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|
//! Manages the loading/unloading of textures
use super::{
block::TexturesBlock,
load::{
load_image, QueuedLoad, TextureLoadConfig, TextureLoadError, FORMAT, LAYERS, RESOURCES,
},
repo::BLOCK_SIZE,
resolver::TextureResolver,
PIXEL_SIZE,
};
use crate::{
buffers::image::SampledImage,
context::RenderingContext,
error::{EnvironmentError, LockPoisoned},
mem::{MappableBlock, MemoryPool},
queue_negotiator::QueueFamilySelector,
types::*,
utils::get_pixel_size,
};
use std::{
array::IntoIter,
collections::VecDeque,
iter::{empty, once},
mem::{drop, ManuallyDrop},
sync::{
mpsc::{Receiver, Sender},
Arc, RwLock,
},
thread::sleep,
time::Duration,
};
use anyhow::{Context, Result};
use arrayvec::ArrayVec;
use hal::{
command::{BufferImageCopy, CommandBufferFlags},
format::Aspects,
image::{Access, Extent, Layout, Offset, SubresourceLayers, SubresourceRange},
memory::{Barrier, Dependencies},
pso::{Descriptor, DescriptorSetWrite, ImageDescriptorType, PipelineStage, ShaderStageFlags},
};
use image::{Rgba, RgbaImage};
use log::*;
use rendy_descriptor::{DescriptorRanges, DescriptorSetLayoutBinding, DescriptorType};
/// 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<R, TP, SP>
where
R: TextureResolver,
TP: MemoryPool,
SP: MemoryPool,
SP::Block: MappableBlock,
{
/// Blocks for which commands have been queued and are done loading once the fence is triggered.
commands_queued: ArrayVec<[QueuedLoad<TP, SP>; NUM_SIMULTANEOUS_CMDS]>,
/// The command buffers used and a fence to go with them
buffers: VecDeque<(FenceT, CommandBufferT)>,
/// The command pool buffers were allocated from
pool: ManuallyDrop<CommandPoolT>,
/// The GPU we're submitting to
device: Arc<RwLock<DeviceT>>,
/// The command queue being used
queue: Arc<RwLock<QueueT>>,
/// The memory allocator being used for textures
tex_mempool: Arc<RwLock<TP>>,
/// The memory allocator for staging memory
staging_mempool: Arc<RwLock<SP>>,
/// Allocator for descriptor sets
descriptor_allocator: ManuallyDrop<DescriptorAllocator>,
ds_layout: Arc<RwLock<DescriptorSetLayoutT>>,
/// From adapter, used for determining alignment
optimal_buffer_copy_pitch_alignment: u32,
/// Configuration for how to find and load textures
config: TextureLoadConfig<R>,
/// The channel requests come in.
/// Requests should reference a texture **block**, for example textures 8..16 is block 1.
request_channel: Receiver<LoaderRequest>,
/// The channel blocks are returned to.
return_channel: Sender<TexturesBlock<TP>>,
/// A filler image for descriptors that aren't needed but still need to be written to
blank_image: ManuallyDrop<SampledImage<TP>>,
}
impl<R, TP, SP> TextureLoader<R, TP, SP>
where
R: TextureResolver,
TP: MemoryPool,
SP: MemoryPool,
SP::Block: MappableBlock,
{
/// Keep loading textures until asked to stop. This should be called from a seperate thread.
pub fn loop_until_exit(mut self) -> Result<TextureLoaderRemains> {
debug!("TextureLoader starting main loop");
let mut res = Ok(false);
while res.is_ok() {
res = self.main();
if let Ok(true) = res {
break;
}
sleep(Duration::from_secs(0));
}
match res {
Ok(true) => {
debug!("Starting to deactivate TextureLoader");
Ok(self.deactivate())
}
Err(r) => Err(r.context("Error in TextureLoader loop")),
_ => unreachable!(),
}
}
fn main(&mut self) -> Result<bool> {
// Get a device lock so we can check fence status
let mut device = self
.device
.write()
.map_err(|_| LockPoisoned::Device)
.context("Error getting device lock")?;
// Check for blocks that are finished, then send them back
let mut i = 0;
while i < self.commands_queued.len() {
let signalled = unsafe { device.get_fence_status(&self.commands_queued[i].fence) }
.context("Error checking fence status")?;
if signalled {
let (assets, mut staging_bufs, block) = self.commands_queued.remove(i).dissolve();
debug!("Load finished for texture block {:?}", block.id);
// Lock staging memory pool
let mut staging_mempool = self
.staging_mempool
.write()
.map_err(|_| LockPoisoned::MemoryPool)?;
// Destroy staging buffers
for buf in staging_bufs.drain(..) {
buf.deactivate_device_pool(&mut device, &mut *staging_mempool);
}
// Return assets used for loading
self.buffers.push_back(assets);
// Send back our loaded block
self.return_channel
.send(block)
.context("Error returning texture block")?;
} else {
i += 1;
}
}
// Release device lock
drop(device);
// 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
debug!("Attempting to queue load for texture block {:?}", to_load);
let result = unsafe { self.attempt_queue_load(to_load) };
match result {
Ok(queued_load) => self.commands_queued.push(queued_load),
Err(x) => match x.downcast_ref::<TextureLoadError>() {
Some(TextureLoadError::NoResources) => {
debug!("No resources, trying again later");
}
_ => return Err(x).context("Error queuing texture load"),
},
}
}
LoaderRequest::End => return Ok(true),
}
}
Ok(false)
}
/// Create a new loader from the given context.
