Allocate command buffers from pools
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@@ -3,6 +3,7 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/OpenGLRenderer/OpenGLCommandBuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLCommandPool.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLVaoCache.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/Context.hpp>
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#include <Nazara/OpenGLRenderer/Wrapper/VertexArray.hpp>
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@@ -139,4 +140,10 @@ namespace Nz
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const GL::VertexArray& vao = context.GetVaoCache().Get(vaoSetup);
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context.BindVertexArray(vao.GetObjectId(), true);
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}
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void OpenGLCommandBuffer::Release()
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{
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assert(m_owner);
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m_owner->Release(*this);
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}
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}
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@@ -3,19 +3,82 @@
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/OpenGLRenderer/OpenGLCommandPool.hpp>
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#include <Nazara/Core/MemoryHelper.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLCommandBuffer.hpp>
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#include <Nazara/OpenGLRenderer/OpenGLCommandBufferBuilder.hpp>
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#include <Nazara/OpenGLRenderer/Debug.hpp>
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namespace Nz
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{
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std::unique_ptr<CommandBuffer> OpenGLCommandPool::BuildCommandBuffer(const std::function<void(CommandBufferBuilder& builder)>& callback)
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CommandBufferPtr OpenGLCommandPool::BuildCommandBuffer(const std::function<void(CommandBufferBuilder& builder)>& callback)
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{
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std::unique_ptr<OpenGLCommandBuffer> commandBuffer = std::make_unique<OpenGLCommandBuffer>();
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CommandBufferPtr commandBuffer;
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for (std::size_t i = 0; i < m_commandPools.size(); ++i)
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{
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commandBuffer = AllocateFromPool(i);
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if (commandBuffer)
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break;
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}
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OpenGLCommandBufferBuilder builder(*commandBuffer);
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if (!commandBuffer)
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{
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// No allocation could be made, time to allocate a new pool
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std::size_t newPoolIndex = m_commandPools.size();
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AllocatePool();
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commandBuffer = AllocateFromPool(newPoolIndex);
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assert(commandBuffer);
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}
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OpenGLCommandBufferBuilder builder(static_cast<OpenGLCommandBuffer&>(*commandBuffer.get()));
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callback(builder);
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return commandBuffer;
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}
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auto OpenGLCommandPool::AllocatePool() -> CommandPool&
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{
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constexpr UInt32 MaxSet = 128;
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CommandPool pool;
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pool.freeCommands.Resize(MaxSet, true);
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pool.storage = std::make_unique<CommandPool::BindingStorage[]>(MaxSet);
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return m_commandPools.emplace_back(std::move(pool));
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}
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CommandBufferPtr OpenGLCommandPool::AllocateFromPool(std::size_t poolIndex)
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{
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auto& pool = m_commandPools[poolIndex];
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std::size_t freeBindingId = pool.freeCommands.FindFirst();
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if (freeBindingId == pool.freeCommands.npos)
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return {}; //< No free binding in this pool
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pool.freeCommands.Reset(freeBindingId);
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OpenGLCommandBuffer* freeBindingMemory = reinterpret_cast<OpenGLCommandBuffer*>(&pool.storage[freeBindingId]);
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return CommandBufferPtr(PlacementNew(freeBindingMemory, *this, poolIndex, freeBindingId));
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}
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void OpenGLCommandPool::Release(CommandBuffer& binding)
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{
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OpenGLCommandBuffer& openglBinding = static_cast<OpenGLCommandBuffer&>(binding);
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std::size_t poolIndex = openglBinding.GetPoolIndex();
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std::size_t bindingIndex = openglBinding.GetBindingIndex();
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assert(poolIndex < m_commandPools.size());
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auto& pool = m_commandPools[poolIndex];
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assert(!pool.freeCommands.Test(bindingIndex));
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OpenGLCommandBuffer* bindingMemory = reinterpret_cast<OpenGLCommandBuffer*>(&pool.storage[bindingIndex]);
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PlacementDestroy(bindingMemory);
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pool.freeCommands.Set(bindingIndex);
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// Try to free pool if it's one of the last one
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if (poolIndex >= m_commandPools.size() - 1 && poolIndex <= m_commandPools.size())
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TryToShrink();
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}
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}
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@@ -19,7 +19,7 @@ namespace Nz
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void OpenGLRenderImage::Execute(const std::function<void(CommandBufferBuilder& builder)>& callback, QueueTypeFlags /*queueTypeFlags*/)
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{
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OpenGLCommandBuffer commandBuffer;
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OpenGLCommandBuffer commandBuffer; //< TODO: Use a pool and remove default constructor
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OpenGLCommandBufferBuilder builder(commandBuffer);
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callback(builder);
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