diff options
Diffstat (limited to 'stockton-render/src/draw/texture/loader.rs')
-rw-r--r-- | stockton-render/src/draw/texture/loader.rs | 569 |
1 files changed, 321 insertions, 248 deletions
diff --git a/stockton-render/src/draw/texture/loader.rs b/stockton-render/src/draw/texture/loader.rs index 0cfe0c3..33025a6 100644 --- a/stockton-render/src/draw/texture/loader.rs +++ b/stockton-render/src/draw/texture/loader.rs @@ -15,284 +15,357 @@ * with this program. If not, see <http://www.gnu.org/licenses/>. */ -//! Deals with loading textures into GPU memory +//! Manages the loading/unloading of textures -use super::chunk::TextureChunk; -use crate::draw::texture::chunk::CHUNK_SIZE; -use crate::draw::texture::image::LoadableImage; -use crate::draw::texture::resolver::BasicFSResolver; -use core::mem::ManuallyDrop; -use std::path::Path; +use super::{block::TexturesBlock, load::QueuedLoad, resolver::TextureResolver, LoadableImage}; +use crate::{draw::utils::find_memory_type_id, types::*}; -use log::debug; +use std::{ + collections::VecDeque, + marker::PhantomData, + mem::ManuallyDrop, + sync::mpsc::{Receiver, Sender}, + thread::sleep, + time::Duration, +}; -use hal::prelude::*; +use arrayvec::ArrayVec; +use hal::{ + format::Format, memory::Properties as MemProps, prelude::*, queue::family::QueueFamilyId, + MemoryTypeId, +}; +use log::*; +use rendy_memory::DynamicConfig; +use stockton_levels::prelude::HasTextures; -use stockton_levels::prelude::*; +/// The number of command buffers to have in flight simultaneously. +pub const NUM_SIMULTANEOUS_CMDS: usize = 2; -use crate::error; -use crate::types::*; +/// A reference to a texture of the current map +pub type BlockRef = usize; -/// Stores all loaded textures in GPU memory. -/// When rendering, the descriptor sets are bound to the buffer -/// The descriptor set layout should have the same count of textures as this does. -/// All descriptors will be properly initialised images. -pub struct TextureStore { - descriptor_pool: ManuallyDrop<DescriptorPool>, - pub(crate) descriptor_set_layout: ManuallyDrop<DescriptorSetLayout>, - chunks: Box<[TextureChunk]>, +/// Manages the loading/unloading of textures +/// This is expected to load the textures, then send the loaded blocks back +pub struct TextureLoader<'a, T, R, I> { + /// Handle to the device we're using + pub(crate) device: &'a mut Device, + + /// Blocks for which commands have been queued and are done loading once the fence is triggered. + pub(crate) commands_queued: ArrayVec<[QueuedLoad<DynamicBlock>; NUM_SIMULTANEOUS_CMDS]>, + + /// The command buffers used and a fence to go with them + pub(crate) buffers: VecDeque<(Fence, CommandBuffer)>, + + /// The command pool buffers were allocated from + pub(crate) pool: ManuallyDrop<CommandPool>, + + /// The GPU we're submitting to + pub(crate) gpu: ManuallyDrop<Gpu>, + + /// The index of the command queue being used + pub(crate) cmd_queue_idx: usize, + + /// The memory allocator being used for textures + pub(crate) tex_allocator: ManuallyDrop<DynamicAllocator>, + + /// The memory allocator for staging memory + pub(crate) staging_allocator: ManuallyDrop<DynamicAllocator>, + + /// Allocator for descriptor sets + pub(crate) descriptor_allocator: ManuallyDrop<DescriptorAllocator>, + + pub(crate) ds_layout: &'a DescriptorSetLayout, + + /// Type ID for staging memory + pub(crate) staging_memory_type: