MoonWorks/src/Graphics/ResourceUploader.cs

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using System;
using System.Collections.Generic;
using System.IO;
using System.Runtime.InteropServices;
namespace MoonWorks.Graphics
{
/// <summary>
/// A convenience structure for creating resources and uploading their data.
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///
/// Note that Upload or UploadAndWait must be called after the Create methods for the data to actually be uploaded.
///
/// Note that this structure does not magically keep memory usage down -
/// you may want to stagger uploads over multiple submissions to minimize memory usage.
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/// </summary>
public unsafe class ResourceUploader : GraphicsResource
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{
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TransferBuffer TransferBuffer;
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byte* data;
uint dataOffset = 0;
uint dataSize = 1024;
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List<(GpuBuffer, BufferCopy, WriteOptions)> BufferUploads = new List<(GpuBuffer, BufferCopy, WriteOptions)>();
List<(TextureRegion, uint, WriteOptions)> TextureUploads = new List<(TextureRegion, uint, WriteOptions)>();
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public ResourceUploader(GraphicsDevice device) : base(device)
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{
data = (byte*) NativeMemory.Alloc(dataSize);
}
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// Buffers
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/// <summary>
/// Creates a GpuBuffer with data to be uploaded.
/// </summary>
public GpuBuffer CreateBuffer<T>(Span<T> data, BufferUsageFlags usageFlags) where T : unmanaged
{
var lengthInBytes = (uint) (Marshal.SizeOf<T>() * data.Length);
var gpuBuffer = new GpuBuffer(Device, usageFlags, lengthInBytes);
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SetBufferData(gpuBuffer, 0, data, WriteOptions.SafeOverwrite);
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return gpuBuffer;
}
/// <summary>
/// Prepares upload of data into a GpuBuffer.
/// </summary>
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public void SetBufferData<T>(GpuBuffer buffer, uint bufferOffsetInElements, Span<T> data, WriteOptions option) where T : unmanaged
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{
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uint elementSize = (uint) Marshal.SizeOf<T>();
uint offsetInBytes = elementSize * bufferOffsetInElements;
uint lengthInBytes = (uint) (elementSize * data.Length);
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uint resourceOffset;
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fixed (void* spanPtr = data)
{
resourceOffset = CopyData(spanPtr, lengthInBytes);
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}
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var bufferCopyParams = new BufferCopy(resourceOffset, offsetInBytes, lengthInBytes);
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BufferUploads.Add((buffer, bufferCopyParams, option));
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}
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// Textures
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public Texture CreateTexture2D<T>(Span<T> pixelData, uint width, uint height) where T : unmanaged
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{
var texture = Texture.CreateTexture2D(Device, width, height, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
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SetTextureData(texture, pixelData, WriteOptions.SafeOverwrite);
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return texture;
}
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/// <summary>
/// Creates a 2D Texture from compressed image data to be uploaded.
/// </summary>
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public Texture CreateTexture2DFromCompressed(Span<byte> compressedImageData)
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{
ImageUtils.ImageInfoFromBytes(compressedImageData, out var width, out var height, out var _);
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var texture = Texture.CreateTexture2D(Device, width, height, TextureFormat.R8G8B8A8, TextureUsageFlags.Sampler);
SetTextureDataFromCompressed(texture, compressedImageData);
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return texture;
}
/// <summary>
/// Creates a 2D Texture from a compressed image stream to be uploaded.
/// </summary>
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public Texture CreateTexture2DFromCompressed(Stream compressedImageStream)
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{
var length = compressedImageStream.Length;
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var buffer = NativeMemory.Alloc((nuint) length);
var span = new Span<byte>(buffer, (int) length);
compressedImageStream.ReadExactly(span);
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var texture = CreateTexture2DFromCompressed(span);
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NativeMemory.Free(buffer);
return texture;
}
/// <summary>
/// Creates a 2D Texture from a compressed image file to be uploaded.
/// </summary>
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public Texture CreateTexture2DFromCompressed(string compressedImageFilePath)
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{
var fileStream = new FileStream(compressedImageFilePath, FileMode.Open, FileAccess.Read);
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return CreateTexture2DFromCompressed(fileStream);
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}
/// <summary>
/// Creates a texture from a DDS stream.
/// </summary>
public Texture CreateTextureFromDDS(Stream stream)
{
using var reader = new BinaryReader(stream);
Texture texture;
int faces;
ImageUtils.ParseDDS(reader, out var format, out var width, out var height, out var levels, out var isCube);
if (isCube)
{
texture = Texture.CreateTextureCube(Device, (uint) width, format, TextureUsageFlags.Sampler, (uint) levels);
faces = 6;
}
else
{
texture = Texture.CreateTexture2D(Device, (uint) width, (uint) height, format, TextureUsageFlags.Sampler, (uint) levels);
faces = 1;
}
for (int face = 0; face < faces; face += 1)
{
for (int level = 0; level < levels; level += 1)
{
var levelWidth = width >> level;
var levelHeight = height >> level;
var levelSize = ImageUtils.CalculateDDSLevelSize(levelWidth, levelHeight, format);
var byteBuffer = NativeMemory.Alloc((nuint) levelSize);
var byteSpan = new Span<byte>(byteBuffer, levelSize);
stream.ReadExactly(byteSpan);
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var textureRegion = new TextureRegion
{
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TextureSlice = new TextureSlice
{
Texture = texture,
Layer = (uint) face,
MipLevel = (uint) level
},
X = 0,
Y = 0,
Z = 0,
Width = (uint) levelWidth,
Height = (uint) levelHeight,
Depth = 1
};
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SetTextureData(textureRegion, byteSpan, WriteOptions.SafeOverwrite);
NativeMemory.Free(byteBuffer);
}
}
return texture;
}
/// <summary>
/// Creates a texture from a DDS file.
