but also used for collision detection.
+ */
+ VMA_MEMORY_USAGE_GPU_TO_CPU = 4,
+ VMA_MEMORY_USAGE_MAX_ENUM = 0x7FFFFFFF
+} VmaMemoryUsage;
+
+/// Flags to be passed as VmaAllocationCreateInfo::flags.
+typedef enum VmaAllocationCreateFlagBits {
+ /** \brief Set this flag if the allocation should have its own memory block.
+
+ Use it for special, big resources, like fullscreen images used as attachments.
+
+ This flag must also be used for host visible resources that you want to map
+ simultaneously because otherwise they might end up as regions of the same
+ `VkDeviceMemory`, while mapping same `VkDeviceMemory` multiple times
+ simultaneously is illegal.
+
+ You should not use this flag if VmaAllocationCreateInfo::pool is not null.
+ */
+ VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT = 0x00000001,
+
+ /** \brief Set this flag to only try to allocate from existing `VkDeviceMemory` blocks and never create new such block.
+
+ If new allocation cannot be placed in any of the existing blocks, allocation
+ fails with `VK_ERROR_OUT_OF_DEVICE_MEMORY` error.
+
+ You should not use #VMA_ALLOCATION_CREATE_DEDICATED_MEMORY_BIT and
+ #VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT at the same time. It makes no sense.
+
+ If VmaAllocationCreateInfo::pool is not null, this flag is implied and ignored. */
+ VMA_ALLOCATION_CREATE_NEVER_ALLOCATE_BIT = 0x00000002,
+ /** \brief Set this flag to use a memory that will be persistently mapped and retrieve pointer to it.
+
+ Pointer to mapped memory will be returned through VmaAllocationInfo::pMappedData.
+
+ Is it valid to use this flag for allocation made from memory type that is not
+ `HOST_VISIBLE`. This flag is then ignored and memory is not mapped. This is
+ useful if you need an allocation that is efficient to use on GPU
+ (`DEVICE_LOCAL`) and still want to map it directly if possible on platforms that
+ support it (e.g. Intel GPU).
+
+ You should not use this flag together with #VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT.
+ */
+ VMA_ALLOCATION_CREATE_MAPPED_BIT = 0x00000004,
+ /** Allocation created with this flag can become lost as a result of another
+ allocation with #VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT flag, so you
+ must check it before use.
+
+ To check if allocation is not lost, call vmaGetAllocationInfo() and check if
+ VmaAllocationInfo::deviceMemory is not `VK_NULL_HANDLE`.
+
+ For details about supporting lost allocations, see Lost Allocations
+ chapter of User Guide on Main Page.
+
+ You should not use this flag together with #VMA_ALLOCATION_CREATE_MAPPED_BIT.
+ */
+ VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT = 0x00000008,
+ /** While creating allocation using this flag, other allocations that were
+ created with flag #VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT can become lost.
+
+ For details about supporting lost allocations, see Lost Allocations
+ chapter of User Guide on Main Page.
+ */
+ VMA_ALLOCATION_CREATE_CAN_MAKE_OTHER_LOST_BIT = 0x00000010,
+ /** Set this flag to treat VmaAllocationCreateInfo::pUserData as pointer to a
+ null-terminated string. Instead of copying pointer value, a local copy of the
+ string is made and stored in allocation's `pUserData`. The string is automatically
+ freed together with the allocation. It is also used in vmaBuildStatsString().
+ */
+ VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT = 0x00000020,
+ /** Allocation will be created from upper stack in a double stack pool.
+
+ This flag is only allowed for custom pools created with #VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT flag.
+ */
+ VMA_ALLOCATION_CREATE_UPPER_ADDRESS_BIT = 0x00000040,
+
+ /** Allocation strategy that chooses smallest possible free range for the
+ allocation.
+ */
+ VMA_ALLOCATION_CREATE_STRATEGY_BEST_FIT_BIT = 0x00010000,
+ /** Allocation strategy that chooses biggest possible free range for the
+ allocation.
