ID3D12Device::MakeResident method (d3d12.h)

Makes objects resident for the device.

Syntax

HRESULT MakeResident(
       UINT           NumObjects,
  [in] ID3D12Pageable * const *ppObjects
);

Parameters

NumObjects

Type: UINT

The number of objects in the ppObjects array to make resident for the device.

[in] ppObjects

Type: ID3D12Pageable*

A pointer to a memory block that contains an array of ID3D12Pageable interface pointers for the objects.

Even though most D3D12 objects inherit from ID3D12Pageable, residency changes are only supported on the following objects: Descriptor Heaps, Heaps, Committed Resources, and Query Heaps

Return value

Type: HRESULT

This method returns one of the Direct3D 12 Return Codes.

Remarks

MakeResident loads the data associated with a resource from disk, and re-allocates the memory from the resource's appropriate memory pool. This method should be called on the object which owns the physical memory.

Use this method, and Evict, to manage GPU video memory, noting that this was done automatically in D3D11, but now has to be done by the app in D3D12.

MakeResident and Evict can help applications manage the residency budget on many adapters. MakeResident explicitly pages-in data and, then, precludes page-out so the GPU can access the data. Evict enables page-out.

Some GPU architectures do not benefit from residency manipulation, due to the lack of sufficient GPU virtual address space. Use D3D12_FEATURE_DATA_GPU_VIRTUAL_ADDRESS_SUPPORT and IDXGIAdapter3::QueryVideoMemoryInfo to recognize when the maximum GPU VA space per-process is too small or roughly the same size as the residency budget. For such architectures, the residency budget will always be constrained by the amount of GPU virtual address space. Evict will not free-up any residency budget on such systems.

Applications must handle MakeResident failures, even if there appears to be enough residency budget available. Physical memory fragmentation and adapter architecture quirks can preclude the utilization of large contiguous ranges. Applications should free up more residency budget before trying again.

MakeResident is ref-counted, such that Evict must be called the same amount of times as MakeResident before Evict takes effect. Objects that support residency are made resident during creation, so a single Evict call will actually evict the object.

Applications must use fences to ensure the GPU doesn't use non-resident objects. MakeResident must return before the GPU executes a command list that references the object. Evict must be called after the GPU finishes executing a command list that references the object.

Evicted objects still consume the same GPU virtual address and same amount of GPU virtual address space. Therefore, resource descriptors and other GPU virtual address references are not invalidated after Evict.

Requirements

Requirement Value
Target Platform Windows
Header d3d12.h
Library D3D12.lib
DLL D3D12.dll

See also

ID3D12Device