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use crate::{
Bounds, Buffer, BufferLayout, CameraView, GpuDevice, GpuRenderer,
OrderedIndex, parallel::*,
};
use std::ops::Range;
/// Details for the Objects Memory location within the instance Buffer.
/// This is used to deturmine if the buffers location has changed or not for
/// reuploading the buffer.
#[derive(Debug, Copy, Clone)]
pub struct InstanceDetails {
/// Start location of the Buffer.
pub start: u32,
/// End location of the Buffer.
pub end: u32,
}
/// Clipped buffers Tuple type.
pub type ClippedInstanceDetails = (InstanceDetails, Option<Bounds>, CameraView);
/// Instance buffer holds all the Details to render with instances with a Static VBO.
/// This stores and handles the orders of all rendered objects to try and reduce the amount
/// of GPU uploads we make.
#[derive(Debug)]
pub struct InstanceBuffer<K: BufferLayout> {
/// Unprocessed Buffer Data.
pub unprocessed: Vec<Vec<OrderedIndex>>,
/// Buffers ready to Render
pub buffers: Vec<Option<InstanceDetails>>,
/// Clipped Buffers ready to Render.
pub clipped_buffers: Vec<Vec<ClippedInstanceDetails>>,
/// The main Buffer within GPU memory.
pub buffer: Buffer<K>,
/// Size each Buffer Layer gets allocated to for Future buffers.
pub layer_size: usize,
/// Used to Resize the buffer if new data will not fit within.
needed_size: usize,
/// Deturmines if we need to use clipped_buffers or Buffers for Rendering.
is_clipped: bool,
}
impl<K: BufferLayout> InstanceBuffer<K> {
/// Used to create a [`InstanceBuffer`].
/// Only use this for creating a reusable buffer.
///
/// # Arguments
/// - data: The contents to Create the Buffer with.
/// - layer_size: The capacity allocated for any future elements per new Buffer Layer.
///
pub fn create_buffer(
gpu_device: &GpuDevice,
data: &[u8],
layer_size: usize,
) -> Self {
InstanceBuffer {
unprocessed: Vec::new(),
buffers: Vec::new(),
clipped_buffers: Vec::new(),
buffer: Buffer::new(
gpu_device,
data,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
Some("Instance Buffer"),
),
layer_size: layer_size.max(32),
needed_size: 0,
is_clipped: false,
}
}
/// Used to create a [`InstanceBuffer`] with predeturmined sizes.
/// Only use this for creating a reusable buffer.
///
/// # Arguments
/// - data: The contents to Create the Buffer with.
/// - layer_size: The capacity allocated for any future elements per new Buffer Layer.
/// - capacity: the capacity of Layers to precreate.
/// - layer_capacity: the capacity to which each layer will precreate.
///
pub fn create_buffer_with(
gpu_device: &GpuDevice,
data: &[u8],
layer_size: usize,
capacity: usize,
layer_capacity: usize,
) -> Self {
let layer = layer_capacity.max(32);
let size = capacity.max(1);
let mut unprocessed = Vec::with_capacity(size);
let mut clipped_buffers = Vec::with_capacity(size);
for _ in 0..size {
unprocessed.push(Vec::with_capacity(layer));
clipped_buffers.push(Vec::with_capacity(layer));
}
InstanceBuffer {
unprocessed,
buffers: Vec::with_capacity(size),
clipped_buffers,
buffer: Buffer::new(
gpu_device,
data,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
Some("Instance Buffer"),
),
layer_size: layer_size.max(32),
needed_size: 0,
is_clipped: false,
}
}
/// Adds the Buffer to the unprocessed list so it can be processed in [`InstanceBuffer::finalize`]
/// This must be called in order to Render the Object.
///
/// # Arguments
/// - index: The Order Index of the Object we want to render.
/// - buffer_layer: The Buffer Layer we want to add this Object too.
///
pub fn add_buffer_store(
&mut self,
renderer: &GpuRenderer,
index: OrderedIndex,
buffer_layer: usize,
) {
if let Some(store) = renderer.get_buffer(index.index) {
let offset = buffer_layer.saturating_add(1);
if self.unprocessed.len() < offset {
let mut expansions = (self.unprocessed.len()..offset)
.into_par_iter()
.map(|_| Vec::with_capacity(self.layer_size))
.collect();
self.unprocessed.append(&mut expansions);
}
self.needed_size += store.store.len();
if let Some(unprocessed) = self.unprocessed.get_mut(buffer_layer) {
unprocessed.push(index);
}
}
}
fn buffer_write(
&self,
renderer: &mut GpuRenderer,
buf: &OrderedIndex,
pos: &mut usize,
count: &mut u32,
changed: bool,
) {
let mut write_buffer = false;
let old_pos = *pos as u64;
if let Some(store) = renderer.get_buffer_mut(buf.index) {
let range = *pos..*pos + store.store.len();
if store.store_pos != range || changed || store.changed {
store.store_pos = range;
store.changed = false;
write_buffer = true;
}
*pos += store.store.len();
*count += (store.store.len() / K::stride()) as u32;
}
if write_buffer && let Some(store) = renderer.get_buffer(buf.index) {
self.buffer.write(renderer.queue(), &store.store, old_pos);
}
}
/// Processes all unprocessed listed buffers and uploads any changes to the gpu
/// This must be called after [`InstanceBuffer::add_buffer_store`] in order to Render the Objects.
