feat: 显存分配器迁移到 VMA(P1 路线第一项)

- vendored VulkanMemoryAllocator 子模块,唯一实现编译单元 VmaImpl.cpp
- MemoryAllocator 重写为 VMA 后端:接口从"Allocate(reqs)+手绑"升级为
  "创建即分配即绑定"(CreateBuffer/CreateImage/Destroy/Flush),
  VMA 要求资源与内存成对释放,约束成单一出口
- Buffer/Texture/RenderGraph 三处调用方迁移;staging 持久映射 + 按分配
  精确 flush(原来按整块 flush)
- 获得:TLSF 通用分配、DedicatedAllocation 自动启用、memory budget 感知、
  内存别名基础(TAA/复用前置)
- 编译零错误、validation 零警告、8 秒冒烟通过
This commit is contained in:
2026-09-23 12:51:11 +08:00
parent 6f10fd624d
commit 0de8498350
12 changed files with 200 additions and 295 deletions
-5
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@@ -36,11 +36,6 @@ namespace Engine {
vk::Buffer m_Buffer;
vk::DeviceSize m_Size;
vk::DeviceMemory m_Memory;
vk::DeviceSize m_Offset;
vk::DeviceSize m_BlockSize; // 所属内存块的总大小
MemoryAllocator::Allocation m_Allocation;
MemoryAllocator& m_Allocator;
+37 -31
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@@ -1,68 +1,74 @@
//
// Created by atdunbg on 2026/9/20.
//
// MemoryAllocator:显存分配器,VMA 后端。
//
// 2026-09-23 从手写 bump+free-list 块分配迁移到 VMA(VulkanMemoryAllocator):
// - TLSF 式通用分配 + DedicatedAllocation 扩展自动启用
// - 线性分配器(staging 类短命资源自动走线性算法)
// - VK_EXT_memory_budget 感知(分配决策参考真实显存余量)
// - 为后续内存别名(同一 VkDeviceMemory 多资源重绑)铺路
//
// 接口哲学:不再是"Allocate(reqs) + 手动 bind"——VMA 明确不推荐把分配与
// 绑定拆开。创建即分配即绑定,销毁必须走 Destroy(资源与内存成对释放),
// 这是本类存在的意义:把 VMA 的正确用法约束成一个出口。
//
#ifndef HELLOVULKAN_MEMORYALLOCATOR_H
#define HELLOVULKAN_MEMORYALLOCATOR_H
#pragma once
#include <vulkan/vulkan.hpp>
#include <array>
#include <vector>
#include "Engine/Core/Types.h"
// VMA 内部类型前向声明(实现在 VmaImpl.cpp,头文件不引入 vk_mem_alloc.h)
struct VmaAllocator_T;
struct VmaAllocation_T;
namespace Engine {
class Device;
class MemoryAllocator {
public:
MemoryAllocator(Device& device);
explicit MemoryAllocator(Device& device);
~MemoryAllocator();
MemoryAllocator(const MemoryAllocator&) = delete;
MemoryAllocator& operator=(const MemoryAllocator&) = delete;
// 分配结果:资源句柄 + 分配句柄合一。
// Buffer/Image 二选一有值;MappedPtr 仅 HOST_VISIBLE 非空(持久映射)。
struct Allocation {
vk::DeviceMemory Memory;
vk::DeviceSize Offset;
vk::DeviceSize Size;
vk::Buffer Buffer{};
vk::Image Image{};
void* MappedPtr = nullptr;
// 内部用于 Free
u32 BlockIndex = 0;
u32 TypeIndex = 0;
vk::DeviceSize Size = 0;
bool Valid = false;
// VMA 内部句柄(上层不要碰)
VmaAllocation_T* Handle = nullptr;
};
Allocation Allocate(vk::MemoryRequirements reqs, vk::MemoryPropertyFlags props);
void Free(const Allocation& alloc);
// 创建 + 分配 + 绑定一步完成(VMA 惯用法)
Allocation CreateBuffer(vk::DeviceSize size, vk::BufferUsageFlags usage,
vk::MemoryPropertyFlags props);
Allocation CreateImage(const vk::ImageCreateInfo& imageInfo,
vk::MemoryPropertyFlags props);
// 销毁资源并释放分配(按 alloc.Buffer/Image 判断类型),随后 alloc 归零
void Destroy(Allocation& alloc);
// HOST_VISIBLE 非 coherent 写入后冲刷(VMA 内部对 coherent 自动跳过)
void Flush(const Allocation& alloc);
void PrintStats() const;
private:
struct FreeRange {
vk::DeviceSize Offset;
vk::DeviceSize Size;
};
struct Block {
vk::DeviceMemory Memory;
vk::DeviceSize Size;
vk::DeviceSize Used = 0; // bump 分配用
void* MappedPtr = nullptr;
bool IsMapped = false;
std::vector<FreeRange> FreeList; // 已释放的区域
};
Device& m_Device;
std::array<std::vector<Block>, VK_MAX_MEMORY_TYPES> m_Blocks;
std::array<vk::DeviceSize, VK_MAX_MEMORY_TYPES> m_TotalAllocated{};
vk::DeviceSize GetBlockSize(vk::MemoryPropertyFlags props) const;
VmaAllocator_T* m_Vma = nullptr;
};
} // namespace Engine
-1
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@@ -52,7 +52,6 @@ namespace Engine {
Device& m_Device;
vk::Image m_Image;
vk::ImageView m_View;
vk::DeviceMemory m_Memory;
vk::Sampler m_Sampler;