MemoryTypeId, + + /// From adapter, used for determining alignment + pub(crate) optimal_buffer_copy_pitch_alignment: hal::buffer::Offset, + + /// The textures lump to get info from + pub(crate) textures: &'a T, + + /// The resolver which gets image data for a given texture. + pub(crate) resolver: R, + + /// The channel requests come in. + /// Requests should reference a texture **block**, for example textures 8..16 is block 1. + pub(crate) request_channel: Receiver<LoaderRequest>, + + /// The channel blocks are returned to. + pub(crate) return_channel: Sender<TexturesBlock<DynamicBlock>>, + + pub(crate) _li: PhantomData<I>, } -impl TextureStore { - pub fn new_empty( - device: &mut Device, - adapter: &mut Adapter, - allocator: &mut DynamicAllocator, - command_queue: &mut CommandQueue, - command_pool: &mut CommandPool, - size: usize, - ) -> Result<TextureStore, error::CreationError> { - // Figure out how many textures in this file / how many chunks needed - let num_chunks = { - let mut x = size / CHUNK_SIZE; - if size % CHUNK_SIZE != 0 { - x += 1; - } - x - }; - let rounded_size = num_chunks * CHUNK_SIZE; - - // Descriptor pool, where we get our sets from - let mut descriptor_pool = unsafe { - use hal::pso::{DescriptorPoolCreateFlags, DescriptorRangeDesc, DescriptorType}; - - device - .create_descriptor_pool( - num_chunks, - &[ - DescriptorRangeDesc { - ty: DescriptorType::SampledImage, - count: rounded_size, - }, - DescriptorRangeDesc { - ty: DescriptorType::Sampler, - count: rounded_size, - }, - ], - DescriptorPoolCreateFlags::empty(), - ) - .map_err(|e| { - println!("{:?}", e); - error::CreationError::OutOfMemoryError - })? - }; +impl<'a, T: HasTextures, R: TextureResolver<I>, I: LoadableImage> TextureLoader<'a, T, R, I> { + pub fn loop_forever(mut self) -> Result<TextureLoaderRemains, &'static str> { + debug!("TextureLoader starting main loop"); + let mut res = Ok(()); + while res.is_ok() { + res = self.main(); + sleep(Duration::from_secs(0)); + } - // Layout of our descriptor sets - let descriptor_set_layout = unsafe { - use hal::pso::{DescriptorSetLayoutBinding, DescriptorType, ShaderStageFlags}; - - device.create_descriptor_set_layout( - &[ - DescriptorSetLayoutBinding { - binding: 0, - ty: DescriptorType::SampledImage, - count: CHUNK_SIZE, - stage_flags: ShaderStageFlags::FRAGMENT, - immutable_samplers: false, - }, - DescriptorSetLayoutBinding { - binding: 1, - ty: DescriptorType::Sampler, - count: CHUNK_SIZE, - stage_flags: ShaderStageFlags::FRAGMENT, - immutable_samplers: false, - }, - ], - &[], - ) + match res { + Err(r) => match r { + LoopEndReason::Graceful => { + debug!("Starting to deactivate TextureLoader"); + + Ok(self.deactivate()) + } + LoopEndReason::Error(r) => Err(r), + }, + Ok(_) => Err(""), } - .map_err(|_| error::CreationError::OutOfMemoryError)?; - - log::debug!("texture ds layout: {:?}", descriptor_set_layout); - - // Create texture chunks - debug!("Starting to load textures..."); - let mut chunks = Vec::with_capacity(num_chunks); - for i in 0..num_chunks { - debug!