Enhance mesh pooling

This commit is contained in:
mars 2022-04-15 21:13:27 -06:00
parent db3a34ff05
commit b45cf13386
5 changed files with 438 additions and 243 deletions

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//! Dynamic mesh data storage.
//!
//! 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 [AttrId]s 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.
//!
//! TODO: mesh coherency
use slab::Slab;
use smallvec::SmallVec;
use std::collections::HashMap;
/// An externally-defined identifier for a mesh attribute.
#[repr(transparent)]
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
pub struct AttrId(pub usize);
/// A description of a mesh attribute.
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
pub struct AttrLayout {}
/// 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]>,
}
/// The number of attributes a mesh can have before they're moved to the heap.
pub const MAX_MESH_INLINE_ATTRIBUTES: usize = 16;
/// A mesh that has been allocated in a [MeshPool].
pub struct MeshAlloc {
pub attributes: SmallVec<[AttrAlloc; MAX_MESH_INLINE_ATTRIBUTES]>,
}
/// An error that can be returned when allocating a mesh.
pub enum PoolError {
TooBig,
NoMoreRoom,
InvalidFree,
AttrTaken,
AttrUnregistered,
MismatchedId,
MismatchedLayout,
}
/// An attribute buffer that has been allocated in an [AttrPool].
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
pub struct AttrAlloc {
id: AttrId,
offset: usize,
count: usize,
}
/// An unused space range in an [AttrPool].
pub struct FreeSpace {
offset: usize,
count: usize,
}
/// A single GPU buffer containing linear arrays of individual attributes.
pub struct AttrPool {
id: AttrId,
layout: AttrLayout,
count: usize,
allocs: Vec<AttrAlloc>,
free_space: Vec<FreeSpace>,
}
impl AttrPool {
pub fn new(id: AttrId, layout: AttrLayout, count: usize) -> Result<Self, PoolError> {
Ok(Self {
id,
layout,
count,
free_space: vec![FreeSpace { offset: 0, count }],
allocs: vec![],
})
}
/// Tests if an [AttrBuffer] can be allocated without taking ownership.
///
/// Returns the result of [Self::best_fit].
pub fn can_alloc(&self, buf: &AttrBuffer) -> Result<usize, PoolError> {
if buf.id != self.id {
Err(PoolError::MismatchedId)
} else if buf.layout != self.layout {
Err(PoolError::MismatchedLayout)
} else if buf.count > self.count {
Err(PoolError::TooBig)
} else if let Some(best_index) = self.best_fit(buf.count) {
Ok(best_index)
} else {
Err(PoolError::NoMoreRoom)
}
}
/// Finds the index of the best-fit free space for an array of attributes.
///
/// TODO: use a binary tree to find best-fit free space in logarithmic time
pub fn best_fit(&self, count: usize) -> Option<usize> {
let mut best_index = None;
let mut best_count = usize::MAX;
for (index, space) in self.free_space.iter().enumerate() {
if space.count >= count && space.count < best_count {
best_index = Some(index);
best_count = space.count;
}
}
best_index
}
/// Allocates an [AttrBuffer].
///
/// If you need to check if an [AttrBuffer] can be successfully
/// allocated without moving it into this function, try using
/// [Self::can_alloc] instead.
pub fn alloc(&mut self, buf: AttrBuffer) -> Result<AttrAlloc, PoolError> {
self.can_alloc(&buf)?;
// can_alloc() should catch potential panics
let best_index = self.best_fit(buf.count).unwrap();
let free_space = self.free_space.get_mut(best_index).unwrap();
let alloc = AttrAlloc {
id: buf.id,
offset: free_space.offset,
count: buf.count,
};
self.allocs.push(alloc);
if free_space.count > buf.count {
free_space.count -= buf.count;
free_space.offset += buf.count;
} else {
self.free_space.remove(best_index);
}
Ok(alloc)
}
/// Frees an [AttrAlloc] from the pool.
pub fn free(&mut self, alloc: AttrAlloc) -> Result<(), PoolError> {
todo!()
}
}
/// A set of GPU-side vertex attribute pools and index pools.
pub struct MeshPool {
pools: HashMap<AttrId, AttrPool>,
meshes: Slab<MeshAlloc>,
}
impl MeshPool {
pub fn new() -> Self {
Self {
pools: Default::default(),
meshes: Default::default(),
}
}
/// Registers an [AttrId], and creates the pool for it.
///
/// Fails if the [AttrId] has already been registered.
///
/// `pool_size` defines the size of the new pool. Once an attribute pool
/// has been created, it cannot be resized, so if it runs out of room for
/// new attributes, a new [MeshPool] must be created.
pub fn add_attribute(
&mut self,
id: AttrId,
layout: AttrLayout,
pool_size: usize,
) -> Result<(), PoolError> {
if self.pools.contains_key(&id) {
return Err(PoolError::AttrTaken);
}
let pool = AttrPool::new(id, layout, pool_size)?;
self.pools.insert(id, pool);
Ok(())
}
/// Checks to see if a mesh can be allocated within this pool.
///
/// Because [Self::alloc] takes ownership of the [MeshBuffer], this function
/// can be called with a reference, to determine if a different pool needs
/// to be used instead.
pub fn can_alloc(&self, buf: &MeshBuffer) -> Result<(), PoolError> {
for attr in buf.attributes.iter() {
match self.pools.get(&attr.id) {
None => return Err(PoolError::AttrUnregistered),
Some(pool) => pool.can_alloc(attr)?,
};
}
Ok(())
}
/// Allocates a [MeshBuffer] in this pool. Returns a mesh key.
///
/// If you need to still have ownership of the mesh in the occasion that
/// allocation fails, [Self::can_alloc] can be used instead without
/// consuming it.
pub fn alloc(&mut self, buf: MeshBuffer) -> Result<usize, PoolError> {
self.can_alloc(&buf)?;
let mut allocs = SmallVec::with_capacity(buf.attributes.len());
for attr in buf.attributes.into_iter() {
match self.pools.get_mut(&attr.id) {
None => unreachable!(),
Some(pool) => allocs.push(pool.alloc(attr)?),
}
}
let mesh = MeshAlloc { attributes: allocs };
Ok(self.meshes.insert(mesh))
}
}