pub fn new<Q: QueueFamilySelector>(
context: &mut RenderingContext,
ds_layout: Arc<RwLock<DescriptorSetLayoutT>>,
(request_channel, return_channel): (Receiver<LoaderRequest>, Sender<TexturesBlock<TP>>),
config: TextureLoadConfig<R>,
) -> Result<Self> {
// Queue family & Lock
let family = context
.queue_negotiator_mut()
.family::<Q>()
.ok_or(EnvironmentError::NoSuitableFamilies)?;
let queue_lock = context
.queue_negotiator_mut()
.get_queue::<Q>()
.ok_or(EnvironmentError::NoQueues)?;
// Memory pools
let tex_mempool = context.memory_pool()?.clone();
let staging_mempool = context.memory_pool()?.clone();
// Lock device
let device_lock = context.device().clone();
let mut device = device_lock
.write()
.map_err(|_| LockPoisoned::Device)
.context("Error getting device lock")?;
// Physical properties
let device_props = context.physical_device_properties();
let optimal_buffer_copy_pitch_alignment =
device_props.limits.optimal_buffer_copy_pitch_alignment as u32;
// Pool
let mut pool = unsafe {
use hal::pool::CommandPoolCreateFlags;
device.create_command_pool(family, CommandPoolCreateFlags::RESET_INDIVIDUAL)
}
.context("Error creating command pool")?;
// Command buffers and fences
debug!("Creating resources...");
let mut buffers = {
let mut data = VecDeque::with_capacity(NUM_SIMULTANEOUS_CMDS);
for _ in 0..NUM_SIMULTANEOUS_CMDS {
unsafe {
data.push_back((
device.create_fence(false).context("Error creating fence")?,
pool.allocate_one(hal::command::Level::Primary),
));
};
}
data
};
// Blank image (for padding descriptors)
let blank_image = unsafe {
Self::get_blank_image(
&mut device,
&mut buffers[0].1,
&queue_lock,
(&staging_mempool, &tex_mempool),
optimal_buffer_copy_pitch_alignment,
&config,
)
}
.context("Error creating blank image")?;
drop(device);
Ok(TextureLoader {
commands_queued: ArrayVec::new(),
buffers,
pool: ManuallyDrop::new(pool),
device: device_lock,
queue: queue_lock,
ds_layout,
tex_mempool,
staging_mempool,
descriptor_allocator: ManuallyDrop::new(DescriptorAllocator::new()),
optimal_buffer_copy_pitch_alignment,
request_channel,
return_channel,
config,
blank_image: ManuallyDrop::new(blank_image),
})
}
unsafe fn attempt_queue_load(&mut self, block_ref: usize) -> Result<QueuedLoad<TP, SP>> {
let mut device = self
.device
.write()
.map_err(|_| LockPoisoned::Device)
.context("Error getting device lock")?;
// Get assets to use
let (mut fence, mut buf) = self
.buffers
.pop_front()
.ok_or(TextureLoadError::NoResources)
.context("Error getting resources to use")?;
// Create descriptor set
let mut descriptor_set = {
let mut v: ArrayVec<[RDescriptorSet; 1]> = ArrayVec::new();
self.descriptor_allocator
.allocate(
&device,
&*self
.ds_layout
.read()
.map_err(|_| LockPoisoned::Other)
.context("Error reading descriptor set layout")?,
DescriptorRanges::from_bindings(&[
DescriptorSetLayoutBinding {
binding: 0,
ty: DescriptorType::Image {
ty: ImageDescriptorType::Sampled {
with_sampler: false,
},
},
count: BLOCK_SIZE,
stage_flags: ShaderStageFlags::FRAGMENT,
immutable_samplers: false,
},
DescriptorSetLayoutBinding {
binding: 1,
ty: DescriptorType::Sampler,
count: BLOCK_SIZE,
stage_flags: ShaderStageFlags::FRAGMENT,
immutable_samplers: false,
},
]),
1,
&mut v,
)
.context("Error creating descriptor set")?;
v.pop().unwrap()
};
// Get a command buffer
buf.begin_primary(CommandBufferFlags::ONE_TIME_SUBMIT);
