use wgpu::util::DeviceExt; use crate::{math, render}; #[repr(C)] #[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] struct Brickmap { pub bitmask: [u32; 16], pub shading_table_offset: u32, pub lod_color: u32, } #[repr(C)] #[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] struct WorldState { brickgrid_dims: [u32; 3], _pad: u32, } #[derive(Debug, Default, Copy, Clone)] struct BrickmapCacheEntry { grid_idx: usize, shading_table_offset: u32, } enum BrickgridFlag { Empty = 0, Unloaded = 1, Loading = 2, Loaded = 4, } #[derive(Debug)] pub struct BrickmapManager { state_uniform: WorldState, state_buffer: wgpu::Buffer, brickgrid: Vec, brickgrid_buffer: wgpu::Buffer, brickmap_cache_map: Vec>, brickmap_cache_idx: usize, brickmap_buffer: wgpu::Buffer, shading_table_buffer: wgpu::Buffer, shading_table_allocator: ShadingTableAllocator, feedback_buffer: wgpu::Buffer, feedback_result_buffer: wgpu::Buffer, } // TODO: // - GPU side unpack buffer rather than uploading each changed brickmap part. HIGH PRIO!! // - Brickworld system impl BrickmapManager { pub fn new(context: &render::Context, brickgrid_dims: glam::UVec3) -> Self { let device = &context.device; let state_uniform = WorldState { brickgrid_dims: [brickgrid_dims.x, brickgrid_dims.y, brickgrid_dims.z], ..Default::default() }; let state_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: None, contents: bytemuck::cast_slice(&[state_uniform]), usage: wgpu::BufferUsages::UNIFORM, }); let brickgrid = vec![1u32; (brickgrid_dims.x * brickgrid_dims.y * brickgrid_dims.z) as usize]; let brickgrid_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: None, contents: bytemuck::cast_slice(&brickgrid), usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST, }); let brickmap_cache = vec![Brickmap::default(); usize::pow(32, 3)]; let brickmap_cache_map = vec![None; brickmap_cache.capacity()]; let brickmap_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: None, contents: bytemuck::cast_slice(&brickmap_cache), usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST, }); let shading_table_allocator = ShadingTableAllocator::new(4, u32::pow(2, 24)); let shading_table = vec![0u32; shading_table_allocator.total_elements as usize]; let shading_table_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: None, contents: bytemuck::cast_slice(&shading_table), usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST, }); let mut arr = [0u32; 1028]; arr[0] = 256; let feedback_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: None, contents: bytemuck::cast_slice(&arr), usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::COPY_SRC, }); let feedback_result_buffer = device.create_buffer(&wgpu::BufferDescriptor { label: None, size: 1028 * 4, usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::MAP_READ, mapped_at_creation: false, }); Self { state_uniform, state_buffer, brickgrid, brickgrid_buffer, brickmap_cache_map, brickmap_cache_idx: 0, brickmap_buffer, shading_table_buffer, shading_table_allocator, feedback_buffer, feedback_result_buffer, } } pub fn get_brickgrid_buffer(&self) -> &wgpu::Buffer { &self.brickgrid_buffer } pub fn get_worldstate_buffer(&self) -> &wgpu::Buffer { &self.state_buffer } pub fn get_brickmap_buffer(&self) -> &wgpu::Buffer { &self.brickmap_buffer } pub fn get_shading_buffer(&self) -> &wgpu::Buffer { &self.shading_table_buffer } pub fn get_feedback_buffer(&self) -> &wgpu::Buffer { &self.feedback_buffer } pub fn get_feedback_result_buffer(&self) -> &wgpu::Buffer { &self.feedback_result_buffer } pub fn process_feedback_buffer( &mut self, context: &render::Context, world: &mut super::world::WorldManager, ) { // Get request count let mut slice = self.feedback_result_buffer.slice(0..16); slice.map_async(wgpu::MapMode::Read, |_| {}); context.device.poll(wgpu::Maintain::Wait); let mut data: Vec = bytemuck::cast_slice(slice.get_mapped_range().as_ref()).to_vec(); self.feedback_result_buffer.unmap(); let request_count = data[1] as usize; if request_count == 0 { return; } // Get the position data let range_end = 16 + 16 * request_count as u64; slice = self.feedback_result_buffer.slice(16..range_end); slice.map_async(wgpu::MapMode::Read, |_| {}); context.device.poll(wgpu::Maintain::Wait); data = bytemuck::cast_slice(slice.get_mapped_range().as_ref()).to_vec(); self.feedback_result_buffer.unmap(); // Generate a sphere of voxels let grid_dims = self.state_uniform.brickgrid_dims; for i in 