/* =========================================================================== Copyright (C) 2022-2024 Gian 'myT' Schellenbaum This file is part of Challenge Quake 3 (CNQ3). Challenge Quake 3 is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. Challenge Quake 3 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Challenge Quake 3. If not, see . =========================================================================== */ // Rendering Hardware Interface - private interface #pragma once #include "tr_local.h" namespace RHI { // FrameCount has 2 meanings: // 1. maximum number of frames queued // 2. number of frames in the back buffer const uint32_t FrameCount = 2; const uint32_t MaxVertexBuffers = 16; const uint32_t MaxVertexAttributes = 32; const uint32_t MaxRenderTargets = 8; const uint32_t MaxDurationQueries = 64; const uint32_t MaxTextureMips = 16; const uint32_t InvalidDescriptorIndex = UINT16_MAX; const uint32_t MaxCPUGenericDescriptors = 16384; // real max: unlimited const uint32_t MaxCPUSamplerDescriptors = 128; // real max: 2048 const uint32_t MaxCPURTVDescriptors = 64; const uint32_t MaxCPUDSVDescriptors = 64; const uint32_t MaxCPUDescriptors = MaxCPUGenericDescriptors + MaxCPUSamplerDescriptors + MaxCPURTVDescriptors + MaxCPUDSVDescriptors; #define RHI_ENUM_OPERATORS(EnumType) \ inline EnumType operator|(EnumType a, EnumType b) { return (EnumType)((uint32_t)(a) | (uint32_t)(b)); } \ inline EnumType operator&(EnumType a, EnumType b) { return (EnumType)((uint32_t)(a) & (uint32_t)(b)); } \ inline EnumType operator|=(EnumType& a, EnumType b) { return a = (a | b); } \ inline EnumType operator&=(EnumType& a, EnumType b) { return a = (a & b); } \ inline EnumType operator~(EnumType a) { return (EnumType)(~(uint32_t)(a)); } #define RHI_BIT(Bit) (1 << Bit) #define RHI_BIT_MASK(BitCount) ((1 << BitCount) - 1) #define RHI_GET_HANDLE_VALUE(Handle) (Handle.v) #define RHI_MAKE_HANDLE(Value) { Value } #define RHI_MAKE_NULL_HANDLE() { 0 } struct IndexType { enum Id { UInt32, UInt16, Count }; }; struct ResourceStates { enum Flags { Common = 0, VertexBufferBit = RHI_BIT(0), IndexBufferBit = RHI_BIT(1), ConstantBufferBit = RHI_BIT(2), RenderTargetBit = RHI_BIT(3), VertexShaderAccessBit = RHI_BIT(4), PixelShaderAccessBit = RHI_BIT(5), ComputeShaderAccessBit = RHI_BIT(6), CopySourceBit = RHI_BIT(7), CopyDestinationBit = RHI_BIT(8), DepthReadBit = RHI_BIT(9), DepthWriteBit = RHI_BIT(10), UnorderedAccessBit = RHI_BIT(11), PresentBit = RHI_BIT(12), ShaderAccessBits = VertexShaderAccessBit | PixelShaderAccessBit | ComputeShaderAccessBit, DepthAccessBits = DepthReadBit | DepthWriteBit }; }; RHI_ENUM_OPERATORS(ResourceStates::Flags); struct MemoryUsage { enum Id { CPU, // Host GPU, // DeviceLocal Upload, // CPU -> GPU Readback, // GPU -> CPU Count }; }; struct ShaderStage { enum Id { Vertex, Pixel, Compute, Count }; }; struct ShaderStages { enum Flags { None = 0, VertexBit = 1 << ShaderStage::Vertex, PixelBit = 1 << ShaderStage::Pixel, ComputeBit = 1 << ShaderStage::Compute, AllGraphicsBits = VertexBit | PixelBit }; }; RHI_ENUM_OPERATORS(ShaderStages::Flags); struct DataType { enum Id { Float32, UNorm8, UInt32, Count }; }; struct ShaderSemantic { enum Id { Position, Normal, TexCoord, Color, Count }; }; struct TextureFormat { enum Id { Invalid, RGBA32_UNorm, RGBA64_UNorm, RGBA64_Float, Depth32_Float, RG16_UNorm, R8_UNorm, Depth24_Stencil8, R10G10B10A2_UNorm, R32_UInt, RG32_SNorm, RG32_Float, Count }; }; struct ComparisonFunction { enum Id { Never, Less, Equal, LessEqual, Greater, NotEqual, GreaterEqual, Always, Count }; }; struct DescriptorType { enum Id { Buffer, // CBV, HBuffer RWBuffer, // UAV, HBuffer Texture, // SRV, HTexture RWTexture, // UAV, HTexture Sampler, Count }; }; struct TextureFilter { enum Id { Point, Linear, Anisotropic, Count }; }; struct