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src/mesh/attr.rs Normal file
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//! Mesh storage pooling for a single attribute.
//!
//! Attribute pools have a fixed size, and once created cannot be expanded to
//! fit more data.
use super::*;
/// An externally-defined identifier for a mesh attribute.
#[repr(transparent)]
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
pub struct AttrId(pub usize);
/// A description of a mesh attribute.
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
pub struct AttrLayout {
/// The size (in bytes) of this attribute.
pub size: usize,
}
/// An attribute buffer that has been allocated in an [AttrPool].
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq)]
pub struct AttrAlloc {
offset: usize,
count: usize,
}
/// An unused space range in an [AttrPool].
pub struct FreeSpace {
offset: usize,
count: usize,
}
/// A single GPU buffer containing linear arrays of attributes.
pub struct AttrPool {
group: usize,
id: AttrId,
layout: AttrLayout,
size: usize,
allocs: Slab<AttrAlloc>,
free_space: Vec<FreeSpace>,
}
impl AttrPool {
pub fn new(
group: usize,
id: AttrId,
layout: AttrLayout,
size: usize,
) -> Result<Self, PoolError> {
Ok(Self {
group,
id,
layout,
size,
free_space: vec![FreeSpace {
offset: 0,
count: size,
}],
allocs: Default::default(),
})
}
/// Tests if attributes can be allocated.
///
/// Returns the result of [Self::best_fit].
pub fn can_alloc(&self, count: usize) -> Result<usize, PoolError> {
if count > self.size {
Err(PoolError::TooBig)
} else if let Some(best_index) = self.best_fit(count) {
Ok(best_index)
} else {
Err(PoolError::NoMoreRoom)
}
}
/// Tests if an [AttrBuffer] can be loaded.
///
/// Returns the result of [Self::best_fit].
pub fn can_load(&self, buf: &AttrBuffer) -> Result<usize, PoolError> {
if buf.id != self.id {
Err(PoolError::MismatchedId)
} else if buf.layout != self.layout {
Err(PoolError::MismatchedLayout)
} else {
self.can_alloc(buf.count)
}
}
/// Finds the index of the best-fit free space for an array of attributes.
///
/// TODO: use a binary tree to find best-fit free space in logarithmic time
pub fn best_fit(&self, count: usize) -> Option<usize> {
let mut best_index = None;
let mut best_count = usize::MAX;
for (index, space) in self.free_space.iter().enumerate() {
if space.count >= count && space.count < best_count {
best_index = Some(index);
best_count = space.count;
}
}
best_index
}
/// Allocates room for attributes at a specific free space index.
///
/// Returns the new [AttrAlloc] and its key.
pub fn alloc_at(
&mut self,
index: usize,
count: usize,
) -> Result<(AttrAlloc, usize), PoolError> {
let free_space = match self.free_space.get_mut(index) {
Some(index) => index,
None => return Err(PoolError::InvalidIndex),
};
let alloc = AttrAlloc {
offset: free_space.offset,
count,
};
let key = self.allocs.insert(alloc);
use std::cmp::Ordering;
match free_space.count.cmp(&count) {
Ordering::Less => {
return Err(PoolError::TooBig);
}
Ordering::Equal => {
self.free_space.remove(index);
}
Ordering::Greater => {
free_space.count -= count;
free_space.offset += count;
}
}
Ok((alloc, key))
}
/// Allocates room for attributes.
///
/// Returns the new [AttrAlloc] and its key.
pub fn alloc(&mut self, count: usize) -> Result<(AttrAlloc, usize), PoolError> {
let best_index = self.can_alloc(count)?;
self.alloc_at(best_index, count)
}
/// Loads an [AttrBuffer].
///
/// Returns the key for the allocation, as well as [CopyInfo] that can be
/// queued into a [StagingPool].
pub fn load(&mut self, buf: &AttrBuffer) -> Result<(usize, CopyInfo), PoolError> {
let best_index = self.can_load(buf)?;
let (alloc, key) = self.alloc_at(best_index, buf.count)?;
let copy = CopyInfo {
group: self.group,
target: self.id,
offset: alloc.offset * self.layout.size,
size: alloc.count * self.layout.size,
};
Ok((key, copy))
}
/// Frees an allocation (by key) from the pool.
pub fn free(&mut self, alloc: usize) -> Result<(), PoolError> {
todo!()
}
}

