slightly optimize UniformResourceProvider

This commit is contained in:
Carter Anderson 2020-02-04 09:39:23 -08:00
parent 14efda15bf
commit dff18f78db

View file

@ -240,7 +240,7 @@ where
T: AsUniforms + Send + Sync,
{
_marker: PhantomData<T>,
uniform_buffer_info_names: HashSet<String>,
uniform_buffer_info_names: Vec<String>,
// dynamic_uniform_buffer_infos: HashMap<String, DynamicUniformBufferInfo>,
}
@ -251,7 +251,7 @@ where
pub fn new() -> Self {
UniformResourceProvider {
// dynamic_uniform_buffer_infos: HashMap::new(),
uniform_buffer_info_names: HashSet::new(),
uniform_buffer_info_names: Vec::new(),
_marker: PhantomData,
}
}
@ -267,36 +267,56 @@ where
let query = <Read<T>>::query();
// retrieve all uniforms buffers that aren't aleady set. these are "dynamic" uniforms, which are set by the user in ShaderUniforms
// TODO: this breaks down in multiple ways:
// (1) resource_info will be set after the first run so this won't update.
// (SOLVED 1) resource_info will be set after the first run so this won't update.
// (2) if we create new buffers, the old bind groups will be invalid
// reset all uniform buffer info counts
for name in self.uniform_buffer_info_names.iter() {
renderer.get_dynamic_uniform_buffer_info_mut(name).unwrap().count = 0;
renderer
.get_dynamic_uniform_buffer_info_mut(name)
.unwrap()
.count = 0;
}
let mut sizes = Vec::new();
let mut counts = Vec::new();
for uniforms in query.iter(world) {
let uniform_layouts = uniforms.get_uniform_layouts();
for (i, uniform_info) in uniforms.get_uniform_infos().iter().enumerate() {
if let None = renderer.get_dynamic_uniform_buffer_info(uniform_info.name) {
// only add the first time a uniform info is processed
if self.uniform_buffer_info_names.len() <= i {
let uniform_layout = uniform_layouts[i];
let mut info = DynamicUniformBufferInfo::new();
info.size = uniform_layout
let size = uniform_layout
.iter()
.map(|u| u.get_size())
.fold(0, |total, current| total + current);
sizes.push(size);
self.uniform_buffer_info_names
.insert(uniform_info.name.to_string());
renderer.add_dynamic_uniform_buffer_info(uniform_info.name, info);
.push(uniform_info.name.to_string());
}
let mut info = renderer
.get_dynamic_uniform_buffer_info_mut(uniform_info.name)
.unwrap();
info.count += 1;
if counts.len() <= i {
counts.push(0);
}
counts[i] += 1;
}
}
// create and update uniform buffer info. this is separate from the last block to avoid
// the expense of hashing for large numbers of entities
for (i, name) in self.uniform_buffer_info_names.iter().enumerate() {
if let None = renderer.get_dynamic_uniform_buffer_info(name) {
let mut info = DynamicUniformBufferInfo::new();
info.size = sizes[i];
renderer.add_dynamic_uniform_buffer_info(name, info);
}
let info = renderer.get_dynamic_uniform_buffer_info_mut(name).unwrap();
info.count = counts[i];
}
// allocate uniform buffers
for name in self.uniform_buffer_info_names.iter() {
if let Some(_) = renderer.get_resource_info(name) {
@ -324,10 +344,10 @@ where
let alignment = wgpu::BIND_BUFFER_ALIGNMENT as usize;
let mut offset = 0usize;
let info = renderer.get_dynamic_uniform_buffer_info_mut(name).unwrap();
for (i, (entity, _uniforms)) in query.iter_entities(world).enumerate() {
// TODO: check if index has changed. if it has, then entity should be updated
// TODO: only mem-map entities if their data has changed
let info = renderer.get_dynamic_uniform_buffer_info_mut(name).unwrap();
info.offsets.insert(entity, offset as u64);
info.indices.insert(i, entity);
// TODO: try getting ref first
@ -355,9 +375,6 @@ where
},
);
// TODO: port me
// let uniform_buffer = self.buffers.get(name);
// renderer.create_buffer_with_data(name, &data, wgpu::BufferUsage::UNIFORM);
renderer.copy_buffer_to_buffer("tmp_uniform_mapped", 0, name, 0, size);
}
}