let mut imgs: ArrayVec<[_; BLOCK_SIZE]> = ArrayVec::new();
let mut staging_bufs: ArrayVec<[_; BLOCK_SIZE]> = ArrayVec::new();
// For each texture in block
for tex_idx in (block_ref * BLOCK_SIZE)..(block_ref + 1) * BLOCK_SIZE {
// Resolve texture
let img_data = self.config.resolver.resolve(tex_idx as u32);
if img_data.is_none() {
// Write a blank descriptor
device.write_descriptor_set(DescriptorSetWrite {
set: descriptor_set.raw_mut(),
binding: 0,
array_offset: tex_idx % BLOCK_SIZE,
descriptors: once(Descriptor::Image(
&*self.blank_image.img_view(),
Layout::ShaderReadOnlyOptimal,
)),
});
device.write_descriptor_set(DescriptorSetWrite {
set: descriptor_set.raw_mut(),
binding: 1,
array_offset: tex_idx % BLOCK_SIZE,
descriptors: once(Descriptor::Sampler(&*self.blank_image.sampler())),
});
continue;
}
let img_data = img_data.unwrap();
let array_offset = tex_idx % BLOCK_SIZE;
let (staging_buffer, img) = load_image(
&mut device,
&mut self.staging_mempool,
&mut self.tex_mempool,
self.optimal_buffer_copy_pitch_alignment,
img_data,
&self.config,
)?;
// Write to descriptor set
{
device.write_descriptor_set(DescriptorSetWrite {
set: descriptor_set.raw_mut(),
binding: 0,
array_offset,
descriptors: once(Descriptor::Image(
img.img_view(),
Layout::ShaderReadOnlyOptimal,
)),
});
device.write_descriptor_set(DescriptorSetWrite {
set: descriptor_set.raw_mut(),
binding: 1,
array_offset,
descriptors: once(Descriptor::Sampler(img.sampler())),
});
}
imgs.push(img);
staging_bufs.push(staging_buffer);
}
// Add start pipeline barrier
buf.pipeline_barrier(
PipelineStage::TOP_OF_PIPE..PipelineStage::TRANSFER,
Dependencies::empty(),
imgs.iter().map(|li| Barrier::Image {
states: (Access::empty(), Layout::Undefined)
..(Access::TRANSFER_WRITE, Layout::TransferDstOptimal),
target: &*li.img(),
families: None,
range: SubresourceRange {
aspects: Aspects::COLOR,
level_start: 0,
level_count: None,
layer_start: 0,
layer_count: None,
},
}),
);
// Record copy commands
for (li, sb) in imgs.iter().zip(staging_bufs.iter()) {
buf.copy_buffer_to_image(
&*sb.buf(),
&*li.img(),
Layout::TransferDstOptimal,
once(BufferImageCopy {
buffer_offset: 0,
buffer_width: (li.row_size() / get_pixel_size(FORMAT)) as u32,
buffer_height: li.height(),
image_layers: SubresourceLayers {
aspects: Aspects::COLOR,
level: 0,
layers: 0..1,
},
image_offset: Offset { x: 0, y: 0, z: 0 },
image_extent: gfx_hal::image::Extent {
width: li.unpadded_row_size(),
height: li.height(),
depth: 1,
},
}),
);
}
buf.pipeline_barrier(
PipelineStage::TRANSFER..PipelineStage::BOTTOM_OF_PIPE,
Dependencies::empty(),
imgs.iter().map(|li| Barrier::Image {
states: (Access::TRANSFER_WRITE, Layout::TransferDstOptimal)
..(Access::empty(), Layout::ShaderReadOnlyOptimal),
target: &*li.img(),
families: None,
range: RESOURCES,
}),
);
buf.finish();
// Submit command buffer
{
let mut queue = self.queue.write().map_err(|_| LockPoisoned::Queue)?;
queue.submit(IntoIter::new([&buf]), empty(), empty(), Some(&mut fence));
}
Ok(QueuedLoad {
staging_bufs,
fence,
buf,
block: TexturesBlock {
id: block_ref,
imgs,
descriptor_set: ManuallyDrop::new(descriptor_set),
},
})
}
unsafe fn get_blank_image(
device: &mut DeviceT,
buf: &mut CommandBufferT,
queue_lock: &Arc<RwLock<QueueT>>,
(staging_mempool, tex_mempool): (&Arc<RwLock<SP>>, &Arc<RwLock<TP>>),
obcpa: u32,
config: &TextureLoadConfig<R>,
) -> Result<SampledImage<TP>> {
