Implement allocating large images across multiple texture array layers.
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2f77a6bf5a
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3f38835105
3 changed files with 552 additions and 221 deletions
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@ -1,19 +1,15 @@
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use crate::image::AtlasArray;
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use crate::image::{TextureArray, ImageAllocation};
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use iced_native::image;
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use std::{
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collections::{HashMap, HashSet},
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};
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use guillotiere::{Allocation, Size};
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use guillotiere::Size;
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use debug_stub_derive::*;
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#[derive(DebugStub)]
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pub enum Memory {
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Host(::image::ImageBuffer<::image::Bgra<u8>, Vec<u8>>),
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Device {
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layer: u32,
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#[debug_stub="ReplacementValue"]
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allocation: Allocation,
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},
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Device(ImageAllocation),
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NotFound,
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Invalid,
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}
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@ -22,10 +18,7 @@ impl Memory {
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pub fn dimensions(&self) -> (u32, u32) {
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match self {
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Memory::Host(image) => image.dimensions(),
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Memory::Device { allocation, .. } => {
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let size = &allocation.rectangle.size();
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(size.width as u32, size.height as u32)
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},
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Memory::Device(allocation) => allocation.size(),
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Memory::NotFound => (1, 1),
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Memory::Invalid => (1, 1),
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}
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@ -77,7 +70,7 @@ impl Cache {
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handle: &image::Handle,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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atlas_array: &mut AtlasArray,
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atlas_array: &mut TextureArray,
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) -> &Memory {
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let _ = self.load(handle);
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@ -87,29 +80,23 @@ impl Cache {
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let (width, height) = image.dimensions();
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let size = Size::new(width as i32, height as i32);
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let (layer, allocation) = atlas_array.allocate(size).unwrap_or_else(|| {
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atlas_array.grow(1, device, encoder);
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atlas_array.allocate(size).unwrap()
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});
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let allocation = atlas_array.allocate(size);
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let flat_samples = image.as_flat_samples();
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let slice = flat_samples.as_slice();
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atlas_array.upload(image, &allocation, device, encoder);
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atlas_array.upload(slice, layer, &allocation, device, encoder);
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*memory = Memory::Device { layer, allocation };
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*memory = Memory::Device(allocation);
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}
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memory
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}
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pub fn trim(&mut self, atlas_array: &mut AtlasArray) {
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pub fn trim(&mut self, texture_array: &mut TextureArray) {
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let hits = &self.hits;
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for (id, mem) in &self.map {
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if let Memory::Device { layer, allocation } = mem {
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if let Memory::Device(allocation) = mem {
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if !hits.contains(&id) {
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atlas_array.deallocate(*layer, allocation);
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texture_array.deallocate(allocation);
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}
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}
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}
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@ -1,9 +1,9 @@
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use crate::image::AtlasArray;
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use crate::image::{TextureArray, ImageAllocation};
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use iced_native::svg;
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use std::{
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collections::{HashMap, HashSet},
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};
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use guillotiere::{Allocation, Size};
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use guillotiere::Size;
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use debug_stub_derive::*;
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#[derive(DebugStub)]
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@ -32,7 +32,7 @@ impl Svg {
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pub struct Cache {
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svgs: HashMap<u64, Svg>,
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#[debug_stub="ReplacementValue"]
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rasterized: HashMap<(u64, u32, u32), (u32, Allocation)>,
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rasterized: HashMap<(u64, u32, u32), ImageAllocation>,
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svg_hits: HashSet<u64>,
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rasterized_hits: HashSet<(u64, u32, u32)>,
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}
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@ -70,8 +70,8 @@ impl Cache {
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scale: f32,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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atlas_array: &mut AtlasArray,
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) -> Option<&(u32, Allocation)> {
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texture_array: &mut TextureArray,
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) -> Option<&ImageAllocation> {
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let id = handle.id();
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let (width, height) = (
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@ -100,10 +100,7 @@ impl Cache {
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let size = Size::new(width as i32, height as i32);
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let (layer, allocation) = atlas_array.allocate(size).unwrap_or_else(|| {
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atlas_array.grow(1, device, encoder);
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atlas_array.allocate(size).unwrap()
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});
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let array_allocation = texture_array.allocate(size);
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// TODO: Optimize!
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// We currently rerasterize the SVG when its size changes. This is slow
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@ -124,15 +121,13 @@ impl Cache {
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&mut canvas,
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);
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let slice = canvas.get_data();
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atlas_array.upload(slice, layer, &allocation, device, encoder);
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texture_array.upload(&canvas, &array_allocation, device, encoder);
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let _ = self.svg_hits.insert(id);
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let _ = self.rasterized_hits.insert((id, width, height));
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let _ = self
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.rasterized
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.insert((id, width, height), (layer, allocation));
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.insert((id, width, height), array_allocation);
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self.rasterized.get(&(id, width, height))
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}
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@ -140,13 +135,13 @@ impl Cache {
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}
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}
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pub fn trim(&mut self, atlas_array: &mut AtlasArray) {
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pub fn trim(&mut self, texture_array: &mut TextureArray) {
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let svg_hits = &self.svg_hits;
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let rasterized_hits = &self.rasterized_hits;
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for (k, (layer, allocation)) in &self.rasterized {
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for (k, allocation) in &self.rasterized {
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if !rasterized_hits.contains(k) {
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atlas_array.deallocate(*layer, allocation);
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texture_array.deallocate(allocation);
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}
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}
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