Enhance mesh pooling
This commit is contained in:
parent
db3a34ff05
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243
src/mesh.rs
243
src/mesh.rs
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//! Dynamic mesh data storage.
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//!
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//! Meshes are based on ECS-like archetypes. Each pool contains a set of mesh
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//! "attributes," which can be either vertex attributes, indices of different
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//! formats (U8, U16, U32), or in the future, fixed-size mesh chunklets too.
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//! The mesh pool itself is agnostic to specific rendering implementation. It
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//! has no implicit knowledge of what a vertex position, normal, or texture
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//! coordinate is, or even what an index is.
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//!
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//! Multiple attributes can have the same layout. For example, a rudimentary
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//! mesh format might use three 32-bit floating point values (`[f32; 3]`) for
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//! both vertex position and vertex normals. In this case, positions and normals
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//! would have different [AttrId]s to distuingish them, and must each be
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//! registered to the pool. Once an attribute is registered in a pool instance,
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//! it cannot be unregistered, although the mesh pool may free GPU buffers for
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//! unused attribute pools.
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//!
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//! TODO: mesh coherency
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use slab::Slab;
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use smallvec::SmallVec;
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use std::collections::HashMap;
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/// An externally-defined identifier for a mesh attribute.
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#[repr(transparent)]
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#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
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pub struct AttrId(pub usize);
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/// A description of a mesh attribute.
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#[derive(Clone, Debug, Hash, PartialEq, Eq)]
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pub struct AttrLayout {}
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/// The data and layout of a single mesh attribute.
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pub struct AttrBuffer {
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pub id: AttrId,
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pub layout: AttrLayout,
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pub count: usize,
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pub data: Vec<u8>,
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}
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/// A mesh and all of its attributes.
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///
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/// An attribute ID can be used multiple times in a mesh, corresponding to
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/// multiple allocations within an [AttrPool].
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pub struct MeshBuffer {
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pub attributes: SmallVec<[AttrBuffer; MAX_MESH_INLINE_ATTRIBUTES]>,
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}
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/// The number of attributes a mesh can have before they're moved to the heap.
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pub const MAX_MESH_INLINE_ATTRIBUTES: usize = 16;
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/// A mesh that has been allocated in a [MeshPool].
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pub struct MeshAlloc {
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pub attributes: SmallVec<[AttrAlloc; MAX_MESH_INLINE_ATTRIBUTES]>,
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}
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/// An error that can be returned when allocating a mesh.
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pub enum PoolError {
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TooBig,
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NoMoreRoom,
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InvalidFree,
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AttrTaken,
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AttrUnregistered,
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MismatchedId,
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MismatchedLayout,
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}
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/// An attribute buffer that has been allocated in an [AttrPool].
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#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
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pub struct AttrAlloc {
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id: AttrId,
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offset: usize,
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count: usize,
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}
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/// An unused space range in an [AttrPool].
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pub struct FreeSpace {
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offset: usize,
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count: usize,
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}
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/// A single GPU buffer containing linear arrays of individual attributes.
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pub struct AttrPool {
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id: AttrId,
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layout: AttrLayout,
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count: usize,
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allocs: Vec<AttrAlloc>,
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free_space: Vec<FreeSpace>,
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}
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impl AttrPool {
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pub fn new(id: AttrId, layout: AttrLayout, count: usize) -> Result<Self, PoolError> {
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Ok(Self {
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id,
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layout,
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count,
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free_space: vec![FreeSpace { offset: 0, count }],
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allocs: vec![],
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})
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}
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/// Tests if an [AttrBuffer] can be allocated without taking ownership.
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///
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/// Returns the result of [Self::best_fit].
