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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsCoreObject.h"
- #include "BsDrawOps.h"
- #include "BsIndexBuffer.h"
- namespace BansheeEngine
- {
- /** @addtogroup Resources-Internal
- * @{
- */
- /**
- * Core thread version of MeshHeap.
- *
- * @note Core thread only.
- */
- class BS_CORE_EXPORT MeshHeapCore : public CoreObjectCore
- {
- /** Signifies how is a data chunk used. */
- enum class UseFlags
- {
- Used, /**< Data chunk is used by both CPU and GPU. */
- CPUFree, /**< Data chunk was released by CPU but not GPU. */
- GPUFree, /**< Data chunk was released by GPU but not CPU. */
- Free /**< Data chunk was released by both CPU and GPU. */
- };
- /** Represents a continuous chunk of memory. */
- struct ChunkData
- {
- UINT32 start, size;
- };
- /** Represents an allocated piece of data representing a mesh. */
- struct AllocatedData
- {
- UINT32 vertChunkIdx;
- UINT32 idxChunkIdx;
- UseFlags useFlags;
- UINT32 eventQueryIdx;
- SPtr<TransientMeshCore> mesh;
- };
- /** Data about a GPU query. */
- struct QueryData
- {
- EventQueryPtr query;
- UINT32 queryId;
- };
- public:
- ~MeshHeapCore();
- private:
- friend class MeshHeap;
- friend class TransientMesh;
- friend class TransientMeshCore;
- MeshHeapCore(UINT32 numVertices, UINT32 numIndices,
- const VertexDataDescPtr& vertexDesc, IndexType indexType = IT_32BIT);
- /** @copydoc CoreObjectCore::initialize() */
- virtual void initialize() override;
- /**
- * Allocates a new mesh in the heap, expanding the heap if needed.
- *
- * @param[in] meshId Mesh for which we are allocating the data.
- * @param[in] meshData Data to initialize the new mesh with.
- */
- void alloc(SPtr<TransientMeshCore> mesh, const MeshDataPtr& meshData);
- /** Deallocates the provided mesh. Freed memory will be re-used as soon as the GPU is done with the mesh. */
- void dealloc(SPtr<TransientMeshCore> mesh);
- /** Resizes the vertex buffers so they max contain the provided number of vertices. */
- void growVertexBuffer(UINT32 numVertices);
- /** Resizes the index buffer so they max contain the provided number of indices. */
- void growIndexBuffer(UINT32 numIndices);
- /**
- * Creates a new event query or returns an existing one from the pool if available. Returned value is an index
- * into event query array.
- */
- UINT32 createEventQuery();
- /** Frees the event query with the specified index and returns it to the pool so it may be reused later. */
- void freeEventQuery(UINT32 idx);
- /** Gets internal vertex data for all the meshes. */
- SPtr<VertexData> getVertexData() const;
- /** Gets internal index data for all the meshes. */
- SPtr<IndexBufferCore> getIndexBuffer() const;
- /** Returns a structure that describes how are the vertices stored in the mesh's vertex buffer. */
- SPtr<VertexDataDesc> getVertexDesc() const;
- /**
- * Returns the offset in vertices from the start of the buffer to the first vertex of the mesh with the provided ID.
- */
- UINT32 getVertexOffset(UINT32 meshId) const;
- /**
- * Returns the offset in indices from the start of the buffer to the first index of the mesh with the provided ID.
- */
- UINT32 getIndexOffset(UINT32 meshId) const;
- /** Called by the render system when a mesh gets queued to the GPU. */
- void notifyUsedOnGPU(UINT32 meshId);
- /**
- * Called by an GPU event query when GPU processes the query. Normally signals the heap that the GPU is done with
- * the mesh.
- */
- static void queryTriggered(SPtr<MeshHeapCore> thisPtr, UINT32 meshId, UINT32 queryId);
- /**
- * Attempts to reorganize the vertex and index buffer chunks in order to in order to make free memory contigous.