+ */
+ VMA_ALLOCATION_CREATE_STRATEGY_WORST_FIT_BIT = 0x00020000,
+ /** Allocation strategy that chooses first suitable free range for the
+ allocation.
+
+ "First" doesn't necessarily means the one with smallest offset in memory,
+ but rather the one that is easiest and fastest to find.
+ */
+ VMA_ALLOCATION_CREATE_STRATEGY_FIRST_FIT_BIT = 0x00040000,
+
+ /** Allocation strategy that tries to minimize memory usage.
+ */
+ VMA_ALLOCATION_CREATE_STRATEGY_MIN_MEMORY_BIT = VMA_ALLOCATION_CREATE_STRATEGY_BEST_FIT_BIT,
+ /** Allocation strategy that tries to minimize allocation time.
+ */
+ VMA_ALLOCATION_CREATE_STRATEGY_MIN_TIME_BIT = VMA_ALLOCATION_CREATE_STRATEGY_FIRST_FIT_BIT,
+ /** Allocation strategy that tries to minimize memory fragmentation.
+ */
+ VMA_ALLOCATION_CREATE_STRATEGY_MIN_FRAGMENTATION_BIT = VMA_ALLOCATION_CREATE_STRATEGY_WORST_FIT_BIT,
+
+ /** A bit mask to extract only `STRATEGY` bits from entire set of flags.
+ */
+ VMA_ALLOCATION_CREATE_STRATEGY_MASK =
+ VMA_ALLOCATION_CREATE_STRATEGY_BEST_FIT_BIT |
+ VMA_ALLOCATION_CREATE_STRATEGY_WORST_FIT_BIT |
+ VMA_ALLOCATION_CREATE_STRATEGY_FIRST_FIT_BIT,
+
+ VMA_ALLOCATION_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF
+} VmaAllocationCreateFlagBits;
+typedef VkFlags VmaAllocationCreateFlags;
+
+typedef struct VmaAllocationCreateInfo
+{
+ /// Use #VmaAllocationCreateFlagBits enum.
+ VmaAllocationCreateFlags flags;
+ /** \brief Intended usage of memory.
+
+ You can leave #VMA_MEMORY_USAGE_UNKNOWN if you specify memory requirements in other way. \n
+ If `pool` is not null, this member is ignored.
+ */
+ VmaMemoryUsage usage;
+ /** \brief Flags that must be set in a Memory Type chosen for an allocation.
+
+ Leave 0 if you specify memory requirements in other way. \n
+ If `pool` is not null, this member is ignored.*/
+ VkMemoryPropertyFlags requiredFlags;
+ /** \brief Flags that preferably should be set in a memory type chosen for an allocation.
+
+ Set to 0 if no additional flags are prefered. \n
+ If `pool` is not null, this member is ignored. */
+ VkMemoryPropertyFlags preferredFlags;
+ /** \brief Bitmask containing one bit set for every memory type acceptable for this allocation.
+
+ Value 0 is equivalent to `UINT32_MAX` - it means any memory type is accepted if
+ it meets other requirements specified by this structure, with no further
+ restrictions on memory type index. \n
+ If `pool` is not null, this member is ignored.
+ */
+ uint32_t memoryTypeBits;
+ /** \brief Pool that this allocation should be created in.
+
+ Leave `VK_NULL_HANDLE` to allocate from default pool. If not null, members:
+ `usage`, `requiredFlags`, `preferredFlags`, `memoryTypeBits` are ignored.
+ */
+ VmaPool pool;
+ /** \brief Custom general-purpose pointer that will be stored in #VmaAllocation, can be read as VmaAllocationInfo::pUserData and changed using vmaSetAllocationUserData().
+
+ If #VMA_ALLOCATION_CREATE_USER_DATA_COPY_STRING_BIT is used, it must be either
+ null or pointer to a null-terminated string. The string will be then copied to
+ internal buffer, so it doesn't need to be valid after allocation call.