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pub fn can_alloc(&self, buf: &AttrBuffer) -> Result<usize, PoolError> {
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if buf.id != self.id {
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Err(PoolError::MismatchedId)
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} else if buf.layout != self.layout {
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Err(PoolError::MismatchedLayout)
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} else if buf.count > self.count {
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Err(PoolError::TooBig)
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} else if let Some(best_index) = self.best_fit(buf.count) {
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Ok(best_index)
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} else {
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Err(PoolError::NoMoreRoom)
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}
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}
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/// Finds the index of the best-fit free space for an array of attributes.
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///
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/// TODO: use a binary tree to find best-fit free space in logarithmic time
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pub fn best_fit(&self, count: usize) -> Option<usize> {
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let mut best_index = None;
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let mut best_count = usize::MAX;
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for (index, space) in self.free_space.iter().enumerate() {
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if space.count >= count && space.count < best_count {
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best_index = Some(index);
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best_count = space.count;
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}
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}
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best_index
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}
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/// Allocates an [AttrBuffer].
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///
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/// If you need to check if an [AttrBuffer] can be successfully
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/// allocated without moving it into this function, try using
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/// [Self::can_alloc] instead.
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pub fn alloc(&mut self, buf: AttrBuffer) -> Result<AttrAlloc, PoolError> {
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self.can_alloc(&buf)?;
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// can_alloc() should catch potential panics
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let best_index = self.best_fit(buf.count).unwrap();
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let free_space = self.free_space.get_mut(best_index).unwrap();
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let alloc = AttrAlloc {
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id: buf.id,
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offset: free_space.offset,
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count: buf.count,
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};
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self.allocs.push(alloc);
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if free_space.count > buf.count {
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free_space.count -= buf.count;
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free_space.offset += buf.count;
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} else {
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self.free_space.remove(best_index);
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}
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Ok(alloc)
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}
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/// Frees an [AttrAlloc] from the pool.
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pub fn free(&mut self, alloc: AttrAlloc) -> Result<(), PoolError> {
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todo!()
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}
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}
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/// A set of GPU-side vertex attribute pools and index pools.
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pub struct MeshPool {
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pools: HashMap<AttrId, AttrPool>,
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meshes: Slab<MeshAlloc>,
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}
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impl MeshPool {
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pub fn new() -> Self {
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Self {
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pools: Default::default(),
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meshes: Default::default(),
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}
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}
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/// Registers an [AttrId], and creates the pool for it.
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///
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/// Fails if the [AttrId] has already been registered.
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///
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/// `pool_size` defines the size of the new pool. Once an attribute pool
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/// has been created, it cannot be resized, so if it runs out of room for
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/// new attributes, a new [MeshPool] must be created.
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pub fn add_attribute(
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&mut self,
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id: AttrId,
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layout: AttrLayout,
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pool_size: usize,
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) -> Result<(), PoolError> {
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if self.pools.contains_key(&id) {
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return Err(PoolError::AttrTaken);
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}
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let pool = AttrPool::new(id, layout, pool_size)?;
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self.pools.insert(id, pool);
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Ok(())
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}
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/// Checks to see if a mesh can be allocated within this pool.
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///
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/// Because [Self::alloc] takes ownership of the [MeshBuffer], this function
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/// can be called with a reference, to determine if a different pool needs
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/// to be used instead.
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pub fn can_alloc(&self, buf: &MeshBuffer) -> Result<(), PoolError> {
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for attr in buf.attributes.iter() {
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match self.pools.get(&attr.id) {
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None => return Err(PoolError::AttrUnregistered),
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Some(pool) => pool.can_alloc(attr)?,
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};
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}
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Ok(())
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}
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/// Allocates a [MeshBuffer] in this pool. Returns a mesh key.
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///
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/// If you need to still have ownership of the mesh in the occasion that
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/// allocation fails, [Self::can_alloc] can be used instead without
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/// consuming it.