- *
- * @note
- * This will not actually copy any data from index/vertex buffers, and will only modify the chunk descriptors.
- */
- void mergeWithNearbyChunks(UINT32 chunkVertIdx, UINT32 chunkIdxIdx);
- private:
- UINT32 mNumVertices;
- UINT32 mNumIndices;
- Vector<UINT8*> mCPUVertexData;
- UINT8* mCPUIndexData;
- SPtr<VertexData> mVertexData;
- SPtr<IndexBufferCore> mIndexBuffer;
- Map<UINT32, AllocatedData> mMeshAllocData;
- VertexDataDescPtr mVertexDesc;
- IndexType mIndexType;
- Vector<ChunkData> mVertChunks;
- Vector<ChunkData> mIdxChunks;
- Stack<UINT32> mEmptyVertChunks;
- Stack<UINT32> mEmptyIdxChunks;
- List<UINT32> mFreeVertChunks;
- List<UINT32> mFreeIdxChunks;
- Vector<QueryData> mEventQueries;
- Stack<UINT32> mFreeEventQueries;
- UINT32 mNextQueryId;
- static const float GrowPercent;
- };
- /** @} */
- /** @addtogroup Resources
- * @{
- */
- /**
- * Mesh heap allows you to quickly allocate and deallocate a large amounts of temporary meshes without the large
- * overhead of normal Mesh creation. Only requirement is that meshes share the same vertex description and index type.
- *
- * @note
- * This class should be considered as a replacement for a normal Mesh if you are constantly updating the mesh (for
- * example every frame) and you are not able to discard entire mesh contents on each update. Not using discard flag on
- * normal meshes may introduce GPU-CPU sync points which may severely limit performance. Primary purpose of this class
- * is to avoid those sync points by not forcing you to discard contents.
- * Downside is that this class may allocate 2-3x (or more) memory than it is actually needed for your data.
- * @note
- * Sim thread only
- */
- class BS_CORE_EXPORT MeshHeap : public CoreObject
- {
- public:
- /**
- * Allocates a new mesh in the heap, expanding the heap if needed. Mesh will be initialized with the provided
- * @p meshData. You may use the returned transient mesh for drawing.
- *
- * @note
- * Offsets provided by MeshData are ignored. MeshHeap will determine where the data will be written internally.
- */
- TransientMeshPtr alloc(const MeshDataPtr& meshData, DrawOperationType drawOp = DOT_TRIANGLE_LIST);
- /**
- * Deallocates the provided mesh and makes that room on the heap re-usable as soon as the GPU is also done with the
- * mesh.
- */
- void dealloc(const TransientMeshPtr& mesh);
- /** Retrieves a core implementation of a mesh heap usable only from the core thread. */
- SPtr<MeshHeapCore> getCore() const;
- /**
- * Creates a new mesh heap.
- *
- * @param[in] numVertices Initial number of vertices the heap may store. This will grow automatically if needed.
- * @param[in] numIndices Initial number of indices the heap may store. This will grow automatically if needed.
- * @param[in] vertexDesc Description of the stored vertices.
- * @param[in] indexType Type of the stored indices.
- */
- static MeshHeapPtr create(UINT32 numVertices, UINT32 numIndices,
- const VertexDataDescPtr& vertexDesc, IndexType indexType = IT_32BIT);
- private:
- /** @copydoc create */
- MeshHeap(UINT32 numVertices, UINT32 numIndices,
- const VertexDataDescPtr& vertexDesc, IndexType indexType = IT_32BIT);
- /** @copydoc CoreObject::createCore */
- SPtr<CoreObjectCore> createCore() const override;
- private:
- UINT32 mNumVertices;
- UINT32 mNumIndices;
- VertexDataDescPtr mVertexDesc;
- IndexType mIndexType;
- Map<UINT32, TransientMeshPtr> mMeshes;
- UINT32 mNextFreeId;
- };
- /** @} */
- }
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