+ */
+ void* pUserData;
+} VmaAllocationCreateInfo;
+
+/**
+\brief Helps to find memoryTypeIndex, given memoryTypeBits and VmaAllocationCreateInfo.
+
+This algorithm tries to find a memory type that:
+
+- Is allowed by memoryTypeBits.
+- Contains all the flags from pAllocationCreateInfo->requiredFlags.
+- Matches intended usage.
+- Has as many flags from pAllocationCreateInfo->preferredFlags as possible.
+
+\return Returns VK_ERROR_FEATURE_NOT_PRESENT if not found. Receiving such result
+from this function or any other allocating function probably means that your
+device doesn't support any memory type with requested features for the specific
+type of resource you want to use it for. Please check parameters of your
+resource, like image layout (OPTIMAL versus LINEAR) or mip level count.
+*/
+VkResult vmaFindMemoryTypeIndex(
+ VmaAllocator allocator,
+ uint32_t memoryTypeBits,
+ const VmaAllocationCreateInfo* pAllocationCreateInfo,
+ uint32_t* pMemoryTypeIndex);
+
+/**
+\brief Helps to find memoryTypeIndex, given VkBufferCreateInfo and VmaAllocationCreateInfo.
+
+It can be useful e.g. to determine value to be used as VmaPoolCreateInfo::memoryTypeIndex.
+It internally creates a temporary, dummy buffer that never has memory bound.
+It is just a convenience function, equivalent to calling:
+
+- `vkCreateBuffer`
+- `vkGetBufferMemoryRequirements`
+- `vmaFindMemoryTypeIndex`
+- `vkDestroyBuffer`
+*/
+VkResult vmaFindMemoryTypeIndexForBufferInfo(
+ VmaAllocator allocator,
+ const VkBufferCreateInfo* pBufferCreateInfo,
+ const VmaAllocationCreateInfo* pAllocationCreateInfo,
+ uint32_t* pMemoryTypeIndex);
+
+/**
+\brief Helps to find memoryTypeIndex, given VkImageCreateInfo and VmaAllocationCreateInfo.
+
+It can be useful e.g. to determine value to be used as VmaPoolCreateInfo::memoryTypeIndex.
+It internally creates a temporary, dummy image that never has memory bound.
+It is just a convenience function, equivalent to calling:
+
+- `vkCreateImage`
+- `vkGetImageMemoryRequirements`
+- `vmaFindMemoryTypeIndex`
+- `vkDestroyImage`
+*/
+VkResult vmaFindMemoryTypeIndexForImageInfo(
+ VmaAllocator allocator,
+ const VkImageCreateInfo* pImageCreateInfo,
+ const VmaAllocationCreateInfo* pAllocationCreateInfo,
+ uint32_t* pMemoryTypeIndex);
+
+/// Flags to be passed as VmaPoolCreateInfo::flags.
+typedef enum VmaPoolCreateFlagBits {
+ /** \brief Use this flag if you always allocate only buffers and linear images or only optimal images out of this pool and so Buffer-Image Granularity can be ignored.
+
+ This is an optional optimization flag.
+
+ If you always allocate using vmaCreateBuffer(), vmaCreateImage(),
+ vmaAllocateMemoryForBuffer(), then you don't need to use it because allocator
+ knows exact type of your allocations so it can handle Buffer-Image Granularity
+ in the optimal way.
+
+ If you also allocate using vmaAllocateMemoryForImage() or vmaAllocateMemory(),
+ exact type of such allocations is not known, so allocator must be conservative
+ in handling Buffer-Image Granularity, which can lead to suboptimal allocation
+ (wasted memory). In that case, if you can make sure you always allocate only
+ buffers and linear images or only optimal images out of this pool, use this flag
+ to make allocator disregard Buffer-Image Granularity and so make allocations
+ faster and more optimal.