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pub fn alloc(&mut self, buf: MeshBuffer) -> Result<usize, PoolError> {
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self.can_alloc(&buf)?;
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let mut allocs = SmallVec::with_capacity(buf.attributes.len());
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for attr in buf.attributes.into_iter() {
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match self.pools.get_mut(&attr.id) {
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None => unreachable!(),
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Some(pool) => allocs.push(pool.alloc(attr)?),
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}
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}
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let mesh = MeshAlloc { attributes: allocs };
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Ok(self.meshes.insert(mesh))
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}
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}
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//! Mesh storage pooling for a single attribute.
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//!
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//! Attribute pools have a fixed size, and once created cannot be expanded to
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//! fit more data.
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use super::*;
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/// An externally-defined identifier for a mesh attribute.
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#[repr(transparent)]
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#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
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pub struct AttrId(pub usize);
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/// A description of a mesh attribute.
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#[derive(Clone, Debug, Hash, PartialEq, Eq)]
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pub struct AttrLayout {
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/// The size (in bytes) of this attribute.
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pub size: usize,
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}
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/// An attribute buffer that has been allocated in an [AttrPool].
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#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
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pub struct AttrAlloc {
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offset: usize,
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count: usize,
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}
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/// An unused space range in an [AttrPool].
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pub struct FreeSpace {
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offset: usize,
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count: usize,
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}
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/// A single GPU buffer containing linear arrays of attributes.
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pub struct AttrPool {
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group: usize,
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id: AttrId,
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layout: AttrLayout,
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size: usize,
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allocs: Slab<AttrAlloc>,
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free_space: Vec<FreeSpace>,
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}
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impl AttrPool {
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pub fn new(
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group: usize,
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id: AttrId,
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layout: AttrLayout,
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size: usize,
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) -> Result<Self, PoolError> {
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Ok(Self {
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group,
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id,
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layout,
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size,
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free_space: vec![FreeSpace {
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offset: 0,
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count: size,
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}],
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allocs: Default::default(),
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})
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}
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/// Tests if attributes can be allocated.
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///
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/// Returns the result of [Self::best_fit].
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pub fn can_alloc(&self, count: usize) -> Result<usize, PoolError> {
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if count > self.size {
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Err(PoolError::TooBig)
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} else if let Some(best_index) = self.best_fit(count) {
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Ok(best_index)
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} else {
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Err(PoolError::NoMoreRoom)
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}
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}
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/// Tests if an [AttrBuffer] can be loaded.
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///
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/// Returns the result of [Self::best_fit].
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pub fn can_load(&self, buf: &AttrBuffer) -> Result<usize, PoolError> {
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if buf.id != self.id {
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Err(PoolError::MismatchedId)
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} else if buf.layout != self.layout {
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Err(PoolError::MismatchedLayout)
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} else {
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self.can_alloc(buf.count)
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}
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}
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/// Finds the index of the best-fit free space for an array of attributes.
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///
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/// TODO: use a binary tree to find best-fit free space in logarithmic time
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pub fn best_fit(&self, count: usize) -> Option<usize> {
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let mut best_index = None;
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let mut best_count = usize::MAX;
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for (index, space) in self.free_space.iter().enumerate() {
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if space.count >= count && space.count < best_count {
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best_index = Some(index);
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best_count = space.count;
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}
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}
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best_index
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}
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/// Allocates room for attributes at a specific free space index.
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///
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/// Returns the new [AttrAlloc] and its key.
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pub fn alloc_at(
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&mut self,
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index: usize,
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count: usize,
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) -> Result<(AttrAlloc, usize), PoolError> {
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let free_space = match self.free_space.get_mut(index) {
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Some(index) => index,
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None => return Err(PoolError::InvalidIndex),
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};
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let alloc = AttrAlloc {
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offset: free_space.offset,
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count,
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};
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let key = self.allocs.insert(alloc);
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use std::cmp::Ordering;
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match free_space.count.cmp(&count) {
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Ordering::Less => {
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return Err(PoolError::TooBig);
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}
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Ordering::Equal => {
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self.free_space.remove(index);
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}
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Ordering::Greater => {
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free_space.count -= count;
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free_space.offset += count;
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}
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}
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Ok((alloc, key))
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}
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/// Allocates room for attributes.
