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//! Streamed-mesh upload + eviction for DxContext: placement in the shared
//! vertex / index buffers through the mesh sub-allocators, in-place per-slot
//! geometry replacement for hot-reload, and the init-time seeding of the
//! streaming headroom.
use concinnity_core::gfx::mesh_payload::Vertex;
use concinnity_core::render::error::{RenderError, RenderResult};
use windows::Win32::Graphics::Direct3D12::*;
use super::super::context::*;
use super::super::texture::{one_shot_submit, transition_barrier};
use crate::directx::error::map_hresult;
// Byte-range sub-allocators for the streamed-mesh regions of the shared
// vertex/index buffers. Empty until mesh streaming is active; seeded at init by
// one of two paths: the shrinkable-seed path hands them the single compacted
// headroom block via `seed_mesh_streaming`, while the full-set path frees each
// streamed draw's build-time region via `evict_mesh`. From then on `upload_mesh`
// / `evict_mesh` allocate and free byte ranges so a streamed mesh lands wherever
// there is room.
#[derive(Default)]
pub(in crate::directx) struct MeshStreamState {
pub vtx_alloc: crate::suballoc::range_alloc::RangeAllocator,
pub idx_alloc: crate::suballoc::range_alloc::RangeAllocator,
}
impl DxContext {
// Copy `data` into a sub-region of a DEFAULT-heap geometry buffer.
//
// `dest` is a buffer currently in `usage_state` (the vertex or index
// buffer). The copy goes through a temporary UPLOAD-heap staging buffer
// and a one-shot command list that transitions the resource
// `usage_state -> COPY_DEST -> usage_state` around a `CopyBufferRegion`.
// The caller must `wait_idle` first: the COPY_DEST transition covers the
// whole resource, so no in-flight command list may still reference it.
pub(in crate::directx) fn write_geometry_region(
&self,
dest: &ID3D12Resource,
usage_state: D3D12_RESOURCE_STATES,
offset: u64,
data: &[u8],
) -> RenderResult<()> {
if data.is_empty() {
return Ok(());
}
let upload = self.hw.alloc.alloc_buffer(
data.len() as u64,
D3D12_HEAP_TYPE_UPLOAD,
D3D12_RESOURCE_STATE_GENERIC_READ,
)?;
let mut ptr = std::ptr::null_mut::<std::ffi::c_void>();
// SAFETY: the resource is a live CPU-visible buffer, and the out-parameter is a live local
// that receives the mapping.
unsafe { upload.Map(0, None, Some(&mut ptr)) }
.map_err(|e| map_hresult(e.code(), "mesh region map"))?;
// SAFETY: the mapping covers an UPLOAD-heap buffer created to hold this payload, and the
// source is a separate allocation, so the ranges cannot overlap.
unsafe {
std::ptr::copy_nonoverlapping(data.as_ptr(), ptr as *mut u8, data.len());
upload.Unmap(0, None);
}
// SAFETY: the command list is in the recording state, and every resource, descriptor and
// slice these commands name is live for the call.
one_shot_submit(&self.hw.device, &self.hw.command_queue, |cmd| unsafe {
let to_dst = transition_barrier(dest, usage_state, D3D12_RESOURCE_STATE_COPY_DEST);
cmd.ResourceBarrier(&[to_dst]);
cmd.CopyBufferRegion(dest, offset, &*upload, 0, data.len() as u64);
let back = transition_barrier(dest, D3D12_RESOURCE_STATE_COPY_DEST, usage_state);
cmd.ResourceBarrier(&[back]);
})
}
// Upload a streamed mesh's geometry into the shared vertex and index
// buffers, place it via the sub-allocators, and mark the draw resident.
//
// The mesh-streaming subsystem calls this to bring a mesh resident after
// init. The geometry is placed wherever the allocators find free space
// (not the build-time region), so `DrawObject::vertex_offset` /
// `index_offset` are rewritten here. `vertices` / `indices` must match the
// fixed `vertex_count` / `index_count` recorded by `build_draw_list`.