/// </summary>
public Texture CreateTextureFromDDS(string path)
{
var stream = new FileStream(path, FileMode.Open, FileAccess.Read);
return CreateTextureFromDDS(stream);
}
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public void SetTextureDataFromCompressed(TextureRegion textureRegion, Span<byte> compressedImageData)
{
var pixelData = ImageUtils.GetPixelDataFromBytes(compressedImageData, out var _, out var _, out var sizeInBytes);
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var pixelSpan = new Span<byte>((void*) pixelData, (int) sizeInBytes);
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SetTextureData(textureRegion, pixelSpan, WriteOptions.SafeOverwrite);
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ImageUtils.FreePixelData(pixelData);
}
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public void SetTextureDataFromCompressed(TextureRegion textureRegion, Stream compressedImageStream)
{
var length = compressedImageStream.Length;
var buffer = NativeMemory.Alloc((nuint) length);
var span = new Span<byte>(buffer, (int) length);
compressedImageStream.ReadExactly(span);
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SetTextureDataFromCompressed(textureRegion, span);
NativeMemory.Free(buffer);
}
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public void SetTextureDataFromCompressed(TextureRegion textureRegion, string compressedImageFilePath)
{
var fileStream = new FileStream(compressedImageFilePath, FileMode.Open, FileAccess.Read);
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SetTextureDataFromCompressed(textureRegion, fileStream);
}
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/// <summary>
/// Prepares upload of pixel data into a TextureSlice.
/// </summary>
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public void SetTextureData<T>(TextureRegion textureRegion, Span<T> data, WriteOptions option) where T : unmanaged
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{
var elementSize = Marshal.SizeOf<T>();
var dataLengthInBytes = (uint) (elementSize * data.Length);
uint resourceOffset;
fixed (T* dataPtr = data)
{
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resourceOffset = CopyDataAligned(dataPtr, dataLengthInBytes, Texture.TexelSize(textureRegion.TextureSlice.Texture.Format));
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}
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TextureUploads.Add((textureRegion, resourceOffset, option));
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}
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// Upload
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/// <summary>
/// Uploads all the data corresponding to the created resources.
/// </summary>
public void Upload()
{
CopyToTransferBuffer();
var commandBuffer = Device.AcquireCommandBuffer();
RecordUploadCommands(commandBuffer);
Device.Submit(commandBuffer);
}
/// <summary>
/// Uploads and then blocks until the upload is finished.
/// This is useful for keeping memory usage down during threaded upload.
/// </summary>
public void UploadAndWait()
{
CopyToTransferBuffer();
var commandBuffer = Device.AcquireCommandBuffer();
RecordUploadCommands(commandBuffer);
var fence = Device.SubmitAndAcquireFence(commandBuffer);
Device.WaitForFences(fence);
Device.ReleaseFence(fence);
}
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// Helper methods
private void CopyToTransferBuffer()
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{
if (TransferBuffer == null || TransferBuffer.Size < dataSize)
{
TransferBuffer?.Dispose();
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TransferBuffer = new TransferBuffer(Device, dataSize);
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}
var dataSpan = new Span<byte>(data, (int) dataSize);
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TransferBuffer.SetData(dataSpan, TransferOptions.Discard);
}
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private void RecordUploadCommands(CommandBuffer commandBuffer)
{
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commandBuffer.BeginCopyPass();
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foreach (var (gpuBuffer, bufferCopyParams, option) in BufferUploads)
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{
commandBuffer.UploadToBuffer(
TransferBuffer,
gpuBuffer,
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bufferCopyParams,
option
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);
}
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foreach (var (textureRegion, offset, option) in TextureUploads)
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{
commandBuffer.UploadToTexture(
TransferBuffer,
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textureRegion,
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new BufferImageCopy(
offset,
0,
0
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),
option
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);
}
commandBuffer.EndCopyPass();
BufferUploads.Clear();
TextureUploads.Clear();
dataOffset = 0;
}
private uint CopyData(void* ptr, uint lengthInBytes)
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{
if (dataOffset + lengthInBytes >= dataSize)
{
dataSize = dataOffset + lengthInBytes;
data = (byte*) NativeMemory.Realloc(data, dataSize);
}
var resourceOffset = dataOffset;
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NativeMemory.Copy(ptr, data + dataOffset, lengthInBytes);
dataOffset += lengthInBytes;
return resourceOffset;
}
private uint CopyDataAligned(void* ptr, uint lengthInBytes, uint alignment)
{
dataOffset = RoundToAlignment(dataOffset, alignment);
return CopyData(ptr, lengthInBytes);
}
private uint RoundToAlignment(uint value, uint alignment)
{
return alignment * ((value + alignment - 1) / alignment);
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}
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// Dispose
/// <summary>
/// It is valid to immediately call Dispose after calling Upload.
/// </summary>
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protected override void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
TransferBuffer?.Dispose();
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}
NativeMemory.Free(data);
}
base.Dispose(disposing);
}
}
}