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|
//! Manages the loading/unloading of textures
use super::{block::TexturesBlock, load::QueuedLoad, resolver::TextureResolver, LoadableImage};
use crate::{draw::utils::find_memory_type_id, types::*};
use std::{
collections::VecDeque,
marker::PhantomData,
mem::ManuallyDrop,
sync::mpsc::{Receiver, Sender},
thread::sleep,
time::Duration,
};
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;
/// The number of command buffers to have in flight simultaneously.
pub const NUM_SIMULTANEOUS_CMDS: usize = 2;
/// A reference to a texture of the current map
pub type BlockRef = usize;
/// 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<'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));
}
match res {
Err(r) => match r {
LoopEndReason::Graceful => {
debug!("Starting to deactivate TextureLoader");
Ok(self.deactivate())
}
LoopEndReason::Error(r) => Err(r),
},
Ok(_) => Err(""),
}
}
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;
}
}
// 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(())
}
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(|_| "Couldn't make image to get memory requirements")?;
let type_mask = device.get_image_requirements(&img).type_mask;
device.destroy_image(img);
type_mask
};
// 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,
},
),
)
};
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
};
let cmd_queue_idx = gpu
.queue_groups
.iter()
.position(|x| x.family == family)
.unwrap();
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(),
})
}
/// 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;
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));
}
// 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)),
}
}
}
}
pub struct TextureLoaderRemains {
pub tex_allocator: ManuallyDrop<DynamicAllocator>,
pub descriptor_allocator: ManuallyDrop<DescriptorAllocator>,
}
enum LoopEndReason {
Graceful,
Error(&'static str),
}
pub enum LoaderRequest {
/// Load the given block
Load(BlockRef),
/// Stop looping and deactivate
End,
}
|