//
// `indices` are mesh-relative (0-based); they are rebased onto the chosen
// vertex region before upload, so the D3D12 draw can keep a 0 base-vertex.
// `frame` reclaims deferred frees that have retired by then. `wait_idle`
// runs first so the whole-resource COPY_DEST transition races no in-flight
// command list (see `write_geometry_region`).
pub(crate) fn upload_mesh(
&mut self,
draw_idx: usize,
vertices: &[Vertex],
indices: &[u16],
frame: u64,
) -> RenderResult<()> {
let obj = self.draw.objects.get(draw_idx).ok_or_else(|| {
RenderError::Other(format!(
"upload_mesh: draw object {} out of range",
draw_idx
))
})?;
let (vertex_count, index_count) = (obj.vertex_count, obj.index_count);
if vertices.len() != vertex_count {
return Err(RenderError::Other(format!(
"upload_mesh: draw {} expects {} vertices, got {}",
draw_idx,
vertex_count,
vertices.len()
)));
}
if indices.len() != index_count {
return Err(RenderError::Other(format!(
"upload_mesh: draw {} expects {} indices, got {}",
draw_idx,
index_count,
indices.len()
)));
}
// Reclaim frees whose in-flight frames have retired, then place the
// geometry. build_draw_list never emits a zero-length mesh, so an
// empty allocation request is treated as a hard error.
self.mesh_stream.vtx_alloc.reclaim(frame);
self.mesh_stream.idx_alloc.reclaim(frame);
let v_len = std::mem::size_of_val(vertices);
// Static IB is u32 (the per-scene total can exceed u16); per-mesh
// indices come in as u16 (each mesh fits in u16, enforced by the
// build-time splitter) and get widened on write below. Size the
// allocation against the u32 stride. Mirrors metal's upload_mesh.
let i_len = indices.len() * std::mem::size_of::<u32>();
let (v_off, i_off) = crate::suballoc::geometry::place_mesh(
&mut self.mesh_stream.vtx_alloc,
&mut self.mesh_stream.idx_alloc,
v_len,
i_len,
|| format!("upload_mesh: draw {draw_idx}"),
)?;
self.wait_idle();
// Vertices copy verbatim. Indices are mesh-relative, so rebase them to
// the vertex region the allocator chose: v_off is always a multiple of
// size_of::<Vertex>() (every seed region and allocation is), so the
// base is an exact vertex index.
let vert_bytes = bytemuck::cast_slice(vertices);
self.write_geometry_region(
&self.scene.geometry.vertex_buffer,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
v_off as u64,
vert_bytes,
)?;
let base = (v_off / std::mem::size_of::<Vertex>()) as u32;
// Widen u16 → u32 while rebasing onto the chosen vertex region.
let rebased: Vec<u32> = indices.iter().map(|&i| u32::from(i) + base).collect();
let idx_bytes = bytemuck::cast_slice(&rebased);
self.write_geometry_region(
&self.scene.geometry.index_buffer,
D3D12_RESOURCE_STATE_INDEX_BUFFER,
i_off as u64,
idx_bytes,
)?;
let obj = &mut self.draw.objects[draw_idx];
obj.vertex_offset = v_off;
obj.index_offset = i_off / std::mem::size_of::<u32>();
obj.resident = true;
// The mesh joins the RT-relevant draw set at a freshly allocated region;
// the next RT update builds its BLAS over the new slice.
self.rt.topology_dirty = true;
Ok(())
}
// Overwrite a `Mesh` draw slot's vertex / index data in place. Driven by
// asset hot-reload (`cn debug` only). New `vertices` / `indices` are
// written at the draw object's existing offsets in the shared vertex /
// index buffers, so the slot's count must match init-time; size-changing
// reloads need `rebuild_static_geometry`, not this call. Each entry in
// `lod_alternates` is written to the matching slot's pre-allocated LOD
// region; LOD counts and per-LOD index counts must match init-time too.
