@@ -77,6 +77,7 @@ See also: [product page on GPUOpen](https://gpuopen.com/gaming-product/vulkan-me
7777 - [Memory initialization](@ref debugging_memory_usage_initialization)
7878 - [Margins](@ref debugging_memory_usage_margins)
7979 - [Corruption detection](@ref debugging_memory_usage_corruption_detection)
80+ - [Leak detection features](@ref debugging_memory_usage_leak_detection)
8081 - \subpage other_api_interop
8182- \subpage usage_patterns
8283 - [GPU-only resource](@ref usage_patterns_gpu_only)
@@ -17842,6 +17843,19 @@ Margin validation (corruption detection) works only for memory types that are
1784217843`HOST_VISIBLE` and `HOST_COHERENT`.
1784317844
1784417845
17846+ \section debugging_memory_usage_leak_detection Leak detection features
17847+
17848+ At allocation and allocator destruction time VMA checks for unfreed and unmapped blocks using
17849+ `VMA_ASSERT_LEAK()`. This macro defaults to an assertion, triggering a typically fatal error in Debug
17850+ builds, and doing nothing in Release builds. You can provide your own definition of `VMA_ASSERT_LEAK()`
17851+ to change this behavior.
17852+
17853+ At memory block destruction time VMA lists out all unfreed allocations using the `VMA_LEAK_LOG_FORMAT()`
17854+ macro, which defaults to `VMA_DEBUG_LOG_FORMAT`, which in turn defaults to a no-op.
17855+ If you're having trouble with leaks - for example, the aforementioned assertion triggers, but you don't
17856+ quite know \em why -, overriding this macro to print out the the leaking blocks, combined with assigning
17857+ individual names to allocations using vmaSetAllocationName(), can greatly aid in fixing them.
17858+
1784517859\page other_api_interop Interop with other graphics APIs
1784617860
1784717861VMA provides some features that help with interoperability with other graphics APIs, e.g. OpenGL.
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