Extract handling of requested brickmap to method
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@ -178,25 +178,35 @@ impl BrickmapManager {
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}
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pub fn process_feedback_buffer(&mut self, context: &gfx::Context, world: &mut WorldManager) {
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// Get request count
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let mut data: Vec<u32> = self.feedback_result_buffer.get_mapped_range(context, 0..16);
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let data: Vec<u32> = self.feedback_result_buffer.get_mapped_range(context, 0..16);
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let request_count = data[1] as usize;
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// Getting the position data and resetting the request count is costly, so we
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// only do it if there were actually any requests
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if request_count > 0 {
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let range = 16..(16 + 16 * request_count as u64);
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data = self.feedback_result_buffer.get_mapped_range(context, range);
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// Reset the request count for next frame
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context
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.queue
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.write_buffer(&self.feedback_buffer, 4, &[0, 0, 0, 0]);
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let range = 16..(16 + 16 * request_count as u64);
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let data = self.feedback_result_buffer.get_mapped_range(context, range);
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for i in 0..request_count {
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let request_data = &data[(i * 4)..(i * 4 + 3)];
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self.handle_request(world, request_data);
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}
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}
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// Generate a sphere of voxels
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// TODO: Why do we call this here rather than doing it outside of here?
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self.upload_unpack_buffers(context);
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// TODO: This is inaccurate if we've looped
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log::info!("Num loaded brickmaps: {}", self.brickmap_cache_idx);
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}
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fn handle_request(&mut self, world: &mut WorldManager, data: &[u32]) {
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let grid_dims = self.state_uniform.brickgrid_dims;
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for i in 0..request_count {
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// Extract brickgrid position of the requested brickmap
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let grid_pos = glam::uvec3(data[i * 4], data[i * 4 + 1], data[i * 4 + 2]);
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let grid_pos = glam::uvec3(data[0], data[1], data[2]);
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let grid_idx = math::to_1d_index(
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grid_pos,
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glam::uvec3(grid_dims[0], grid_dims[1], grid_dims[2]),
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@ -211,7 +221,7 @@ impl BrickmapManager {
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// empty. We don't need to upload it, just mark the relevant brickgrid entry.
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if albedo_data.is_empty() {
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self.update_brickgrid_element(grid_idx, 0);
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continue;
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return;
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}
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// Update the brickgrid index
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@ -260,13 +270,6 @@ impl BrickmapManager {
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self.brickmap_cache_idx = (self.brickmap_cache_idx + 1) % self.brickmap_cache_map.len();
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}
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// TODO: Why do we call this here rather than doing it outside of here?
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self.upload_unpack_buffers(context);
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// TODO: This is inaccurate if we've looped
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log::info!("Num loaded brickmaps: {}", self.brickmap_cache_idx);
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}
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fn update_brickgrid_element(&mut self, index: usize, data: u32) {
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// If we're updating a brickgrid element, we need to make sure to deallocate anything
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// that's already there. The shading table gets deallocated, and the brickmap cache entry
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