Fix incorrect brickmap unloading (I think)
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e6d73686b4
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5acea1192c
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@ -6,7 +6,10 @@ use crate::{
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voxel::world::WorldManager,
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};
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use super::{brickmap_cache::BrickmapCache, shading_table::ShadingTableAllocator};
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use super::{
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brickmap_cache::{BrickmapCache, BrickmapCacheEntry},
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shading_table::ShadingTableAllocator,
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};
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#[repr(C)]
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#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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@ -207,7 +210,16 @@ impl BrickmapManager {
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// If there's no voxel colour data post-culling it means the brickmap is
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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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if let Some(entry) = self.update_brickgrid_element(grid_idx, 0) {
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// The brickgrid element had a brickmap entry so we need to unload it's
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// shading data
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if let Err(e) = self
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.shading_table_allocator
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.try_dealloc(entry.shading_table_offset)
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{
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log::warn!("{}", e)
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}
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}
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return;
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}
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@ -218,20 +230,26 @@ impl BrickmapManager {
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.unwrap() as usize;
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if let Some(entry) = self.brickmap_cache.add_entry(grid_idx, shading_idx as u32) {
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// TODO: Currently this is broken!!
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// We removed the entry, then when updating the brickgrid we go and remove the NEW entry!!!
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// Need to think about this
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self.update_brickgrid_element(entry.grid_idx, 1);
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}
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// Update the brickgrid index
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self.update_brickgrid_element(
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if let Some(old_entry) = self.update_brickgrid_element(
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grid_idx,
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super::util::to_brickgrid_element(
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self.brickmap_cache.index as u32,
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BrickgridFlag::Loaded,
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),
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);
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) {
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// The brickgrid element had a brickmap entry so we need to unload it's
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// shading data
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if let Err(e) = self
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.shading_table_allocator
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.try_dealloc(old_entry.shading_table_offset)
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{
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log::warn!("{}", e)
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}
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}
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// Update the brickmap
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let brickmap = Brickmap {
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@ -253,29 +271,17 @@ impl BrickmapManager {
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self.brickmap_staged.push(staged_brickmap);
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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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// is marked as None.
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fn update_brickgrid_element(&mut self, index: usize, data: u32) -> Option<BrickmapCacheEntry> {
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let mut brickmap_cache_entry = None;
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if (self.brickgrid[index] & 0xF) == 4 {
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let brickmap_idx = (self.brickgrid[index] >> 8) as usize;
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match self.brickmap_cache.remove_entry(brickmap_idx) {
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Some(entry) => {
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match self
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.shading_table_allocator
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.try_dealloc(entry.shading_table_offset)
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{
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Ok(_) => (),
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Err(e) => log::warn!("{}", e),
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}
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}
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None => log::warn!("Expected brickmap cache entry, found None!"),
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}
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let cache_index = (self.brickgrid[index] >> 8) as usize;
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brickmap_cache_entry = self.brickmap_cache.get_entry(cache_index);
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}
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// We're safe to overwrite the CPU brickgrid and mark for GPU upload now
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self.brickgrid[index] = data;
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self.brickgrid_staged.insert(index);
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brickmap_cache_entry
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}
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// TODO: Tidy this up more
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