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///
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/// Returns the new [AttrAlloc] and its key.
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pub fn alloc(&mut self, count: usize) -> Result<(AttrAlloc, usize), PoolError> {
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let best_index = self.can_alloc(count)?;
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self.alloc_at(best_index, count)
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}
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/// Loads an [AttrBuffer].
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///
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/// Returns the key for the allocation, as well as [CopyInfo] that can be
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/// queued into a [StagingPool].
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pub fn load(&mut self, buf: &AttrBuffer) -> Result<(usize, CopyInfo), PoolError> {
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let best_index = self.can_load(buf)?;
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let (alloc, key) = self.alloc_at(best_index, buf.count)?;
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let copy = CopyInfo {
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group: self.group,
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target: self.id,
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offset: alloc.offset * self.layout.size,
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size: alloc.count * self.layout.size,
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};
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Ok((key, copy))
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}
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/// Frees an allocation (by key) from the pool.
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pub fn free(&mut self, alloc: usize) -> Result<(), PoolError> {
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todo!()
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}
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}
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@ -0,0 +1,86 @@
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//! Fixed-room pooling of mesh data.
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use super::*;
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/// A mesh that has been allocated in a [MeshGroup].
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pub struct MeshAlloc {
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pub attributes: SmallVec<[(usize, AttrId); MAX_MESH_INLINE_ATTRIBUTES]>,
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}
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/// A set of GPU-side vertex attribute pools and index pools.
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pub struct MeshGroup {
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id: usize,
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pools: HashMap<AttrId, AttrPool>,
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meshes: Slab<MeshAlloc>,
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}
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impl MeshGroup {
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pub fn new(id: usize) -> Self {
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Self {
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id,
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pools: Default::default(),
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meshes: Default::default(),
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}
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}
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/// Registers an [AttrId], and creates the [AttrPool] for it.
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///
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/// Fails if the [AttrId] has already been registered.
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///
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/// `pool_size` defines the size of the new pool. Once an attribute pool
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/// has been created, it cannot be resized, so if it runs out of room for
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/// new attributes, a new [MeshGroup] must be created.
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pub fn add_attribute(
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&mut self,
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id: AttrId,
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layout: AttrLayout,
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pool_size: usize,
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) -> Result<(), PoolError> {
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if self.pools.contains_key(&id) {
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return Err(PoolError::AttrTaken);
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}
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let pool = AttrPool::new(self.id, id, layout, pool_size)?;
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self.pools.insert(id, pool);
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Ok(())
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}
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/// Checks to see if a mesh can be loaded within this group.
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pub fn can_load(&self, buf: &MeshBuffer) -> Result<(), PoolError> {
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for attr in buf.attributes.iter() {
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match self.pools.get(&attr.id) {
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None => return Err(PoolError::AttrUnregistered),
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Some(pool) => pool.can_load(attr)?,
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};
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}
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Ok(())
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}
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/// Tries to load a [MeshBuffer] into this pool. Returns a [MeshHandle].
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pub fn load(&mut self, buf: &MeshBuffer) -> Result<(MeshHandle, Vec<CopyInfo>), PoolError> {
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self.can_load(&buf)?;
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let mut allocs = SmallVec::with_capacity(buf.attributes.len());
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let mut copies = Vec::new();
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for attr in buf.attributes.iter() {
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match self.pools.get_mut(&attr.id) {
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None => unreachable!(),
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Some(pool) => {
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let (alloc, copy) = pool.load(attr)?;
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allocs.push((alloc, attr.id));
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copies.push(copy);
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}
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}
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}
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let mesh = MeshAlloc { attributes: allocs };
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let sub = self.meshes.insert(mesh);
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let group = self.id;
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let handle = MeshHandle { group, sub };
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Ok((handle, copies))
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}
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}
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@ -0,0 +1,129 @@
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//! Dynamic mesh data storage.