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src/mesh/group.rs Normal file
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//! Fixed-room pooling of mesh data.
use super::*;
/// A mesh that has been allocated in a [MeshGroup].
pub struct MeshAlloc {
pub attributes: SmallVec<[(usize, AttrId); MAX_MESH_INLINE_ATTRIBUTES]>,
}
/// A set of GPU-side vertex attribute pools and index pools.
pub struct MeshGroup {
id: usize,
pools: HashMap<AttrId, AttrPool>,
meshes: Slab<MeshAlloc>,
}
impl MeshGroup {
pub fn new(id: usize) -> Self {
Self {
id,
pools: Default::default(),
meshes: Default::default(),
}
}
/// Registers an [AttrId], and creates the [AttrPool] for it.
///
/// Fails if the [AttrId] has already been registered.
///
/// `pool_size` defines the size of the new pool. Once an attribute pool
/// has been created, it cannot be resized, so if it runs out of room for
/// new attributes, a new [MeshGroup] must be created.
pub fn add_attribute(
&mut self,
id: AttrId,
layout: AttrLayout,
pool_size: usize,
) -> Result<(), PoolError> {
if self.pools.contains_key(&id) {
return Err(PoolError::AttrTaken);
}
let pool = AttrPool::new(self.id, id, layout, pool_size)?;
self.pools.insert(id, pool);
Ok(())
}
/// Checks to see if a mesh can be loaded within this group.
pub fn can_load(&self, buf: &MeshBuffer) -> Result<(), PoolError> {
for attr in buf.attributes.iter() {
match self.pools.get(&attr.id) {
None => return Err(PoolError::AttrUnregistered),
Some(pool) => pool.can_load(attr)?,
};
}
Ok(())
}
/// Tries to load a [MeshBuffer] into this pool. Returns a [MeshHandle].
pub fn load(&mut self, buf: &MeshBuffer) -> Result<(MeshHandle, Vec<CopyInfo>), PoolError> {
self.can_load(&buf)?;
let mut allocs = SmallVec::with_capacity(buf.attributes.len());
let mut copies = Vec::new();
for attr in buf.attributes.iter() {
match self.pools.get_mut(&attr.id) {
None => unreachable!(),
Some(pool) => {
let (alloc, copy) = pool.load(attr)?;
allocs.push((alloc, attr.id));
copies.push(copy);
}
}
}
let mesh = MeshAlloc { attributes: allocs };
let sub = self.meshes.insert(mesh);
let group = self.id;
let handle = MeshHandle { group, sub };
Ok((handle, copies))
}
}

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src/mesh/mod.rs Normal file
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//! Dynamic mesh data storage.
//!
//! 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)
}
}

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src/mesh/staging.rs Normal file
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//! 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>,
}