// Per-LOD `switch_distance`s are re-stored so JSON-side tweaks to
// `lod_distances` propagate without a process restart. `wait_idle` is
// folded into each `write_geometry_region` call (the whole-resource
// COPY_DEST transition needs no in-flight command list referencing the
// buffer). Mirrors `MtlContext::update_mesh_geometry`.
pub(crate) fn update_mesh_geometry(
&mut self,
draw_idx: usize,
vertices: &[Vertex],
indices: &[u16],
lod_alternates: &[(f32, Vec<u16>)],
) -> RenderResult<()> {
let obj = self.draw.objects.get(draw_idx).ok_or_else(|| {
RenderError::Other(format!(
"update_mesh_geometry: draw object {} out of range",
draw_idx
))
})?;
if vertices.len() != obj.vertex_count {
return Err(RenderError::Other(format!(
"update_mesh_geometry: draw {} expects {} vertices, got {} \
(in-place path is size-matched only; size changes route through \
rebuild_static_geometry)",
draw_idx,
obj.vertex_count,
vertices.len()
)));
}
if indices.len() != obj.index_count {
return Err(RenderError::Other(format!(
"update_mesh_geometry: draw {} expects {} indices, got {} \
(in-place path is size-matched only; size changes route through \
rebuild_static_geometry)",
draw_idx,
obj.index_count,
indices.len()
)));
}
if lod_alternates.len() != obj.lod_alternates.len() {
return Err(RenderError::Other(format!(
"update_mesh_geometry: draw {} expects {} LOD alternate(s), got {} \
(LOD-count changes need rebuild_static_geometry)",
draw_idx,
obj.lod_alternates.len(),
lod_alternates.len()
)));
}
for (lod_idx, ((_, alt_idx), slice)) in lod_alternates
.iter()
.zip(obj.lod_alternates.iter())
.enumerate()
{
if alt_idx.len() != slice.index_count {
return Err(RenderError::Other(format!(
"update_mesh_geometry: draw {} LOD{} expects {} indices, got {} \
(LOD size changes need rebuild_static_geometry)",
draw_idx,
lod_idx + 1,
slice.index_count,
alt_idx.len()
)));
}
}
let v_off = obj.vertex_offset as u64;
let i_off_bytes = (obj.index_offset * std::mem::size_of::<u32>()) as u64;
// Static draws keep indices absolute (base_vertex == 0), so rebase
// mesh-relative u16 indices onto the slot's vertex_offset and widen to
// u32 before writing, matching the shared u32 index buffer and the
// streaming upload_mesh path. `v_off` is always a multiple of
// size_of::<Vertex>() (every region build_draw_list emits starts on a
// vertex boundary).
let base = (obj.vertex_offset / std::mem::size_of::<Vertex>()) as u32;
let lod_byte_offsets: Vec<u64> = obj
.lod_alternates
.iter()
.map(|s| (s.index_offset * std::mem::size_of::<u32>()) as u64)
.collect();
self.wait_idle();
let vert_bytes = bytemuck::cast_slice(vertices);
self.write_geometry_region(
&self.scene.geometry.vertex_buffer,
D3D12_RESOURCE_STATE_VERTEX_AND_CONSTANT_BUFFER,
v_off,
vert_bytes,
)?;
let rebased: Vec<u32> = indices.iter().map(|&i| u32::from(i) + base).collect();
let idx_bytes = bytemuck::cast_slice(&rebased);
self.write_geometry_region(
&self.scene.geometry.index_buffer,
D3D12_RESOURCE_STATE_INDEX_BUFFER,
i_off_bytes,
idx_bytes,
)?;
// LOD alternate slots were laid out at init alongside LOD0 in the
// same shared index buffer. Each alternate shares LOD0's vertex
// region (LOD decimation never touches vertices), so rebase onto the
// same `base`.