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//!
|
||||
//! Meshes are based on ECS-like archetypes. Each pool contains a set of mesh
|
||||
//! "attributes," which can be either vertex attributes, indices of different
|
||||
//! formats (u8, u16, u32), or in the future, fixed-size mesh chunklets too.
|
||||
//! The mesh pool itself is agnostic to specific rendering implementation. It
|
||||
//! has no implicit knowledge of what a vertex position, normal, or texture
|
||||
//! coordinate is, or even what an index is.
|
||||
//!
|
||||
//! Multiple attributes can have the same layout. For example, a rudimentary
|
||||
//! mesh format might use three 32-bit floating point values (`[f32; 3]`) for
|
||||
//! both vertex position and vertex normals. In this case, positions and normals
|
||||
//! would have different [AttrIds][AttrId] to distuingish them, and must each be
|
||||
//! registered to the pool. Once an attribute is registered in a pool instance,
|
||||
//! it cannot be unregistered, although the mesh pool may free GPU buffers for
|
||||
//! unused attribute pools.
|
||||
//!
|
||||
//! Meshes are pooled by [groups][MeshGroup], so all mesh data in a group
|
||||
//! shares the same memory. This allows the rendering pipeline to operate on as
|
||||
//! much mesh data simultaneously as possible without rebinding buffers,
|
||||
//! enabling some highly-efficient rendering techniques like bindless forward
|
||||
//! rendering, bindless vertex skinning, and mesh shading.
|
||||
//!
|
||||
//! However, because a mesh groups' underlying buffers are so large, they cannot
|
||||
//! be resized without copying all of the mesh data within to a new allocation,
|
||||
//! putting a lot of pressure on the GPU's memory bus and causing massive lag
|
||||
//! spikes. Instead, an entirely new group must be created to store more mesh
|
||||
//! data. In practice, new groups will not be created often, again due to the
|
||||
//! large size of their underlying buffers.
|
||||
//!
|
||||
//! When a mesh is loaded, the pool is searched for a group that has spare room
|
||||
//! for all of the mesh's attributes. If one is found, the pool copies the mesh's
|
||||
//! attribute data into the pool's internal staging buffer, which is later
|
||||
//! copied by the GPU into the corresponding attribute pools in the selected
|
||||
//! group. If no group has enough free space to store all of the attributes, a
|
||||
//! new group is created.
|
||||
//!
|
||||
//! Staging buffers are fixed-size, so when a large amount of mesh data is loaded
|
||||
//! at once and the pool can't fit it all into an available staging buffer, the
|
||||
//! memory is instead copied to a CPU-side spillover buffer, and GPU transfer is
|
||||
//! deferred to a future staging pass. Because of this, meshes are not guaranteed
|
||||
//! to be available for drawing on the frame that they are loaded.
|
||||
//!
|
||||
//! TODO: mesh coherency
|
||||
//! TODO: make spillover buffers GPU-transferrable on iGPUs
|
||||
|
||||
use slab::Slab;
|
||||
use smallvec::SmallVec;
|
||||
use std::collections::HashMap;
|
||||
|
||||
pub mod attr;
|
||||
pub mod group;
|
||||
pub mod staging;
|
||||
|
||||
use attr::*;
|
||||
use group::*;
|
||||
use staging::*;
|
||||
|
||||
/// An error that can be returned when allocating a mesh.
|
||||
pub enum PoolError {
|
||||
TooBig,
|
||||
NoMoreRoom,
|
||||
InvalidIndex,
|
||||
AttrTaken,
|
||||
AttrUnregistered,
|
||||
MismatchedId,
|
||||
MismatchedLayout,
|
||||
}
|
||||
|
||||
/// The number of attributes a mesh can have before they're moved to the heap.
|
||||
pub const MAX_MESH_INLINE_ATTRIBUTES: usize = 16;
|
||||
|
||||
/// The data and layout of a single mesh attribute.
