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TransientResources.cpp
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160 lines (144 loc) · 4.92 KB
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#include "TransientResources.hpp"
#include "RenderContext.hpp"
#include "Hash.hpp"
#include "spdlog/spdlog.h"
#include "tracy/Tracy.hpp"
namespace std {
template <> struct hash<FrameGraphTexture::Desc> {
std::size_t operator()(const FrameGraphTexture::Desc &desc) const noexcept {
std::size_t h{0};
hashCombine(h, desc.extent.width, desc.extent.height, desc.depth,
desc.numMipLevels, desc.layers, desc.format, desc.shadowSampler,
desc.wrapMode, desc.filter);
return h;
}
};
template <> struct hash<FrameGraphBuffer::Desc> {
std::size_t operator()(const FrameGraphBuffer::Desc &desc) const noexcept {
std::size_t h{0};
hashCombine(h, desc.size);
return h;
}
};
} // namespace std
namespace {
void heartbeat(auto &objects, auto &pools, float dt, auto &&deleter) {
constexpr auto kMaxIdleTime = 1.0f; // in seconds
auto poolIt = pools.begin();
while (poolIt != pools.end()) {
auto &[_, pool] = *poolIt;
if (pool.empty()) {
poolIt = pools.erase(poolIt);
} else {
auto objectIt = pool.begin();
while (objectIt != pool.cend()) {
auto &[object, idleTime] = *objectIt;
idleTime += dt;
if (idleTime >= kMaxIdleTime) {
deleter(*object);
SPDLOG_INFO("Released resource: {}", fmt::ptr(object));
objectIt = pool.erase(objectIt);
} else {
++objectIt;
}
}
++poolIt;
}
}
objects.erase(std::remove_if(objects.begin(), objects.end(),
[](auto &object) { return !(*object); }),
objects.end());
}
} // namespace
//
// TransientResources class:
//
TransientResources::TransientResources(RenderContext &rc)
: m_renderContext{rc} {}
TransientResources::~TransientResources() {
for (auto &texture : m_textures)
m_renderContext.destroy(*texture);
for (auto &buffer : m_buffers)
m_renderContext.destroy(*buffer);
}
void TransientResources::update(float dt) {
ZoneScoped;
const auto deleter = [&](auto &object) { m_renderContext.destroy(object); };
heartbeat(m_textures, m_texturePools, dt, deleter);
heartbeat(m_buffers, m_bufferPools, dt, deleter);
}
Texture *
TransientResources::acquireTexture(const FrameGraphTexture::Desc &desc) {
const auto h = std::hash<FrameGraphTexture::Desc>{}(desc);
auto &pool = m_texturePools[h];
if (pool.empty()) {
Texture texture;
if (desc.depth > 0) {
texture =
m_renderContext.createTexture3D(desc.extent, desc.depth, desc.format);
} else {
texture = m_renderContext.createTexture2D(desc.extent, desc.format,
desc.numMipLevels, desc.layers);
}
glm::vec4 borderColor{0.0f};
auto addressMode = SamplerAddressMode::ClampToEdge;
switch (desc.wrapMode) {
case WrapMode::ClampToEdge:
addressMode = SamplerAddressMode::ClampToEdge;
break;
case WrapMode::ClampToOpaqueBlack:
addressMode = SamplerAddressMode::ClampToBorder;
borderColor = glm::vec4{0.0f, 0.0f, 0.0f, 1.0f};
break;
case WrapMode::ClampToOpaqueWhite:
addressMode = SamplerAddressMode::ClampToBorder;
borderColor = glm::vec4{1.0f};
break;
}
SamplerInfo samplerInfo{
.minFilter = desc.filter,
.mipmapMode =
desc.numMipLevels > 1 ? MipmapMode::Nearest : MipmapMode::None,
.magFilter = desc.filter,
.addressModeS = addressMode,
.addressModeT = addressMode,
.addressModeR = addressMode,
.borderColor = borderColor,
};
if (desc.shadowSampler) samplerInfo.compareOp = CompareOp::LessOrEqual;
m_renderContext.setupSampler(texture, samplerInfo);
m_textures.push_back(std::make_unique<Texture>(std::move(texture)));
auto *ptr = m_textures.back().get();
SPDLOG_INFO("Created texture: {}", fmt::ptr(ptr));
return ptr;
} else {
auto *texture = pool.back().resource;
pool.pop_back();
return texture;
}
}
void TransientResources::releaseTexture(const FrameGraphTexture::Desc &desc,
Texture *texture) {
const auto h = std::hash<FrameGraphTexture::Desc>{}(desc);
m_texturePools[h].push_back({texture, 0.0f});
}
Buffer *TransientResources::acquireBuffer(const FrameGraphBuffer::Desc &desc) {
const auto h = std::hash<FrameGraphBuffer::Desc>{}(desc);
auto &pool = m_bufferPools[h];
if (pool.empty()) {
auto buffer = m_renderContext.createBuffer(desc.size);
m_buffers.push_back(std::make_unique<Buffer>(std::move(buffer)));
auto *ptr = m_buffers.back().get();
SPDLOG_INFO("Created buffer: {}", fmt::ptr(ptr));
return ptr;
} else {
auto *buffer = pool.back().resource;
pool.pop_back();
return buffer;
}
}
void TransientResources::releaseBuffer(const FrameGraphBuffer::Desc &desc,
Buffer *buffer) {
const auto h = std::hash<FrameGraphBuffer::Desc>{}(desc);
m_bufferPools[h].push_back({std::move(buffer), 0.0f});
}