Add initial mesh pooling
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@ -5,4 +5,6 @@ edition = "2021"
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[dependencies]
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rayon = "1"
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slab = "^0.4"
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smallvec = "^1.0"
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strum = { version = "0.24", features = ["derive"] }
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@ -5,6 +5,7 @@ use rayon::prelude::*;
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use std::sync::{Arc, RwLock};
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use strum::IntoEnumIterator;
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pub mod mesh;
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pub mod pass;
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pub mod phase;
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@ -0,0 +1,243 @@
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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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