/* Copyright (c) 2017-2026 Hans-Kristian Arntzen * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include "atomic_append_buffer.hpp" #include "global_managers.hpp" #include "filesystem.hpp" #include "object_pool.hpp" #include "intrusive_hash_map.hpp" #include "dynamic_array.hpp" #include #include #include namespace Granite { struct AssetID { uint32_t id = uint32_t(-1); enum { MaxIDs = 1u << 18 }; AssetID() = default; explicit AssetID(uint32_t id_) : id{id_} {} explicit inline operator bool() const { return id != uint32_t(-1); } inline bool operator==(const AssetID &other) const { return id == other.id; } inline bool operator!=(const AssetID &other) const { return !(*this == other); } }; class AssetManager; // If we have to fall back due to no image being present, // lets asset instantiator know what to substitute. enum class AssetClass { // Substitute with 0. ImageZeroable, // Substitute with missing color. ImageColor, // Substitute with RG8_UNORM 0.5 ImageNormal, // Substitute with M = 0, R = 1. ImageMetallicRoughness, // Substitute with mid-gray (0.5, 0.5, 0.5, 1.0) UNORM8. // Somewhat compatible with everything. ImageGeneric, Mesh }; class ThreadGroup; struct TaskGroup; struct TaskSignal; class AssetInstantiatorInterface { public: virtual ~AssetInstantiatorInterface() = default; // This estimate should be an upper bound. virtual uint64_t estimate_cost_asset(AssetID id, File &mapping) = 0; // When instantiation completes, manager.update_cost() must be called with the real cost. // The real cost may only be known after async parsing of the file. virtual void instantiate_asset(AssetManager &manager, TaskGroup *group, AssetID id, File &mapping) = 0; // Will only be called after an upload completes through manager.update_cost(). virtual void release_asset(AssetID id) = 0; virtual void set_id_bounds(uint32_t bound) = 0; virtual void set_asset_class(AssetID id, AssetClass asset_class); // Called in AssetManager::iterate(). virtual void latch_handles() = 0; }; class AssetManager final : public AssetManagerInterface { public: // Persistent prio means the resource is treated as an internal LUT that must always be resident, no matter what. constexpr static int persistent_prio() { return 0x7fffffff; } AssetManager(); ~AssetManager() override; void set_asset_instantiator_interface(AssetInstantiatorInterface *iface); // We might want to consider different budgets per asset class. void set_asset_budget(uint64_t cost); void set_asset_budget_per_iteration(uint64_t cost); // FileHandle is intended to be used with FileSlice or similar here so that we don't need // a ton of open files at once. AssetID register_asset(FileHandle file, AssetClass asset_class, int prio = 1); AssetID register_asset(Filesystem &fs, const std::string &path, AssetClass asset_class, int prio = 1); // Prio 0: Not resident, resource may not exist. bool set_asset_residency_priority(AssetID id, int prio); // Intended to be called in Application::post_frame(). Not thread safe. // This function updates internal state. void iterate(ThreadGroup *group); bool iterate_blocking(ThreadGroup &group, AssetID id); // Always thread safe, used by AssetInstantiatorInterfaces to update cost estimates. void update_cost(AssetID id, uint64_t cost); // May be called concurrently, except when calling iterate(). uint64_t get_current_total_consumed() const; // May be called concurrently, except when calling iterate(). // Intended to be called by asset instantiator interface or similar. // When a resource is actually accessed, this is called. void mark_used_asset(AssetID id); // Should be called in applications's constructor to make sure we initialize // the mesh asset pool on device creation. // FIXME: Could be made more flexible if need be. void enable_mesh_assets(); bool get_wants_mesh_assets() const; private: struct AssetInfo : Util::IntrusiveHashMapEnabled { uint64_t pending_consumed = 0; uint64_t consumed = 0; uint64_t last_used = 0; FileHandle handle; AssetID id = {}; AssetClass asset_class = AssetClass::ImageZeroable; int prio = 0; }; Util::DynamicArray sorted_assets; Util::DynamicArray asset_bank; std::mutex asset_bank_lock; Util::ObjectPool pool; Util::AtomicAppendBuffer lru_append; Util::IntrusiveHashMapHolder file_to_assets; AssetInstantiatorInterface *iface = nullptr; uint32_t id_count = 0; uint64_t total_consumed = 0; uint64_t transfer_budget = 0; uint64_t transfer_budget_per_iteration = 0; uint64_t timestamp = 1; uint32_t blocking_signals = 0; struct CostUpdate { AssetID id; uint64_t cost = 0; }; std::mutex cost_update_lock; std::vector thread_cost_updates; std::vector cost_updates; void adjust_update(const CostUpdate &update); std::unique_ptr signal; AssetID register_asset_nolock(FileHandle file, AssetClass asset_class, int prio); void update_costs_locked_assets(); void update_lru_locked_assets(); bool wants_mesh_assets = false; }; }