0..request_count { // Extract brickgrid position of the requested brickmap let grid_x = data[i * 4]; let grid_y = data[i * 4 + 1]; let grid_z = data[i * 4 + 2]; let grid_pos = glam::uvec3(grid_x, grid_y, grid_z); let grid_idx = math::to_1d_index( grid_pos, glam::uvec3(grid_dims[0], grid_dims[1], grid_dims[2]), ); // The CPU side World uses different terminology and coordinate system // We need to convert between Brickmap and World pos and get the relevant // World voxels let block = Self::grid_pos_to_world_pos(world, grid_pos); // The World gives us the full voxel data for the requested block of voxels. // For Brickmap raytracing we only care about the visible surface voxels, so // we need to cull any interior voxels. let (bitmask_data, albedo_data) = Self::cull_interior_voxels(&block); // If there's no voxel colour data post-culling it means the brickmap is // empty. We don't need to upload it, just mark the relevant brickgrid entry. if albedo_data.is_empty() { self.update_brickgrid_element(context, grid_idx, 0); continue; } // TODO: Add to a brickgrid unpack buffer // Update the brickgrid index self.update_brickgrid_element( context, grid_idx, Self::to_brickgrid_element(self.brickmap_cache_idx as u32, BrickgridFlag::Loaded), ); // If there's already something in the cache spot we want to write to, we // need to unload it. if self.brickmap_cache_map[self.brickmap_cache_idx].is_some() { let entry = self.brickmap_cache_map[self.brickmap_cache_idx].unwrap(); self.update_brickgrid_element(context, entry.grid_idx, 1); } // TODO: Add to a brickmap unpack buffer // Update the shading table let shading_idx = self .shading_table_allocator .try_alloc(albedo_data.len() as u32) .unwrap() as usize; context.queue.write_buffer( &self.shading_table_buffer, (shading_idx * 4) as u64, bytemuck::cast_slice(&albedo_data), ); // We're all good to overwrite the cache map entry now :) self.brickmap_cache_map[self.brickmap_cache_idx] = Some(BrickmapCacheEntry { grid_idx, shading_table_offset: shading_idx as u32, }); // Update the brickmap let brickmap = Brickmap { bitmask: bitmask_data, shading_table_offset: shading_idx as u32, lod_color: 0, }; context.queue.write_buffer( &self.brickmap_buffer, (72 * self.brickmap_cache_idx) as u64, bytemuck::cast_slice(&[brickmap]), ); self.brickmap_cache_idx = (self.brickmap_cache_idx + 1) % self.brickmap_cache_map.len(); } // Reset the request count on the gpu buffer let data = &[0, 0, 0, 0]; context.queue.write_buffer(&self.feedback_buffer, 4, data); // TODO: This is inaccurate if we've looped log::info!("Num loaded brickmaps: {}", self.brickmap_cache_idx); } fn update_brickgrid_element(&mut self, context: &render::Context, index: usize, data: u32) { // If we're updating a brickgrid element, we need to make sure to deallocate anything // that's already there. The shading table gets deallocated, and the brickmap cache entry // is marked as None. if (self.brickgrid[index] & 0xF) == 4 { let brickmap_idx = (self.brickgrid[index] >> 8) as usize; let cache_map_entry = self.brickmap_cache_map[brickmap_idx]; match cache_map_entry { Some(entry) => { match self .shading_table_allocator .try_dealloc(entry.shading_table_offset) { Ok(_) => (), Err(e) => log::warn!("{}", e), } self.brickmap_cache_map[brickmap_idx] = None; } None => log::warn!("Expected brickmap cache entry, found None!"), } } // We're safe to overwrite the CPU brickgrid and upload to gpu now self.brickgrid[index] = data; context.queue.write_buffer( &self.brickgrid_buffer, (index * 4).try_into().unwrap(), bytemuck::cast_slice(&[data]), ); } fn cull_interior_voxels(block: &[super::world::Voxel]) -> ([u32; 16], Vec) { let mut bitmask_data = [0xFFFFFFFF_u32; 16]; let mut albedo_data = Vec::::new(); for z in 0..8 { // Each z level contains two bitmask segments of voxels let mut entry = 0u64; for y in 0..8 { for x in 0..8 { // Ignore non-solids let idx = x + y * 8 + z * 8 * 8; let empty_voxel = super::world::Voxel::Empty; match block[idx] { super::world::Voxel::Empty => continue, super::world::Voxel::Color(r, g, b) => { // A voxel is on the surface if at least one of it's // cardinal neighbours is non-solid. Also for simplicity // if it's on the edge of the chunk // TODO: Account for neighbours in other blocks let surface_voxel = if x == 0 || x == 7 || y == 0 || y == 7 || z == 0 || z == 7 { true } else { !