("Chunk {} / {}", i + 1, num_chunks); - - let descriptor_set = unsafe { - descriptor_pool - .allocate_set(&descriptor_set_layout) - .map_err(|_| error::CreationError::OutOfMemoryError)? - }; - chunks.push(TextureChunk::new_empty( - device, - adapter, - allocator, - command_queue, - command_pool, - descriptor_set, - )?); + } + fn main(&mut self) -> Result<(), LoopEndReason> { + // Check for blocks that are finished, then send them back + let mut i = 0; + while i < self.commands_queued.len() { + let signalled = unsafe { self.device.get_fence_status(&self.commands_queued[i].fence) } + .map_err(|_| LoopEndReason::Error("Device lost by TextureManager"))?; + + if signalled { + let (assets, staging_bufs, block) = self.commands_queued.remove(i).dissolve(); + debug!("Done loading texture block {:?}", block.id); + + // Destroy staging buffers + staging_bufs + .into_iter() + .map(|x| x.deactivate(self.device, &mut self.staging_allocator)) + .for_each(|_| {}); + + self.buffers.push_back(assets); + self.return_channel.send(block).unwrap(); + } else { + i += 1; + } } - debug!("All textures loaded."); + // Check for messages to start loading blocks + let req_iter: Vec<_> = self.request_channel.try_iter().collect(); + for to_load in req_iter { + match to_load { + LoaderRequest::Load(to_load) => { + // Attempt to load given block + if let Some(queued_load) = unsafe { self.attempt_queue_load(to_load) } { + self.commands_queued.push(queued_load); + } + } + LoaderRequest::End => return Err(LoopEndReason::Graceful), + } + } - Ok(TextureStore { - descriptor_pool: ManuallyDrop::new(descriptor_pool), - descriptor_set_layout: ManuallyDrop::new(descriptor_set_layout), - chunks: chunks.into_boxed_slice(), - }) + Ok(()) } - /// Create a new texture store for the given file, loading all textures from it. - pub fn new<T: HasTextures>( - device: &mut Device, - adapter: &mut Adapter, - allocator: &mut DynamicAllocator, - command_queue: &mut CommandQueue, - command_pool: &mut CommandPool, - file: &T, - ) -> Result<TextureStore, error::CreationError> { - // Figure out how many textures in this file / how many chunks needed - let size = file.textures_iter().count(); - let num_chunks = { - let mut x = size / CHUNK_SIZE; - if size % CHUNK_SIZE != 0 { - x += 1; - } - x - }; - let rounded_size = num_chunks * CHUNK_SIZE; - - // Descriptor pool, where we get our sets from - let mut descriptor_pool = unsafe { - use hal::pso::{DescriptorPoolCreateFlags, DescriptorRangeDesc, DescriptorType}; - - device - .create_descriptor_pool( - num_chunks, - &[ - DescriptorRangeDesc { - ty: DescriptorType::SampledImage, - count: rounded_size, - }, - DescriptorRangeDesc { - ty: DescriptorType::Sampler, - count: rounded_size, - }, - ], - DescriptorPoolCreateFlags::empty(), + pub fn new( + device: &'a mut Device, + adapter: &Adapter, + family: QueueFamilyId, + gpu: Gpu, + ds_layout: &'a DescriptorSetLayout, + request_channel: Receiver<LoaderRequest>, + return_channel: Sender<TexturesBlock<DynamicBlock>>, + texs: &'a T, + resolver: R, + ) -> Result<Self, &'static str> { + // Pool + let mut pool = unsafe { + use hal::pool::CommandPoolCreateFlags; + + device.create_command_pool(family, CommandPoolCreateFlags::RESET_INDIVIDUAL) + } + .map_err(|_| "Couldn't create command pool")?; + + let type_mask = unsafe { + use hal::image::{Kind, Tiling, Usage, ViewCapabilities}; + + // We create an empty image with the same format as used for textures + // this is to get the type_mask required, which will stay the same for + // all colour images of the same tiling. (certain memory flags excluded). + + // Size and alignment don't necessarily stay the same, so we're forced to + // guess at the alignment for our allocator. + + // TODO: Way to tune these options + let img = device + .create_image( + Kind::D2(16, 16, 1, 1), + 1, + Format::Rgba8Srgb, + Tiling::Optimal, + Usage::SAMPLED, + ViewCapabilities::empty(), ) - .map_err(|e| { - println!