PipelineType { enum Id { Graphics, Compute, Count }; }; struct StencilOp { enum Id { Keep, Zero, Replace, SaturatedIncrement, SaturatedDecrement, Invert, WrappedIncrement, WrappedDecrement, Count }; }; struct ShadingRate { enum Id { // Guaranteed modes: SR_1x1, SR_2x1, SR_1x2, SR_2x2, // Additional modes: SR_4x2, SR_2x4, SR_4x4, Count }; }; struct RootSignatureDesc { RootSignatureDesc() = default; explicit RootSignatureDesc(const char* name_) { name = name_; } const char* name = NULL; bool shortLifeTime = false; bool usingVertexBuffers = false; struct PerStageConstants { uint32_t byteCount = 0; } constants[ShaderStage::Count]; struct DescriptorRange { DescriptorType::Id type = DescriptorType::Count; uint32_t firstIndex = 0; uint32_t count = 0; } genericRanges[64]; uint32_t genericRangeCount = 0; uint32_t samplerCount = 0; ShaderStages::Flags genericVisibility = ShaderStages::None; // ignored by compute pipelines ShaderStages::Flags samplerVisibility = ShaderStages::None; // ignored by compute pipelines PipelineType::Id pipelineType = PipelineType::Graphics; void AddRange(DescriptorType::Id type, uint32_t firstIndex, uint32_t count) { Q_assert(genericRangeCount < ARRAY_LEN(genericRanges)); DescriptorRange& r = genericRanges[genericRangeCount++]; r.type = type; r.firstIndex = firstIndex; r.count = count; } }; struct ShaderByteCode { ShaderByteCode() = default; ShaderByteCode(const void* data_, uint32_t byteCount_) { data = data_; byteCount = byteCount_; } template explicit ShaderByteCode(const uint8_t (&byteCode)[N]) { data = byteCode; byteCount = N; } template void Set(const uint8_t (&byteCode)[N]) { data = byteCode; byteCount = N; } const void* data = NULL; uint32_t byteCount = 0; }; struct ShaderMacro { ShaderMacro() = default; ShaderMacro(const char* name_, const char* value_) { name = name_; value = value_; } const char* name = NULL; const char* value = NULL; }; struct VertexAttribute { uint32_t vertexBufferIndex = 0; // also called "binding" or "input slot" ShaderSemantic::Id semantic = ShaderSemantic::Count; // intended usage DataType::Id dataType = DataType::Count; // for a single component of the vector uint32_t vectorLength = 4; // number of components per vector uint32_t structByteOffset = 0; // where in the struct to look when using interleaved data }; struct DepthStencilOpDesc { ComparisonFunction::Id comparison = ComparisonFunction::Always; StencilOp::Id passOp = StencilOp::Keep; StencilOp::Id failOp = StencilOp::Keep; StencilOp::Id depthFailOp = StencilOp::Keep; }; struct GraphicsPipelineDesc { GraphicsPipelineDesc() = default; GraphicsPipelineDesc(const char* name_, HRootSignature rootSignature_) { name = name_; rootSignature = rootSignature_; } explicit GraphicsPipelineDesc(const char* name_) { name = name_; rootSignature = RHI_MAKE_NULL_HANDLE(); } const char* name = NULL; bool shortLifeTime = false; HRootSignature rootSignature = RHI_MAKE_NULL_HANDLE(); ShaderByteCode vertexShader; ShaderByteCode pixelShader; struct VertexLayout { VertexAttribute attributes[MaxVertexAttributes]; uint32_t attributeCount = 0; uint32_t bindingStrides[MaxVertexBuffers] = { 0 }; // total byte size of a vertex for each buffer void AddAttribute( uint32_t vertexBufferIndex, ShaderSemantic::Id semantic, DataType::Id dataType, uint32_t vectorLength, uint32_t structByteOffset) { Q_assert(attributeCount < MaxVertexAttributes); VertexAttribute& va = attributes[attributeCount++]; va.dataType = dataType; va.semantic = semantic; va.structByteOffset = structByteOffset; va.vectorLength = vectorLength; va.vertexBufferIndex = vertexBufferIndex; } } vertexLayout; struct DepthStencil { void DisableDepth() { enableDepthTest = false; enableDepthWrites = false; } bool enableDepthTest = true; bool enableDepthWrites = true; ComparisonFunction::Id depthComparison = ComparisonFunction::GreaterEqual; TextureFormat::Id depthStencilFormat = TextureFormat::Depth32_Float; bool enableStencil = false; uint8_t stencilReadMask = 0xFF; uint8_t stencilWriteMask = 0xFF; DepthStencilOpDesc frontFace; DepthStencilOpDesc backFace; } depthStencil; struct Rasterizer { cullType_t cullMode = CT_FRONT_SIDED; bool polygonOffset = false; bool clampDepth = false; } rasterizer; struct RenderTarget { uint32_t q3BlendMode = GLS_SRCBLEND_SRC_ALPHA | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA; TextureFormat::Id format = TextureFormat::RGBA32_UNorm; } renderTargets[MaxRenderTargets]; uint32_t renderTargetCount = 0; void AddRenderTarget(uint32_t q3BlendMode, TextureFormat::Id format) { Q_assert(renderTargetCount < MaxRenderTargets); RenderTarget& rt = renderTargets[renderTargetCount++]; rt.q3BlendMode = q3BlendMode; rt.format = format; } }; struct ComputePipelineDesc { ComputePipelineDesc() = default; ComputePipelineDesc(const char* name_, HRootSignature rootSignature_) { name = name_; rootSignature = rootSignature_; } explicit ComputePipelineDesc(const char* name_) { name = name_; rootSignature = RHI_MAKE_NULL_HANDLE(); } const char* name = NULL; bool shortLifeTime = false; HRootSignature rootSignature = RHI_MAKE_NULL_HANDLE(); ShaderByteCode shader; }; struct BufferDesc { BufferDesc() = default; BufferDesc(const char* name_, uint32_t byteCount_, ResourceStates::Flags initialState_) { name = name_; byteCount = byteCount_; initialState = initialState_; memoryUsage = MemoryUsage::GPU; committedResource = false; } const char* name = NULL; bool shortLifeTime = false; uint32_t byteCount = 0; ResourceStates::Flags initialState = ResourceStates::Common; MemoryUsage::Id memoryUsage = MemoryUsage::GPU; bool committedResource = false; uint32_t structureByteCount = 0; // > 0 means structured buffer, == 0 means byte address buffer }; struct TextureDesc { TextureDesc() = default; TextureDesc(const char* name_, uint32_t width_, uint32_t height_, uint32_t mipCount_ = 1) { name = name_; width = width_; height = height_; mipCount = mipCount_; sampleCount = 1; initialState = ResourceStates::PixelShaderAccessBit; allowedState = ResourceStates::PixelShaderAccessBit; format = TextureFormat::RGBA32_UNorm; committedResource = false; usePreferredClearValue = false; } const char* name = NULL; bool shortLifeTime = false; uint32_t width = 0; uint32_t height = 0; uint32_t mipCount = 1; uint32_t sampleCount = 1; ResourceStates::Flags initialState = ResourceStates::PixelShaderAccessBit; ResourceStates::Flags allowedState = ResourceStates::PixelShaderAccessBit; TextureFormat::Id format = TextureFormat::RGBA32_UNorm; bool committedResource = false; bool usePreferredClearValue = false; // for render targets and depth/stencil buffers float clearColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f }; float clearDepth = 1.0f; byte clearStencil = 0; void* nativeResource = NULL; // ID3D12Resource*, VkImage, etc. void SetClearColor(const vec4_t rgba) { usePreferredClearValue = true; Vector4Copy(rgba, clearColor); } void SetClearDepthStencil(float depth, byte stencil = 0) { usePreferredClearValue = true; clearDepth = depth; clearStencil = stencil; } }; struct SamplerDesc { SamplerDesc() = default; SamplerDesc(textureWrap_t wrapMode_, TextureFilter::Id filterMode_, float minLOD_ = 0.0f, float mipLODBias_ = 0.0f) { wrapMode = wrapMode_; filterMode = filterMode_; minLOD = minLOD_; mipLODBias = mipLODBias_; } textureWrap_t wrapMode = TW_REPEAT; TextureFilter::Id filterMode = TextureFilter::Linear; float minLOD = 0.0f; float mipLODBias = 0.0f; bool shortLifeTime = false; }; struct DescriptorTableDesc { DescriptorTableDesc() = default; DescriptorTableDesc(const char* name_, HRootSignature rootSignature_) { name = name_; rootSignature = rootSignature_; } const char* name = NULL; bool