ADD: Texture Cache
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@@ -30,11 +30,12 @@ struct SDL_Window;
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class AssetManager;
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class RenderGraph;
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class RayTracingManager;
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class TextureCache;
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struct ShadowSettings
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{
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// 0 = Clipmap only, 1 = Clipmap + RT assist, 2 = RT only
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uint32_t mode = 0;
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uint32_t mode = 2;
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bool hybridRayQueryEnabled = false; // derived convenience: (mode != 0)
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uint32_t hybridRayCascadesMask = 0b1110; // bit i => cascade i uses ray query assist (default: 1..3)
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float hybridRayNoLThreshold = 0.25f; // trigger when N·L below this (mode==1)
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@@ -56,6 +57,7 @@ public:
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// Per-frame and subsystem pointers for modules to use without VulkanEngine
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FrameResources* currentFrame = nullptr; // set by engine each frame
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uint32_t frameIndex = 0; // incremented by engine each frame
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EngineStats* stats = nullptr; // points to engine stats
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ComputeManager* compute = nullptr; // compute subsystem
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PipelineManager* pipelines = nullptr; // graphics pipeline manager
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@@ -90,4 +92,7 @@ public:
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// Convenience alias (singular) requested
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AssetManager* getAsset() const { return assets; }
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RenderGraph* getRenderGraph() const { return renderGraph; }
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// Streaming subsystems (engine-owned)
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TextureCache* textures = nullptr; // texture streaming + cache
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};
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@@ -51,6 +51,44 @@
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#include "core/vk_pipeline_manager.h"
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#include "core/config.h"
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// Query a conservative streaming texture budget based on VMA-reported
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// device-local heap budgets. Uses ~35% of total device-local budget.
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static size_t query_texture_budget_bytes(DeviceManager* dev)
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{
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if (!dev) return 512ull * 1024ull * 1024ull; // fallback
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VmaAllocator alloc = dev->allocator();
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if (!alloc) return 512ull * 1024ull * 1024ull;
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const VkPhysicalDeviceMemoryProperties* memProps = nullptr;
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vmaGetMemoryProperties(alloc, &memProps);
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if (!memProps) return 512ull * 1024ull * 1024ull;
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VmaBudget budgets[VK_MAX_MEMORY_HEAPS] = {};
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vmaGetHeapBudgets(alloc, budgets);
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unsigned long long totalBudget = 0;
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unsigned long long totalUsage = 0;
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for (uint32_t i = 0; i < memProps->memoryHeapCount; ++i)
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{
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if (memProps->memoryHeaps[i].flags & VK_MEMORY_HEAP_DEVICE_LOCAL_BIT)
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{
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totalBudget += budgets[i].budget;
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totalUsage += budgets[i].usage;
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}
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}
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if (totalBudget == 0) return 512ull * 1024ull * 1024ull;
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// Reserve ~65% of VRAM for attachments, swapchain, meshes, AS, etc.
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unsigned long long cap = static_cast<unsigned long long>(double(totalBudget) * 0.35);
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// If usage is already near the cap, still allow current textures to live; eviction will trim.
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// Clamp to at least 128 MB, at most totalBudget.
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unsigned long long minCap = 128ull * 1024ull * 1024ull;
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if (cap < minCap) cap = minCap;
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if (cap > totalBudget) cap = totalBudget;
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return static_cast<size_t>(cap);
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}
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//
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// ImGui helpers: keep UI code tidy and grouped in small functions.
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// These render inside a single consolidated Debug window using tab items.
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@@ -416,6 +454,11 @@ void VulkanEngine::init()
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_assetManager->init(this);
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_context->assets = _assetManager.get();
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// Create texture cache (engine-owned, accessible via EngineContext)
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_textureCache = std::make_unique<TextureCache>();
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_textureCache->init(_context.get());
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_context->textures = _textureCache.get();
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// Optional ray tracing manager if supported and extensions enabled
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if (_deviceManager->supportsRayQuery() && _deviceManager->supportsAccelerationStructure())
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{
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@@ -568,7 +611,9 @@ void VulkanEngine::cleanup()
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print_vma_stats(_deviceManager.get(), "after MainDQ flush");
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dump_vma_json(_deviceManager.get(), "after_MainDQ");
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_renderPassManager->cleanup();
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if (_textureCache) { _textureCache->cleanup(); }
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_renderPassManager->cleanup();
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print_vma_stats(_deviceManager.get(), "after RenderPassManager");
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dump_vma_json(_deviceManager.get(), "after_RenderPassManager");
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@@ -673,8 +718,12 @@ void VulkanEngine::draw()
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// publish per-frame pointers and draw extent to context for passes
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_context->currentFrame = &get_current_frame();
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_context->frameIndex = static_cast<uint32_t>(_frameNumber);
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_context->drawExtent = _drawExtent;
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// Inform VMA of current frame for improved internal stats/aging (optional).
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vmaSetCurrentFrameIndex(_deviceManager->allocator(), _context->frameIndex);
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// Optional: check for shader changes and hot-reload pipelines
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if (_pipelineManager)
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{
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@@ -702,6 +751,14 @@ void VulkanEngine::draw()
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hShadowCascades[i] = _renderGraph->create_depth_image(name.c_str(), shadowExtent, VK_FORMAT_D32_SFLOAT);
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}
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// Prior to building passes, pump texture loads for this frame.
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if (_textureCache)
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{
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size_t budget = query_texture_budget_bytes(_deviceManager.get());
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_textureCache->evictToBudget(budget);
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_textureCache->pumpLoads(*_resourceManager, get_current_frame());
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}
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_resourceManager->register_upload_pass(*_renderGraph, get_current_frame());
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ImGuiPass *imguiPass = nullptr;
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@@ -31,6 +31,7 @@
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#include "core/asset_manager.h"
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#include "render/rg_graph.h"
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#include "core/vk_raytracing.h"
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#include "core/texture_cache.h"
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// Number of frames-in-flight. Affects per-frame command buffers, fences,
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// semaphores, and transient descriptor pools in FrameResources.
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@@ -67,6 +68,7 @@ public:
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std::unique_ptr<AssetManager> _assetManager;
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std::unique_ptr<RenderGraph> _renderGraph;
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std::unique_ptr<RayTracingManager> _rayManager;
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std::unique_ptr<TextureCache> _textureCache;
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struct SDL_Window *_window{nullptr};
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