using Silk.NET.Vulkan;
using System;
using System.Collections.Generic;
namespace Ryujinx.Graphics.Vulkan
{
class MemoryAllocator : IDisposable
private ulong MaxDeviceMemoryUsageEstimate = 16UL * 1024 * 1024 * 1024;
private readonly Vk _api;
private readonly Device _device;
private readonly List<MemoryAllocatorBlockList> _blockLists;
private int _blockAlignment;
public MemoryAllocator(Vk api, Device device, uint maxMemoryAllocationCount)
_api = api;
_device = device;
_blockLists = new List<MemoryAllocatorBlockList>();
_blockAlignment = (int)Math.Min(int.MaxValue, MaxDeviceMemoryUsageEstimate / (ulong)maxMemoryAllocationCount);
}
public MemoryAllocation AllocateDeviceMemory(
PhysicalDevice physicalDevice,
MemoryRequirements requirements,
MemoryPropertyFlags flags = 0)
return AllocateDeviceMemory(physicalDevice, requirements, flags, flags);
MemoryPropertyFlags flags,
MemoryPropertyFlags alternativeFlags)
int memoryTypeIndex = FindSuitableMemoryTypeIndex(_api, physicalDevice, requirements.MemoryTypeBits, flags, alternativeFlags);
if (memoryTypeIndex < 0)
return default;
bool map = flags.HasFlag(MemoryPropertyFlags.HostVisibleBit);
return Allocate(memoryTypeIndex, requirements.Size, requirements.Alignment, map);
private MemoryAllocation Allocate(int memoryTypeIndex, ulong size, ulong alignment, bool map)
for (int i = 0; i < _blockLists.Count; i++)
var bl = _blockLists[i];
if (bl.MemoryTypeIndex == memoryTypeIndex)
lock (bl)
return bl.Allocate(size, alignment, map);
var newBl = new MemoryAllocatorBlockList(_api, _device, memoryTypeIndex, _blockAlignment);
_blockLists.Add(newBl);
return newBl.Allocate(size, alignment, map);
private static int FindSuitableMemoryTypeIndex(
Vk api,
uint memoryTypeBits,
int bestCandidateIndex = -1;
api.GetPhysicalDeviceMemoryProperties(physicalDevice, out var properties);
for (int i = 0; i < properties.MemoryTypeCount; i++)
var type = properties.MemoryTypes[i];
if ((memoryTypeBits & (1 << i)) != 0)
if (type.PropertyFlags.HasFlag(flags))
return i;
else if (type.PropertyFlags.HasFlag(alternativeFlags))
bestCandidateIndex = i;
return bestCandidateIndex;
public void Dispose()
_blockLists[i].Dispose();