shortLifeTime = false; HRootSignature rootSignature = RHI_MAKE_NULL_HANDLE(); }; struct DescriptorTableUpdate { // note that for our texture UAVs, // we only allow 2 options: // 1) "bind all mips" (mip chain) // 2) "bind this single mip" (slide) uint32_t firstIndex = 0; uint32_t resourceCount = 0; DescriptorType::Id type = DescriptorType::Count; union // based on type { const HTexture* textures = NULL; const HBuffer* buffers; const HSampler* samplers; }; uint32_t uavMipSlice = 0; // UAV textures: bind this specific mip bool uavMipChain = false; // UAV textures: bind all mips if true, the specific mip slice otherwise void SetSamplers(uint32_t count, const HSampler* samplers_, uint32_t tableIndex = 0) { firstIndex = tableIndex; resourceCount = count; type = DescriptorType::Sampler; samplers = samplers_; } void SetBuffers(uint32_t count, const HBuffer* buffers_, uint32_t tableIndex = 0) { firstIndex = tableIndex; resourceCount = count; type = DescriptorType::Buffer; buffers = buffers_; } void SetRWBuffers(uint32_t count, const HBuffer* buffers_, uint32_t tableIndex = 0) { firstIndex = tableIndex; resourceCount = count; type = DescriptorType::RWBuffer; buffers = buffers_; } void SetTextures(uint32_t count, const HTexture* textures_, uint32_t tableIndex = 0) { firstIndex = tableIndex; resourceCount = count; type = DescriptorType::Texture; textures = textures_; } void SetRWTexturesSlice(uint32_t count, const HTexture* textures_, uint32_t tableIndex = 0, uint32_t slice = 0) { firstIndex = tableIndex; resourceCount = count; type = DescriptorType::RWTexture; textures = textures_; uavMipChain = false; uavMipSlice = slice; } void SetRWTexturesChain(uint32_t count, const HTexture* textures_, uint32_t tableIndex = 0) { firstIndex = tableIndex; resourceCount = count; type = DescriptorType::RWTexture; textures = textures_; uavMipChain = true; uavMipSlice = 0; } }; struct Rect { Rect() = default; Rect(uint32_t x_, uint32_t y_, uint32_t w_, uint32_t h_) { x = x_; y = y_; w = w_; h = h_; } uint32_t x = 0; uint32_t y = 0; uint32_t w = 0; uint32_t h = 0; }; struct ShaderDesc { ShaderDesc() = default; ShaderDesc(ShaderStage::Id stage_, uint32_t sourceLength_, const void* source_, const char* entryPoint_ = "main", uint32_t macroCount_ = 0, const ShaderMacro* macros_ = NULL) { stage = stage_; source = source_; sourceLength = sourceLength_; entryPoint = entryPoint_; macroCount = macroCount_; macros = macros_; } ShaderStage::Id stage = ShaderStage::Count; uint32_t sourceLength = 0; const void* source = NULL; const char* entryPoint = "main"; uint32_t macroCount = 0; const ShaderMacro* macros = NULL; }; struct InitDesc { // HLSL 6.6 Dynamic Resources // - all shader resources are exclusively used through ResourceDescriptorHeap and SamplerDescriptorHeap // - all root signature and descriptor table functions are disabled bool directDescriptorHeapIndexing = false; }; bool Init(const InitDesc& desc); // true when a full init happened (the device was created) void ShutDown(bool destroyWindow); void BeginFrame(); void EndFrame(); uint32_t GetFrameIndex(); HTexture GetSwapChainTexture(); HBuffer CreateBuffer(const BufferDesc& desc); void DestroyBuffer(HBuffer buffer); uint8_t* MapBuffer(HBuffer buffer); void UnmapBuffer(HBuffer buffer); HTexture CreateTexture(const TextureDesc& desc); void DestroyTexture(HTexture texture); HSampler CreateSampler(const SamplerDesc& sampler); void DestroySampler(HSampler sampler); HRootSignature CreateRootSignature(const RootSignatureDesc& desc); void DestroyRootSignature(HRootSignature signature); HDescriptorTable CreateDescriptorTable(const DescriptorTableDesc& desc); void UpdateDescriptorTable(HDescriptorTable table, const DescriptorTableUpdate& update); void DestroyDescriptorTable(HDescriptorTable table); HPipeline CreateGraphicsPipeline(const