pub fn finalize(&mut self, renderer: &mut GpuRenderer) {
let (mut changed, mut pos, mut count) = (false, 0, 0);
if self.needed_size > self.buffer.max {
self.resize(renderer.gpu_device(), self.needed_size / K::stride());
changed = true;
}
self.buffer.count = self.needed_size / K::stride();
self.buffer.len = self.needed_size;
self.unprocessed
.par_iter_mut()
.for_each(|processing| processing.par_sort());
if self.is_clipped {
self.clipped_buffers.par_iter_mut().for_each(|buffer| {
buffer.clear();
});
if self.clipped_buffers.len() < self.unprocessed.len() {
for i in self.clipped_buffers.len()..self.unprocessed.len() {
let count = self.unprocessed.get(i).unwrap().len();
self.clipped_buffers.push(Vec::with_capacity(count));
}
}
} else {
self.buffers.clear();
}
for (layer, processing) in self.unprocessed.iter().enumerate() {
if processing.is_empty() {
if !self.is_clipped {
self.buffers.push(None);
}
continue;
}
let mut start_pos = count;
if !self.is_clipped {
for buf in processing {
self.buffer_write(
renderer, buf, &mut pos, &mut count, changed,
);
}
self.buffers.push(Some(InstanceDetails {
start: start_pos,
end: count,
}));
} else {
for buf in processing {
self.buffer_write(
renderer, buf, &mut pos, &mut count, changed,
);
if let Some(buffer) = self.clipped_buffers.get_mut(layer) {
buffer.push((
InstanceDetails {
start: start_pos,
end: count,
},
buf.bounds,
buf.camera_view,
));
}
start_pos = count;
}
}
}
self.needed_size = 0;
self.unprocessed.par_iter_mut().for_each(|buffer| {
buffer.clear();
});
}
//private but resizes the buffer on the GPU when needed.
fn resize(&mut self, gpu_device: &GpuDevice, capacity: usize) {
let data = K::with_capacity(capacity, 0);
self.buffer = Buffer::new(
gpu_device,
&data.vertexs,
wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
Some("Vertex Buffer"),
);
}
/// Creates an [`InstanceBuffer`] with a default buffer size.
/// Buffer size is based on the initial [`crate::BufferLayout::default_buffer`] length.
///
/// # Arguments
/// - layer_size: The capacity allocated for any future elements per new Buffer Layer.
///
pub fn new(gpu_device: &GpuDevice, layer_size: usize) -> Self {
Self::create_buffer(
gpu_device,
&K::default_buffer().vertexs,
layer_size,
)
}
/// Returns the instances count.
pub fn count(&self) -> u32 {
self.buffer.count as u32
}
/// Returns the instances byte count.
pub fn len(&self) -> u64 {
self.buffer.len as u64
}
/// Returns if the instance buffer is empty
pub fn is_empty(&self) -> bool {
self.buffer.is_empty()
}
/// Returns instance buffers max size in bytes.
pub fn max(&self) -> usize {
self.buffer.max
}
/// Returns if the buffer is clipped or not to deturmine if you should use
/// buffers or clipped_buffers.
pub fn is_clipped(&self) -> bool {
self.is_clipped
}
/// Sets the Buffer into Clipping mode.
/// This will Produce a clipped_buffers instead of the buffers which
/// will still be layered but a Vector of individual objects will Exist rather
/// than a grouped object per layer. Will make it less Efficient but allows Bounds Clipping.
pub fn set_as_clipped(&mut self) {
self.is_clipped = true;
}
/// Returns buffer's stride.
pub fn stride(&self) -> usize {
K::stride()
}
/// Returns [`wgpu::BufferSlice`] of vertices.
/// bounds is used to set a specific Range if needed.
/// If bounds is None then range is 0..vertex_count.
pub fn instances(
&self,
bounds: Option<Range<u64>>,
) -> wgpu::BufferSlice<'_> {
let range = if let Some(bounds) = bounds {
bounds
} else {
0..self.len()
};
self.buffer.buffer_slice(range)
}
/// Creates an InstanceBuffer with a buffer capacity.
/// Buffer size is based on the initial [`crate::BufferLayout::default_buffer`] length.
///
/// # Arguments
/// - capacity: The capacity of the Buffers instances for future allocation.
/// - layer_size: The capacity allocated for any future elements per new Buffer Layer.
///
pub fn with_capacity(
gpu_device: &GpuDevice,
capacity: usize,
layer_size: usize,
) -> Self {
Self::create_buffer(
gpu_device,
&K::with_capacity(capacity, 0).vertexs,
layer_size,
)
}
}