+ */
+ VMA_POOL_CREATE_IGNORE_BUFFER_IMAGE_GRANULARITY_BIT = 0x00000002,
+
+ /** \brief Enables alternative, linear allocation algorithm in this pool.
+
+ Specify this flag to enable linear allocation algorithm, which always creates
+ new allocations after last one and doesn't reuse space from allocations freed in
+ between. It trades memory consumption for simplified algorithm and data
+ structure, which has better performance and uses less memory for metadata.
+
+ By using this flag, you can achieve behavior of free-at-once, stack,
+ ring buffer, and double stack. For details, see documentation chapter
+ \ref linear_algorithm.
+
+ When using this flag, you must specify VmaPoolCreateInfo::maxBlockCount == 1 (or 0 for default).
+
+ For more details, see [Linear allocation algorithm](@ref linear_algorithm).
+ */
+ VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT = 0x00000004,
+
+ /** \brief Enables alternative, buddy allocation algorithm in this pool.
+
+ It operates on a tree of blocks, each having size that is a power of two and
+ a half of its parent's size. Comparing to default algorithm, this one provides
+ faster allocation and deallocation and decreased external fragmentation,
+ at the expense of more memory wasted (internal fragmentation).
+
+ For more details, see [Buddy allocation algorithm](@ref buddy_algorithm).
+ */
+ VMA_POOL_CREATE_BUDDY_ALGORITHM_BIT = 0x00000008,
+
+ /** Bit mask to extract only `ALGORITHM` bits from entire set of flags.
+ */
+ VMA_POOL_CREATE_ALGORITHM_MASK =
+ VMA_POOL_CREATE_LINEAR_ALGORITHM_BIT |
+ VMA_POOL_CREATE_BUDDY_ALGORITHM_BIT,
+
+ VMA_POOL_CREATE_FLAG_BITS_MAX_ENUM = 0x7FFFFFFF
+} VmaPoolCreateFlagBits;
+typedef VkFlags VmaPoolCreateFlags;
+
+/** \brief Describes parameter of created #VmaPool.
+*/
+typedef struct VmaPoolCreateInfo {
+ /** \brief Vulkan memory type index to allocate this pool from.
+ */
+ uint32_t memoryTypeIndex;
+ /** \brief Use combination of #VmaPoolCreateFlagBits.
+ */
+ VmaPoolCreateFlags flags;
+ /** \brief Size of a single `VkDeviceMemory` block to be allocated as part of this pool, in bytes. Optional.
+
+ Specify nonzero to set explicit, constant size of memory blocks used by this
+ pool.
+
+ Leave 0 to use default and let the library manage block sizes automatically.
+ Sizes of particular blocks may vary.
+ */
+ VkDeviceSize blockSize;
+ /** \brief Minimum number of blocks to be always allocated in this pool, even if they stay empty.
+
+ Set to 0 to have no preallocated blocks and allow the pool be completely empty.
+ */
+ size_t minBlockCount;
+ /** \brief Maximum number of blocks that can be allocated in this pool. Optional.
+
+ Set to 0 to use default, which is `SIZE_MAX`, which means no limit.
+
+ Set to same value as VmaPoolCreateInfo::minBlockCount to have fixed amount of memory allocated
+ throughout whole lifetime of this pool.
+ */
+ size_t maxBlockCount;
+ /** \brief Maximum number of additional frames that are in use at the same time as current frame.
+
+ This value is used only when you make allocations with
+ #VMA_ALLOCATION_CREATE_CAN_BECOME_LOST_BIT flag. Such allocation cannot become
+ lost if allocation.lastUseFrameIndex >= allocator.currentFrameIndex - frameInUseCount.
+
+ For example, if you double-buffer your command buffers, so resources used for
+ rendering in previous frame may still be in use by the GPU at the moment you
+ allocate resources needed for the current frame, set this value to 1.</