for ((_, alt_idx), &alt_off_bytes) in lod_alternates.iter().zip(lod_byte_offsets.iter()) {
let alt_rebased: Vec<u32> = alt_idx.iter().map(|&i| u32::from(i) + base).collect();
let alt_bytes = bytemuck::cast_slice(&alt_rebased);
self.write_geometry_region(
&self.scene.geometry.index_buffer,
D3D12_RESOURCE_STATE_INDEX_BUFFER,
alt_off_bytes,
alt_bytes,
)?;
}
// Refresh the per-LOD switch distances so JSON-side tweaks to
// `lod_distances` propagate without a process restart.
let slot = &mut self.draw.objects[draw_idx];
for ((switch_distance, _), slice) in
lod_alternates.iter().zip(slot.lod_alternates.iter_mut())
{
slice.switch_distance = *switch_distance;
}
// The slot now holds different triangles at the same offsets, so its RT
// BLAS traces the pre-reload positions. Nothing else in the geometry
// signature moved, so bump the generation (which the signature carries)
// and flag the topology: the next RT update rebuilds this slot's BLAS
// rather than reusing the stale one.
slot.geometry_generation = slot.geometry_generation.wrapping_add(1);
self.rt.topology_dirty = true;
Ok(())
}
// Return a streamed mesh's geometry region to the sub-allocators and mark
// the draw non-resident so it is skipped in every pass.
//
// `retire_frame` is the frame from which the freed region may be reused:
// pass `current_frame + frames_in_flight` for a runtime eviction so a
// still-in-flight command list never has its region overwritten by a
// later `upload_mesh`, and `0` at init, where nothing has been drawn.
// The region is not zeroed: the draw leaves the RT-relevant set here, so
// the next RT update retires its BLAS rather than tracing the vacated
// bytes, and every raster pass skips a non-resident draw.
pub(crate) fn evict_mesh(&mut self, draw_idx: usize, retire_frame: u64) -> RenderResult<()> {
let obj = self.draw.objects.get(draw_idx).ok_or_else(|| {
RenderError::Other(format!("evict_mesh: draw object {} out of range", draw_idx))
})?;
let v_off = obj.vertex_offset as u64;
let v_len = (obj.vertex_count * std::mem::size_of::<Vertex>()) as u64;
let i_off = (obj.index_offset * std::mem::size_of::<u32>()) as u64;
let i_len = (obj.index_count * std::mem::size_of::<u32>()) as u64;
self.mesh_stream.vtx_alloc.free(v_off, v_len, retire_frame);
self.mesh_stream.idx_alloc.free(i_off, i_len, retire_frame);
self.draw.objects[draw_idx].resident = false;
// The mesh leaves the RT-relevant draw set; the next RT update drops its
// BLAS (deferred-freed once in-flight traces retire).
self.rt.topology_dirty = true;
Ok(())
}
// Seed the streamed-mesh sub-allocators with one reserved headroom block
// (byte ranges in the shared vertex / index buffers), for the
// shrinkable-seed path.
//
// The streamed geometry is not baked into the buffers at build time;
// instead the buffers carry one zeroed headroom region (sized to the
// cap-many resident meshes) at these offsets, which `compact_for_streaming`
// appended before init. `retire_frame 0`: nothing has been drawn yet, so
// the space is allocatable immediately -- mirrors `setup_chunk_streaming`'s
// seeding. From then on `upload_mesh` / `evict_mesh` place and free streamed
// meshes within it. Mirrors `MtlContext::seed_mesh_streaming`.
pub(crate) fn seed_mesh_streaming(
&mut self,
vtx_offset: u64,
vtx_bytes: u64,
idx_offset: u64,
idx_bytes: u64,
) {
self.mesh_stream.vtx_alloc.free(vtx_offset, vtx_bytes, 0);
self.mesh_stream.vtx_alloc.reclaim(0);
self.mesh_stream.idx_alloc.free(idx_offset, idx_bytes, 0);
self.mesh_stream.idx_alloc.reclaim(0);
}
}