Use array of atlases instead of one growing indefinitely.
This commit is contained in:
parent
8562a4c986
commit
2f77a6bf5a
5 changed files with 259 additions and 280 deletions
|
|
@ -1,8 +1,9 @@
|
|||
use crate::image::AtlasArray;
|
||||
use iced_native::svg;
|
||||
use std::{
|
||||
collections::{HashMap, HashSet},
|
||||
};
|
||||
use guillotiere::{Allocation, AtlasAllocator, Size};
|
||||
use guillotiere::{Allocation, Size};
|
||||
use debug_stub_derive::*;
|
||||
|
||||
#[derive(DebugStub)]
|
||||
|
|
@ -31,7 +32,7 @@ impl Svg {
|
|||
pub struct Cache {
|
||||
svgs: HashMap<u64, Svg>,
|
||||
#[debug_stub="ReplacementValue"]
|
||||
rasterized: HashMap<(u64, u32, u32), Allocation>,
|
||||
rasterized: HashMap<(u64, u32, u32), (u32, Allocation)>,
|
||||
svg_hits: HashSet<u64>,
|
||||
rasterized_hits: HashSet<(u64, u32, u32)>,
|
||||
}
|
||||
|
|
@ -69,9 +70,8 @@ impl Cache {
|
|||
scale: f32,
|
||||
device: &wgpu::Device,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
allocator: &mut AtlasAllocator,
|
||||
atlas: &mut wgpu::Texture,
|
||||
) -> Option<&Allocation> {
|
||||
atlas_array: &mut AtlasArray,
|
||||
) -> Option<&(u32, Allocation)> {
|
||||
let id = handle.id();
|
||||
|
||||
let (width, height) = (
|
||||
|
|
@ -99,127 +99,40 @@ impl Cache {
|
|||
}
|
||||
|
||||
let size = Size::new(width as i32, height as i32);
|
||||
let old_atlas_size = allocator.size();
|
||||
let allocation;
|
||||
|
||||
loop {
|
||||
if let Some(a) = allocator.allocate(size) {
|
||||
allocation = a;
|
||||
break;
|
||||
}
|
||||
|
||||
allocator.grow(allocator.size() * 2);
|
||||
}
|
||||
|
||||
let new_atlas_size = allocator.size();
|
||||
|
||||
if new_atlas_size != old_atlas_size {
|
||||
let new_atlas = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: new_atlas_size.width as u32,
|
||||
height: new_atlas_size.height as u32,
|
||||
depth: 1,
|
||||
},
|
||||
array_layer_count: 1,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
usage: wgpu::TextureUsage::COPY_DST
|
||||
| wgpu::TextureUsage::COPY_SRC
|
||||
| wgpu::TextureUsage::SAMPLED,
|
||||
});
|
||||
|
||||
encoder.copy_texture_to_texture(
|
||||
wgpu::TextureCopyView {
|
||||
texture: atlas,
|
||||
array_layer: 0,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
},
|
||||
},
|
||||
wgpu::TextureCopyView {
|
||||
texture: &new_atlas,
|
||||
array_layer: 0,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d {
|
||||
x: 0.0,
|
||||
y: 0.0,
|
||||
z: 0.0,
|
||||
},
|
||||
},
|
||||
wgpu::Extent3d {
|
||||
width: old_atlas_size.width as u32,
|
||||
height: old_atlas_size.height as u32,
|
||||
depth: 1,
|
||||
}
|
||||
);
|
||||
|
||||
*atlas = new_atlas;
|
||||
}
|
||||
let (layer, allocation) = atlas_array.allocate(size).unwrap_or_else(|| {
|
||||
atlas_array.grow(1, device, encoder);
|
||||
atlas_array.allocate(size).unwrap()
|
||||
});
|
||||
|
||||
// TODO: Optimize!
|
||||
// We currently rerasterize the SVG when its size changes. This is slow
|
||||
// as heck. A GPU rasterizer like `pathfinder` may perform better.
|
||||
// It would be cool to be able to smooth resize the `svg` example.
|
||||
let temp_buf = {
|
||||
let screen_size =
|
||||
resvg::ScreenSize::new(width, height).unwrap();
|
||||
let screen_size =
|
||||
resvg::ScreenSize::new(width, height).unwrap();
|
||||
|
||||
let mut canvas = resvg::raqote::DrawTarget::new(
|
||||
width as i32,
|
||||
height as i32,
|
||||
);
|
||||
|
||||
resvg::backend_raqote::render_to_canvas(
|
||||
tree,
|
||||
&resvg::Options::default(),
|
||||
screen_size,
|
||||
&mut canvas,
|
||||
);
|
||||
|
||||
let slice = canvas.get_data();
|
||||
|
||||
device
|
||||
.create_buffer_mapped(
|
||||
slice.len(),
|
||||
wgpu::BufferUsage::COPY_SRC,
|
||||
)
|
||||
.fill_from_slice(slice)
|
||||
};
|
||||
|
||||
encoder.copy_buffer_to_texture(
|
||||
wgpu::BufferCopyView {
|
||||
buffer: &temp_buf,
|
||||
offset: 0,
|
||||
row_pitch: 4 * width as u32,
|
||||
image_height: height as u32,
|
||||
},
|
||||
wgpu::TextureCopyView {
|
||||
texture: atlas,
|
||||
array_layer: 0,
|
||||
mip_level: 0,
|
||||
origin: wgpu::Origin3d {
|
||||
x: allocation.rectangle.min.x as f32,
|
||||
y: allocation.rectangle.min.y as f32,
|
||||
z: 0.0,
|
||||
},
|
||||
},
|
||||
wgpu::Extent3d {
|
||||
width,
|
||||
height,
|
||||
depth: 1,
|
||||
},
|
||||
let mut canvas = resvg::raqote::DrawTarget::new(
|
||||
width as i32,
|
||||
height as i32,
|
||||
);
|
||||
|
||||
resvg::backend_raqote::render_to_canvas(
|
||||
tree,
|
||||
&resvg::Options::default(),
|
||||
screen_size,
|
||||
&mut canvas,
|
||||
);
|
||||
|
||||
let slice = canvas.get_data();
|
||||
|
||||
atlas_array.upload(slice, layer, &allocation, device, encoder);
|
||||
|
||||
let _ = self.svg_hits.insert(id);
|
||||
let _ = self.rasterized_hits.insert((id, width, height));
|
||||
let _ = self
|
||||
.rasterized
|
||||
.insert((id, width, height), allocation);
|
||||
.insert((id, width, height), (layer, allocation));
|
||||
|
||||
self.rasterized.get(&(id, width, height))
|
||||
}
|
||||
|
|
@ -227,13 +140,13 @@ impl Cache {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn trim(&mut self, allocator: &mut AtlasAllocator) {
|
||||
pub fn trim(&mut self, atlas_array: &mut AtlasArray) {
|
||||
let svg_hits = &self.svg_hits;
|
||||
let rasterized_hits = &self.rasterized_hits;
|
||||
|
||||
for (k, alloc) in &mut self.rasterized {
|
||||
if !rasterized_hits.contains(&k) {
|
||||
allocator.deallocate(alloc.id);
|
||||
for (k, (layer, allocation)) in &self.rasterized {
|
||||
if !rasterized_hits.contains(k) {
|
||||
atlas_array.deallocate(*layer, allocation);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue