pub struct DataTextureSource<'a, T: Pod + Send + Sync> {
    ctx: &'a RenderContext,
    buffers: Vec<CpuWriteGpuReadBuffer<T>>,
    active_buffer_index: usize,
}
Expand description

Utility for writing data to a dynamically sized “data textures”.

For WebGL compatibility we sometimes have to use textures instead of buffers. We call these textures “data textures”. This construct allows to write data directly to gpu readable memory which then upon finishing is automatically copied into an appropriately sized texture which receives all data written to DataTextureSource. Each texel in the data texture represents a single element of the type T.

This is implemented by dynamically allocating cpu-write-gpu-read buffers from the central super::CpuWriteGpuReadBelt and copying all of them to the texture in the end.

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§ctx: &'a RenderContext§buffers: Vec<CpuWriteGpuReadBuffer<T>>

Buffers that need to be transferred to the data texture in the end.

We have two options on how to deal with buffer allocation and filling:

  1. fill the last buffer to its maximum capacity before starting writing to the next, allow arbitrary amount of empty buffers -> Pro: makes the final gpu copies easy, we don’t have to juggle weird offsets and several copies per buffer! -> Con: may need to spread writes over several buffers
  2. create a new buffer whenever a write doesn’t fully fit into the active buffer, even if the last buffer has some remaining capacity, allow arbitrary amount of half-filled buffers -> Pro: All writes can go to a single buffer, which is simpler & faster. -> Con: We waste space and copying to the texture is harder

We’re going with option (1)!

This means that there might be ‘n’ full buffers followed by a single active buffer, followed by ‘m’ empty buffers.

§active_buffer_index: usize

Buffer in which data is currently written.

Between all public calls:

  • all buffers before are full
  • all buffers after are empty (if any)
  • the buffer at this index either does not exist or has remaining capacity

At the end of any operation that adds new elements, call ensure_active_buffer_invariant_after_adding_elements to ensure this invariant.

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impl<'a, T: Pod + Send + Sync> DataTextureSource<'a, T>

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pub fn new(ctx: &'a RenderContext) -> Self

Creates a new DataTextureSource with the given RenderContext.

This operation itself will not allocate any memory, empty DataTextureSource are not a concern.

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pub fn is_empty(&self) -> bool

Whether no elements have been written at all.

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pub fn len(&self) -> usize

The number of elements written so far.

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pub fn capacity(&self) -> usize

The number of elements that can be written without allocating more memory.

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pub fn remaining_capacity(&self) -> usize

The number of elements that can be written without allocating more memory.

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fn ensure_active_buffer_invariant_after_adding_elements(&mut self)

Ensure invariant that the active buffer has some remaining capacity or is the next buffer that needs to be allocated.

Since elements were just added to the active buffer, this function assumes that the active_buffer_index points to a valid buffer.

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pub fn reserve( &mut self, num_elements: usize ) -> Result<usize, CpuWriteGpuReadError>

Ensures that there’s space internally for at least num_elements more elements.

Returns the number of elements that are currently reserved. This value is smaller than the requested number of elements if the maximum number of elements that can be stored is reached, see max_num_elements_per_data_texture.

Creating new buffers is a relatively expensive operation, so it’s best to reserve gratuitously and often. Ideally, you know exactly how many elements you’re going to write and reserve accordingly at the start.

If there’s no more space, a new buffer is allocated such that:

  • have a total capacity for at least as many elements as requested, clamping total size to max_num_elements_per_data_texture
  • be at least double the size of the last buffer
  • keep it easy to copy to textures by always being a multiple of the maximum row size we use for data textures -> this massively simplifies the buffer->texture copy logic!
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fn error_on_clamped_write( &self, num_elements_attempted_to_add: usize, num_elements_actually_added: usize ) -> Result<(), DataTextureSourceWriteError>

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pub fn extend_from_slice( &mut self, elements: &[T] ) -> Result<(), DataTextureSourceWriteError>

Pushes a slice of elements into the data texture.

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pub fn add_n( &mut self, element: T, num_elements: usize ) -> Result<(), DataTextureSourceWriteError>

Fills the data texture with n instances of an element.

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pub fn push(&mut self, element: T) -> Result<(), DataTextureSourceWriteError>

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fn data_texture_size(&self, max_texture_dimension_2d: u32) -> Extent3d

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pub fn finish( self, texture_format: TextureFormat, texture_label: impl Into<DebugLabel> ) -> Result<Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>, CpuWriteGpuReadError>

Schedules copies of all previous writes to this DataTextureSource to a GpuTexture.

The format has to be uncompressed, not a depth/stencil format and have the exact same block size of the size of type T. The resulting GpuTexture is ready to be bound as a data texture in a shader.

Auto Trait Implementations§

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impl<'a, T> Freeze for DataTextureSource<'a, T>

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impl<'a, T> !RefUnwindSafe for DataTextureSource<'a, T>

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impl<'a, T> Send for DataTextureSource<'a, T>

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impl<'a, T> Sync for DataTextureSource<'a, T>

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impl<'a, T> Unpin for DataTextureSource<'a, T>
where T: Unpin,

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impl<'a, T> !UnwindSafe for DataTextureSource<'a, T>

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