(block[idx + 1] == empty_voxel && block[idx - 1] == empty_voxel && block[idx + 8] == empty_voxel && block[idx - 8] == empty_voxel && block[idx + 64] == empty_voxel && block[idx - 64] == empty_voxel) }; // Set the appropriate bit in the z entry and add the // shading data if surface_voxel { entry += 1 << (x + y * 8); let albedo = ((r as u32) << 24) + ((g as u32) << 16) + ((b as u32) << 8) + 255u32; albedo_data.push(albedo); } } } } } let offset = 2 * z; bitmask_data[offset] = (entry & 0xFFFFFFFF).try_into().unwrap(); bitmask_data[offset + 1] = ((entry >> 32) & 0xFFFFFFFF).try_into().unwrap(); } (bitmask_data, albedo_data) } fn to_brickgrid_element(brickmap_cache_idx: u32, flags: BrickgridFlag) -> u32 { (brickmap_cache_idx << 8) + flags as u32 } fn grid_pos_to_world_pos( world: &mut super::world::WorldManager, grid_pos: glam::UVec3, ) -> Vec { let chunk_dims = world.get_chunk_dims(); let chunk_pos = glam::ivec3( (grid_pos.x / chunk_dims.x) as i32, (grid_pos.y / chunk_dims.y) as i32, (grid_pos.z / chunk_dims.z) as i32, ); let block_pos = grid_pos % chunk_dims; let block = world.get_block(chunk_pos, block_pos); assert_eq!(block.len(), 512); block } } #[derive(Debug)] struct ShadingBucket { global_offset: u32, slot_count: u32, slot_size: u32, free: Vec, used: Vec, } impl ShadingBucket { fn new(global_offset: u32, slot_count: u32, slot_size: u32) -> Self { let mut free = Vec::with_capacity(slot_count as usize); for i in (0..slot_count).rev() { free.push(i); } let used = Vec::with_capacity(slot_count as usize); Self { global_offset, slot_count, slot_size, free, used, } } fn contains_address(&self, address: u32) -> bool { let min = self.global_offset; let max = min + self.slot_count * self.slot_size; min <= address && address < max } fn try_alloc(&mut self) -> Option { // Mark the first free index as used let bucket_index = self.free.pop()?; self.used.push(bucket_index); // Convert the bucket index into a global address Some(self.global_offset + bucket_index * self.slot_size) } fn try_dealloc(&mut self, address: u32) -> Result<(), String> { log::trace!("Dealloc address: {}", address); if !self.contains_address(address) { let msg = format!("Address ({}) is not within bucket range.", address); return Err(msg); } let local_address = address - self.global_offset; if local_address % self.slot_size != 0 { return Err("Address is not aligned to bucket element size.".to_string()); } let bucket_index = local_address / self.slot_size; if !self.used.contains(&bucket_index) { return Err("Address is not currently allocated.".to_string()); } // All the potential errors are out of the way, time to actually deallocate let position = self.used.iter().position(|x| *x == bucket_index).unwrap(); self.used.swap_remove(position); self.free.push(bucket_index); Ok(()) } } #[derive(Debug)] struct ShadingTableAllocator { buckets: Vec, bucket_count: u32, elements_per_bucket: u32, total_elements: u32, used_elements: u32, } impl ShadingTableAllocator { fn new(bucket_count: u32, elements_per_bucket: u32) -> Self { let total_elements = bucket_count * elements_per_bucket; let used_elements = 0; // Build the buckets. Ordered in ascending size let mut buckets = Vec::with_capacity(bucket_count as usize); for i in (0..bucket_count).rev() { let global_offset = i * elements_per_bucket; let slot_size = u32::pow(2, 9 - i); let slot_count = elements_per_bucket / slot_size; log::info!( "Creating bucket: offset({}), slot_size({}), slot_count({})", global_offset, slot_size, slot_count ); buckets.push(ShadingBucket::new(global_offset, slot_count, slot_size)); } Self { buckets, bucket_count, elements_per_bucket, total_elements, used_elements, } } fn try_alloc(&mut self, size: u32) -> Option { for i in 0..self.bucket_count as usize { let bucket = &mut self.buckets[i]; if bucket.slot_size < size { continue; } let idx = bucket.try_alloc(); if idx.is_some() { self.used_elements += bucket.slot_size; log::trace!( "Allocated to shader table at {}. {}/{} ({}%)", idx.unwrap(), self.used_elements, self.total_elements, ((self.used_elements as f32 / self.total_elements as f32) * 100.0).floor() ); return idx; } } None } fn try_dealloc(&mut self, address: u32) -> Result<(), String> { // Buckets are reverse order of their global offset so we need to reverse our idx let mut bucket_idx = address / self.elements_per_bucket; bucket_idx = self.bucket_count - bucket_idx - 1; let bucket = &mut self.buckets[bucket_idx as usize]; self.used_elements -= bucket.slot_size; bucket.try_dealloc(address) } }