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// Copyright (C) 2019 Oscar Shrimpton
// This program is free software: you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation, either version 3 of the License, or (at your option)
// any later version.
// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
// more details.
// You should have received a copy of the GNU General Public License along
// with this program. If not, see <http://www.gnu.org/licenses/>.
//! Deals with loading textures into GPU memory
use std::path::Path;
use draw::texture::resolver::BasicFSResolver;
use draw::texture::chunk::CHUNK_SIZE;
use core::mem::{ManuallyDrop};
use super::chunk::TextureChunk;
use log::debug;
use hal::{
prelude::*,
};
use stockton_levels::prelude::*;
use crate::error;
use crate::types::*;
/// 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]>
}
impl TextureStore {
/// 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,
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::{DescriptorRangeDesc, DescriptorType, DescriptorPoolCreateFlags, ImageDescriptorType};
device.create_descriptor_pool(
num_chunks,
&[
DescriptorRangeDesc {
ty: DescriptorType::Image {
ty: ImageDescriptorType::Sampled {
with_sampler: false
}
},
count: rounded_size
},
DescriptorRangeDesc {
ty: DescriptorType::Sampler,
count: rounded_size
}
],
DescriptorPoolCreateFlags::empty()
).map_err(|e| {
println!("{:?}", e);
error::CreationError::OutOfMemoryError
})?
};
// Layout of our descriptor sets
let mut descriptor_set_layout = unsafe {
use hal::pso::{DescriptorSetLayoutBinding, DescriptorType, ShaderStageFlags, ImageDescriptorType};
device.create_descriptor_set_layout(
&[
DescriptorSetLayoutBinding {
binding: 0,
ty: DescriptorType::Image {
ty: ImageDescriptorType::Sampled {
with_sampler: false
}
},
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
}
],
&[],
)
}.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 {
let range = {
let mut r = (i * CHUNK_SIZE) as u32..((i + 1) * CHUNK_SIZE) as u32;
if r.end > size as u32 {
r.end = size as u32;
}
r
};
debug!("Chunk {} / {} covering {:?}", i + 1, num_chunks, range);
chunks.push(
TextureChunk::new(
device, adapter, command_queue,
command_pool, &mut descriptor_pool,
&mut descriptor_set_layout, file,
range, &mut resolver
)?
);
}
debug!("All textures loaded.");
Ok(TextureStore {
descriptor_pool: ManuallyDrop::new(descriptor_pool),
descriptor_set_layout: ManuallyDrop::new(descriptor_set_layout),
chunks: chunks.into_boxed_slice()
})
}
/// Call this before dropping
pub fn deactivate(mut self, device: &mut Device) -> () {
unsafe {
use core::ptr::read;
for chunk in self.chunks.into_vec().drain(..) {
chunk.deactivate(device)
}
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)));
}
}
/// Get the descriptor set for a given chunk
pub fn get_chunk_descriptor_set<'a>(&'a self, idx: usize) -> &'a DescriptorSet {
&self.chunks[idx].descriptor_set
}
}
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