|
||||
pub struct AttrBuffer {
|
||||
pub id: AttrId,
|
||||
pub layout: AttrLayout,
|
||||
pub count: usize,
|
||||
pub data: Vec<u8>,
|
||||
}
|
||||
|
||||
/// A mesh and all of its attributes.
|
||||
///
|
||||
/// An attribute ID can be used multiple times in a mesh, corresponding to
|
||||
/// multiple allocations within an [AttrPool].
|
||||
pub struct MeshBuffer {
|
||||
pub attributes: SmallVec<[AttrBuffer; MAX_MESH_INLINE_ATTRIBUTES]>,
|
||||
}
|
||||
|
||||
/// A handle to an allocated mesh.
|
||||
pub struct MeshHandle {
|
||||
pub(crate) group: usize,
|
||||
pub(crate) sub: usize,
|
||||
}
|
||||
|
||||
/// The top-level mesh data pool.
|
||||
pub struct MeshPool {
|
||||
pub staging: StagingPool,
|
||||
pub groups: Vec<MeshGroup>,
|
||||
}
|
||||
|
||||
impl MeshPool {
|
||||
pub fn new() -> Self {
|
||||
Self {
|
||||
staging: StagingPool::new(1_000_000),
|
||||
groups: Default::default(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn load(&mut self, buf: &MeshBuffer) -> Result<MeshHandle, PoolError> {
|
||||
for group in self.groups.iter_mut() {
|
||||
match group.load(buf) {
|
||||
Ok((handle, copies)) => {
|
||||
self.staging.queue_copies(copies);
|
||||
return Ok(handle);
|
||||
}
|
||||
Err(PoolError::NoMoreRoom) => {}
|
||||
Err(e) => return Err(e),
|
||||
}
|
||||
}
|
||||
|
||||
let group_index = self.groups.len();
|
||||
self.groups.push(MeshGroup::new(group_index));
|
||||
let group = self.groups.get_mut(group_index).unwrap();
|
||||
|
||||
let (handle, copies) = group.load(buf)?;
|
||||
self.staging.queue_copies(copies);
|
||||
Ok(handle)
|
||||
}
|
||||
}
|
|
@ -0,0 +1,51 @@
|
|||
//! Intermediate CPU-mappable, GPU-visible storage for transferral to an attribute pool.
|
||||
//!
|
||||
//! TODO: double-buffered staging
|
||||
|
||||
use super::*;
|
||||
use std::collections::VecDeque;
|
||||
|
||||
pub struct StagingPool {
|
||||
stage_size: usize,
|
||||
current_budget: usize,
|
||||
copies: Vec<CopyInfo>,
|
||||
spillover: VecDeque<SpilloverBuffer>,
|
||||
}
|
||||
|
||||
impl StagingPool {
|
||||
pub fn new(stage_size: usize) -> Self {
|
||||
Self {
|
||||
stage_size,
|
||||
current_budget: 0,
|
||||
copies: Default::default(),
|
||||
spillover: Default::default(),
|
||||
}
|
||||
}
|
||||
|
||||
pub fn flush(&mut self) {
|
||||
todo!()
|
||||
}
|
||||
|
||||
pub fn queue_copies(&mut self, copies: Vec<CopyInfo>) {
|
||||
todo!()
|
||||
}
|
||||
}
|
||||
|
||||
pub struct CopyInfo {
|
||||
/// The index of the target attribute pool's group.
|
||||
pub group: usize,
|
||||
|
||||
/// The target attribute pool within the group.
|
||||
pub target: AttrId,
|
||||
|
||||
/// The destination offset *in bytes.*
|
||||
pub offset: usize,
|
||||
|
||||
/// The copy size *in bytes.*
|
||||
pub size: usize,
|
||||
}
|
||||
|
||||
pub struct SpilloverBuffer {
|
||||
pub info: CopyInfo,
|
||||
pub data: Vec<u8>,
|
||||
}
|
Loading…
Reference in New Issue