Add shading table bucket allocator
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@ -295,3 +295,137 @@ impl BrickmapManager {
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}
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#[derive(Debug)]
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struct ShadingBucket {
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global_offset: u32,
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slot_count: u32,
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slot_size: u32,
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free: Vec<u32>,
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used: Vec<u32>,
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}
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impl ShadingBucket {
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pub fn new(global_offset: u32, slot_count: u32, slot_size: u32) -> Self {
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let mut free = Vec::with_capacity(slot_count as usize);
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for i in (0..slot_count).rev() {
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free.push(i);
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}
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let used = Vec::with_capacity(slot_count as usize);
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Self {
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global_offset,
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slot_count,
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slot_size,
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free,
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used,
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}
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}
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pub fn contains_address(&self, address: u32) -> bool {
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let min = self.global_offset;
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let max = min + self.slot_count * self.slot_size;
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return min <= address && address < max;
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}
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pub fn try_alloc(&mut self) -> Option<u32> {
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// Mark the first free index as used
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let bucket_index = self.free.pop()?;
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self.used.push(bucket_index);
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// Convert the bucket index into a global address
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let address = self.global_offset + bucket_index * self.slot_size;
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return Some(address);
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}
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pub fn try_dealloc(&mut self, address: u32) -> Result<(), &str> {
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if !self.contains_address(address) {
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return Err("Address is not within bucket range.");
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}
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let local_address = address - self.global_offset;
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if local_address % self.slot_size != 0 {
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return Err("Address is not aligned to bucket element size.");
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}
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let bucket_index = local_address / self.slot_size;
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if !self.used.contains(&bucket_index) {
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return Err("Address is not currently allocated.");
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}
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// All the potential errors are out of the way, time to actually deallocate
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let position = self.used.iter().position(|x| *x == bucket_index).unwrap();
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self.used.swap_remove(position);
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self.free.push(bucket_index);
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Ok(())
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}
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}
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#[derive(Debug)]
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struct ShadingTableAllocator {
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buckets: Vec<ShadingBucket>,
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bucket_count: u32,
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elements_per_bucket: u32,
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total_elements: u32,
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used_elements: u32,
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}
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impl ShadingTableAllocator {
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pub fn new(bucket_count: u32, elements_per_bucket: u32) -> Self {
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let total_elements = bucket_count * elements_per_bucket;
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let used_elements = 0;
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// Build the buckets. Ordered in ascending size
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let mut buckets = Vec::with_capacity(bucket_count as usize);
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for i in (0..bucket_count).rev() {
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let global_offset = i * elements_per_bucket;
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let slot_size = u32::pow(2, 9 - i);
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let slot_count = elements_per_bucket / slot_size;
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log::info!(
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"Creating bucket: offset({}), slot_size({}), slot_count({})",
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global_offset,
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slot_size,
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slot_count
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);
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buckets.push(ShadingBucket::new(global_offset, slot_count, slot_size));
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}
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Self {
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buckets,
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bucket_count,
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elements_per_bucket,
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total_elements,
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used_elements,
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}
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}
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pub fn try_alloc(&mut self, size: u32) -> Option<u32> {
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for i in 0..self.bucket_count as usize {
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let bucket = &mut self.buckets[i];
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if bucket.slot_size < size {
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continue;
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}
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let idx = bucket.try_alloc();
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if idx.is_some() {
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self.used_elements += bucket.slot_size;
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log::info!(
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"Allocated to shader table at {}. {}/{}",
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idx.unwrap(),
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self.used_elements,
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self.total_elements
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);
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return idx;
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}
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}
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None
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}
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pub fn try_dealloc(&mut self, address: u32) -> Result<(), &str> {
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let bucket_idx = address / self.elements_per_bucket;
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let bucket = &mut self.buckets[bucket_idx as usize];
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self.used_elements -= bucket.slot_size;
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bucket.try_dealloc(address)
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}
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}
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