let img_data = RgbaImage::from_pixel(1, 1, Rgba([255, 0, 255, 255]));
let height = img_data.height();
let width = img_data.width();
let row_alignment_mask = obcpa as u32 - 1;
let initial_row_size = PIXEL_SIZE * img_data.width() as usize;
let row_size =
((initial_row_size as u32 + row_alignment_mask) & !row_alignment_mask) as usize;
let (staging_buffer, img) = load_image(
device,
staging_mempool,
tex_mempool,
obcpa,
img_data,
config,
)?;
buf.begin_primary(CommandBufferFlags::ONE_TIME_SUBMIT);
buf.pipeline_barrier(
PipelineStage::TOP_OF_PIPE..PipelineStage::TRANSFER,
Dependencies::empty(),
once(Barrier::Image {
states: (Access::empty(), Layout::Undefined)
..(Access::TRANSFER_WRITE, Layout::TransferDstOptimal),
target: &*img.img(),
families: None,
range: SubresourceRange {
aspects: Aspects::COLOR,
level_start: 0,
level_count: None,
layer_start: 0,
layer_count: None,
},
}),
);
buf.copy_buffer_to_image(
&*staging_buffer.buf(),
&*img.img(),
Layout::TransferDstOptimal,
once(BufferImageCopy {
buffer_offset: 0,
buffer_width: (row_size / super::PIXEL_SIZE) as u32,
buffer_height: height,
image_layers: LAYERS,
image_offset: Offset { x: 0, y: 0, z: 0 },
image_extent: Extent {
width,
height,
depth: 1,
},
}),
);
buf.pipeline_barrier(
PipelineStage::TRANSFER..PipelineStage::BOTTOM_OF_PIPE,
Dependencies::empty(),
once(Barrier::Image {
states: (Access::TRANSFER_WRITE, Layout::TransferDstOptimal)
..(Access::empty(), Layout::ShaderReadOnlyOptimal),
target: &*img.img(),
families: None,
range: RESOURCES,
}),
);
buf.finish();
let mut fence = device.create_fence(false).context("Error creating fence")?;
{
let mut queue = queue_lock.write().map_err(|_| LockPoisoned::Queue)?;
queue.submit(
IntoIter::new([buf as &CommandBufferT]),
empty(),
empty(),
Some(&mut fence),
);
}
device
.wait_for_fence(&fence, std::u64::MAX)
.context("Error waiting for copy")?;
device.destroy_fence(fence);
{
let mut staging_mempool = staging_mempool.write().unwrap();
staging_buffer.deactivate_device_pool(device, &mut *staging_mempool);
}
Ok(img)
}
/// 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;
let mut device = self.device.write().unwrap();
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 = 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();
device.destroy_fence(assets.0);
// Command buffer will be freed when we reset the command pool
// Destroy staging buffers
let mut staging_mempool = self.staging_mempool.write().unwrap();
for buf in staging_bufs.drain(..) {
buf.deactivate_device_pool(&mut device, &mut staging_mempool);
}
self.return_channel
.send(block)
.expect("Sending through return channel failed");
} else {
i += 1;
}
}
sleep(Duration::from_secs(0));
}
// Destroy blank image
{
let mut tex_mempool = self.tex_mempool.write().unwrap();
read(&*self.blank_image)
.deactivate_with_device_pool(&mut device, &mut *tex_mempool);
}
// Destroy fences
self.buffers
.drain(..)
.map(|(f, _)| device.destroy_fence(f))
.for_each(|_| {});
// Free command pool
self.pool.reset(true);
device.destroy_command_pool(read(&*self.pool));
debug!("Done deactivating TextureLoader");
TextureLoaderRemains {
descriptor_allocator: ManuallyDrop::new(read(&*self.descriptor_allocator)),
}
}
}
}
pub struct TextureLoaderRemains {
pub descriptor_allocator: ManuallyDrop<DescriptorAllocator>,
}
pub enum LoaderRequest {
/// Load the given block
Load(BlockRef),
/// Stop looping and deactivate
End,
}
|