Add initial mesh pooling

This commit is contained in:
mars 2022-04-15 17:32:06 -06:00
parent 6a7b76159e
commit db3a34ff05
3 changed files with 246 additions and 0 deletions

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@ -5,4 +5,6 @@ edition = "2021"
[dependencies]
rayon = "1"
slab = "^0.4"
smallvec = "^1.0"
strum = { version = "0.24", features = ["derive"] }

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@ -5,6 +5,7 @@ use rayon::prelude::*;
use std::sync::{Arc, RwLock};
use strum::IntoEnumIterator;
pub mod mesh;
pub mod pass;
pub mod phase;

243
src/mesh.rs Normal file
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@ -0,0 +1,243 @@
//! 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))
}
}