("{:?}", e); - error::CreationError::OutOfMemoryError - })? + .map_err(|_| "Couldn't make image to get memory requirements")?; + + let type_mask = device.get_image_requirements(&img).type_mask; + + device.destroy_image(img); + + type_mask }; - // Layout of our descriptor sets - let descriptor_set_layout = unsafe { - use hal::pso::{DescriptorSetLayoutBinding, DescriptorType, ShaderStageFlags}; - - device.create_descriptor_set_layout( - &[ - DescriptorSetLayoutBinding { - binding: 0, - ty: DescriptorType::SampledImage, - count: CHUNK_SIZE, - stage_flags: ShaderStageFlags::FRAGMENT, - immutable_samplers: false, - }, - DescriptorSetLayoutBinding { - binding: 1, - ty: DescriptorType::Sampler, - count: CHUNK_SIZE, - stage_flags: ShaderStageFlags::FRAGMENT, - immutable_samplers: false, + // Tex Allocator + let tex_allocator = { + let props = MemProps::DEVICE_LOCAL; + + DynamicAllocator::new( + find_memory_type_id(&adapter, type_mask, props) + .ok_or("Couldn't find memory type supporting image")?, + props, + DynamicConfig { + block_size_granularity: 4 * 32 * 32, // 32x32 image + max_chunk_size: u64::pow(2, 63), + min_device_allocation: 4 * 32 * 32, + }, + ) + }; + + let (staging_memory_type, staging_allocator) = { + let props = MemProps::CPU_VISIBLE | MemProps::COHERENT; + let t = find_memory_type_id(&adapter, type_mask, props) + .ok_or("Couldn't find memory type supporting image")?; + ( + t, + DynamicAllocator::new( + t, + props, + DynamicConfig { + block_size_granularity: 4 * 32 * 32, // 32x32 image + max_chunk_size: u64::pow(2, 63), + min_device_allocation: 4 * 32 * 32, }, - ], - &[], + ), ) - } - .map_err(|_| error::CreationError::OutOfMemoryError)?; - - // TODO: Proper way to set up resolver - let mut resolver = BasicFSResolver::new(Path::new(".")); - - // Create texture chunks - debug!("Starting to load textures..."); - let mut chunks = Vec::with_capacity(num_chunks); - for i in 0..num_chunks { - debug!("Chunk {} / {}", i + 1, num_chunks); - - let descriptor_set = unsafe { - descriptor_pool - .allocate_set(&descriptor_set_layout) - .map_err(|_| error::CreationError::OutOfMemoryError)? - }; - chunks.push(TextureChunk::new( - device, - adapter, - allocator, - command_queue, - command_pool, - descriptor_set, - file.textures_iter().skip(i * CHUNK_SIZE).take(CHUNK_SIZE), - &mut resolver, - )?); - } + }; + + let buffers = { + let mut data = VecDeque::with_capacity(NUM_SIMULTANEOUS_CMDS); + + for _ in 0..NUM_SIMULTANEOUS_CMDS { + unsafe { + data.push_back(( + device + .create_fence(false) + .map_err(|_| "Couldn't create fence")?, + pool.allocate_one(hal::command::Level::Primary), + )); + }; + } + + data + }; - debug!("All textures loaded."); + let cmd_queue_idx = gpu + .queue_groups + .iter() + .position(|x| x.family == family) + .unwrap(); - Ok(TextureStore { - descriptor_pool: ManuallyDrop::new(descriptor_pool), - descriptor_set_layout: ManuallyDrop::new(descriptor_set_layout), - chunks: chunks.into_boxed_slice(), + Ok(TextureLoader { + device, + commands_queued: ArrayVec::new(), + buffers, + pool: ManuallyDrop::new(pool), + gpu: ManuallyDrop::new(gpu), + cmd_queue_idx, + ds_layout, + + tex_allocator: ManuallyDrop::new(tex_allocator), + staging_allocator: ManuallyDrop::new(staging_allocator), + descriptor_allocator: ManuallyDrop::new(DescriptorAllocator::new()), + + staging_memory_type, + optimal_buffer_copy_pitch_alignment: adapter + .physical_device + .limits() + .optimal_buffer_copy_pitch_alignment, + + request_channel, + return_channel, + textures: texs, + resolver, + _li: PhantomData::default(), }) } - /// Call this before dropping - pub fn deactivate(mut self, device: &mut Device, allocator: &mut DynamicAllocator) { - unsafe { - use core::ptr::read; + /// Safely destroy all the vulkan stuff in this instance + /// Note that this returns the memory allocators, from which should be freed any TextureBlocks + /// All in-progress things are sent to return_channel. + fn deactivate(mut self) -> TextureLoaderRemains { + use std::ptr::read; - for chunk in self.chunks.into_vec().drain(..) { - chunk.deactivate(device, allocator); + unsafe { + // Wait for any currently queued loads to be done + while self.commands_queued.len() > 0 { + let mut i = 0; + while i < self.commands_queued.len() { + let signalled = self + .device + .get_fence_status(&self.commands_queued[i].fence) + .expect("Device lost by TextureManager"); + + if signalled { + // Destroy finished ones + let (assets, mut staging_bufs, block) = + self.commands_queued.remove(i).dissolve(); + + self.device.destroy_fence(assets.0); + // Command buffer will be freed when we reset the command pool + staging_bufs + .drain(..) + .map(|x| x.deactivate(self.device, &mut self.staging_allocator)) + .for_each(|_| {}); + + self.return_channel + .send(block) + .expect("Sending through return channel failed"); + } else { + i += 1; + } + } + + sleep(Duration::from_secs(0)); } - self.descriptor_pool.reset(); - device.destroy_descriptor_set_layout(ManuallyDrop::into_inner(read( - &self.descriptor_set_layout, - ))); - device.destroy_descriptor_pool(ManuallyDrop::into_inner(read(&self.descriptor_pool))); + // Destroy fences + let vec: Vec<_> = self.buffers.drain(..).collect(); + + vec.into_iter() + .map(|(f, _)| self.device.destroy_fence(f)) + .for_each(|_| {}); + + // Free command pool + self.pool.reset(true); + self.device.destroy_command_pool(read(&*self.pool)); + + debug!("Done deactivating TextureLoader"); + + TextureLoaderRemains { + tex_allocator: ManuallyDrop::new(read(&*self.tex_allocator)), + descriptor_allocator: ManuallyDrop::new(read(&*self.descriptor_allocator)), + } } } +} - /// Get the descriptor set for a given chunk - pub fn get_chunk_descriptor_set(&self, idx: usize) -> &DescriptorSet { - &self.chunks[idx].descriptor_set - } +pub struct TextureLoaderRemains { + pub tex_allocator: ManuallyDrop<DynamicAllocator>, + pub descriptor_allocator: ManuallyDrop<DescriptorAllocator>, +} - pub fn put_texture<T: LoadableImage>( - &mut self, - idx: usize, - img: T, - device: &mut Device, - adapter: &mut Adapter, - allocator: &mut DynamicAllocator, - command_queue: &mut CommandQueue, - command_pool: &mut CommandPool, - ) -> Result<(), &'static str> { - // TODO: Resizing, etc? - let chunk = &mut self.chunks[idx / CHUNK_SIZE]; - chunk.put_texture( - img, - idx % CHUNK_SIZE, - device, - adapter, - allocator, - command_queue, - command_pool, - ) - } +enum LoopEndReason { + Graceful, + Error(&'static str), +} + +pub enum LoaderRequest { + /// Load the given block + Load(BlockRef), + + /// Stop looping and deactivate + End, } |