GraphicsPipelineDesc& desc); HPipeline CreateComputePipeline(const ComputePipelineDesc& desc); void DestroyPipeline(HPipeline pipeline); HShader CreateShader(const ShaderDesc& desc); ShaderByteCode GetShaderByteCode(HShader shader); void DestroyShader(HShader shader); void CmdBindRenderTargets(uint32_t colorCount, const HTexture* colorTargets, const HTexture* depthStencilTarget); void CmdBindRootSignature(HRootSignature rootSignature); void CmdBindDescriptorTable(HRootSignature sigHandle, HDescriptorTable table); void CmdBindPipeline(HPipeline pipeline); void CmdBindVertexBuffers(uint32_t count, const HBuffer* vertexBuffers, const uint32_t* byteStrides, const uint32_t* startByteOffsets); void CmdBindIndexBuffer(HBuffer indexBuffer, IndexType::Id type, uint32_t startByteOffset); void CmdSetViewport(uint32_t x, uint32_t y, uint32_t w, uint32_t h, float minDepth = 0.0f, float maxDepth = 1.0f); void CmdSetScissor(uint32_t x, uint32_t y, uint32_t w, uint32_t h); void CmdSetRootConstants(HRootSignature rootSignature, ShaderStage::Id shaderType, const void* constants); void CmdSetGraphicsRootConstants(uint32_t byteOffset, uint32_t byteCount, const void* constants); void CmdSetComputeRootConstants(uint32_t byteOffset, uint32_t byteCount, const void* constants); void CmdDraw(uint32_t vertexCount, uint32_t firstVertex); void CmdDrawIndexed(uint32_t indexCount, uint32_t firstIndex, uint32_t firstVertex); void CmdDispatch(uint32_t groupCountX, uint32_t groupCountY, uint32_t groupCountZ); uint32_t CmdBeginDurationQuery(); void CmdEndDurationQuery(uint32_t index); void CmdBeginBarrier(); void CmdTextureBarrier(HTexture texture, ResourceStates::Flags newState); void CmdBufferBarrier(HBuffer buffer, ResourceStates::Flags newState); void CmdEndBarrier(); void CmdClearColorTarget(HTexture texture, const vec4_t clearColor, const Rect* rect = NULL); void CmdClearDepthStencilTarget(HTexture texture, bool clearDepth, float depth, bool clearStencil = false, uint8_t stencil = 0, const Rect* rect = NULL); void CmdClearTextureUAV(HTexture texture, uint32_t mipIndex, const uint32_t* values); void CmdInsertDebugLabel(const char* name, float r = 1.0f, float g = 1.0f, float b = 1.0f); void CmdBeginDebugLabel(const char* name, float r = 1.0f, float g = 1.0f, float b = 1.0f); void CmdEndDebugLabel(); void CmdSetStencilReference(uint8_t stencilRef); void CmdCopyBuffer(HBuffer dest, HBuffer source); void CmdSetShadingRate(ShadingRate::Id shadingRate); // only available when dynamic resources are enabled uint32_t GetTextureIndexSRV(HTexture texture); uint32_t GetTextureIndexUAV(HTexture texture, uint32_t mipIndex); uint32_t GetBufferIndexSRV(HBuffer buffer); uint32_t GetBufferIndexUAV(HBuffer buffer); uint32_t GetBufferIndexCBV(HBuffer buffer); uint32_t GetSamplerIndex(HSampler sampler); void CmdBarrierUAV(); // the duration at index 0 is for the entire frame uint32_t GetDurationCount(); void GetDurations(uint32_t* gpuMicroSeconds); uint8_t* BeginBufferUpload(HBuffer buffer); void EndBufferUpload(HBuffer buffer); void BeginTextureUpload(MappedTexture& mappedTexture, HTexture texture); void EndTextureUpload(); // the temporary command list is guaranteed to be done executing before the next BeginFrame call ends void BeginTempCommandList(); void EndTempCommandList(); void BeginTextureReadback(MappedTexture& mappedTexture, HTexture texture); void EndTextureReadback(); void WaitUntilDeviceIsIdle(); void SubmitAndContinue(); const Handle HandleIndexBitCount = 16; const Handle HandleIndexBitOffset = 0; const Handle HandleGenBitCount = 10; const Handle HandleGenBitOffset = 16; const Handle HandleTypeBitCount = 6; const Handle HandleTypeBitOffset = 26; inline Handle CreateHandle(Handle type, Handle index, Handle generation) { return (type << HandleTypeBitOffset) | (index << HandleIndexBitOffset) | (generation << HandleGenBitOffset); } inline void DecomposeHandle(Handle* type, Handle* index, Handle* generation, Handle handle) { *type = (handle >> HandleTypeBitOffset) & RHI_BIT_MASK(HandleTypeBitCount); *index = (handle >> HandleIndexBitOffset) & RHI_BIT_MASK(HandleIndexBitCount); *generation = (handle >> HandleGenBitOffset) & RHI_BIT_MASK(HandleGenBitCount); } template bool IsNullHandle(T handle) { return RHI_GET_HANDLE_VALUE(handle) == 0; } template struct StaticPool { private: struct Item { T item; uint16_t generation; uint16_t next : 15; uint16_t used : 1; }; public: StaticPool() { Clear(); } void Clear() { freeList = 0; for(int i = 0; i < N; ++i) { At(i).generation = 0; At(i).used = 0; At(i).next = i + 1; } At(N - 1).next = RHI_BIT_MASK(15); } HT Add(const T& item) { ASSERT_OR_DIE(freeList < N, "The pool is full"); At(freeList).item = item; At(freeList).used = qtrue; const Handle handle = CreateHandle(RT, freeList, At(freeList).generation); freeList = At(freeList).next; return RHI_MAKE_HANDLE(handle); } void Remove(HT handle) { ASSERT_OR_DIE(!IsNullHandle(handle), "Null pool handle"); Item& item = GetItemRef(handle); ASSERT_OR_DIE(item.used, "Memory pool item was already freed"); item.generation = (item.generation + 1) & RHI_BIT_MASK(HandleGenBitCount); item.used = 0; item.next = freeList; freeList = (uint16_t)(&item - &At(0)); } T& Get(HT handle) { ASSERT_OR_DIE(!IsNullHandle(handle), "Null pool handle"); return GetItemRef(handle).item; } T* TryGet(HT handle) { if(handle == 0) { return NULL; } return &GetItemRef(handle).item; } bool FindNext(T** object, HT* handle, int* index) { Q_assert(object); Q_assert(handle); Q_assert(index); for(int i = *index; i < N; ++i) { if(At(i).used) { *object = &At(i).item; *handle = RHI_MAKE_HANDLE(CreateHandle(RT, i, At(i).generation)); *index = i + 1; return true; } } return false; } int CountUsedSlots() const { int used = 0; for(int i = 0; i < N; ++i) { if(At(i).used) { used++; } } return used; } private: StaticPool(const StaticPool&); void operator=(const StaticPool&); Item& GetItemRef(HT handle) { ASSERT_OR_DIE(!IsNullHandle(handle), "Null pool handle"); Handle type, index, gen; DecomposeHandle(&type, &index, &gen, RHI_GET_HANDLE_VALUE(handle)); ASSERT_OR_DIE(type == RT, "Invalid pool handle (wrong resource type)"); ASSERT_OR_DIE(index <= (Handle)N, "Invalid pool handle (bad index)"); Item& item = At(index); ASSERT_OR_DIE(item.used, "Invalid pool handle (unused slot)"); if(gen > (Handle)item.generation) { DIE("Invalid pool handle (allocation from the future)"); } else if(gen < (Handle)item.generation) { DIE("Invalid pool handle (the object has been freed)"); } return item; } Item& At(uint32_t index) { ASSERT_OR_DIE(index < N, "Invalid pool index"); return *(Item*)&items[index * sizeof(Item)]; } const Item& At(uint32_t index) const { ASSERT_OR_DIE(index < N, "Invalid pool index"); return *(Item*)&items[index * sizeof(Item)]; } byte items[N * sizeof(Item)]; uint16_t freeList; public: const int size = N; }; template struct StaticUnorderedArray { StaticUnorderedArray() { Clear(); } void Add(const T& value) { Q_assert(count < N); if(count >= N) { return; } items[count++] = value; } void Remove(uint32_t index) { Q_assert(index < N); if(count >= N) { return; } if(index < count - 1) { items[index] = items[count - 1]; } count--; } void Clear() { count = 0; } T& operator[](uint32_t index) { Q_assert(index < N); return items[index]; } const T& operator[](uint32_t index) const { Q_assert(index < N); return items[index]; } private: StaticUnorderedArray(const StaticUnorderedArray&); void operator=(const StaticUnorderedArray&); public: T items[N]; uint32_t count; }; template struct StaticFreeList { void Init(T* items_, uint32_t size_) { items = items_; size = size_; Clear(); } uint32_t Allocate() { ASSERT_OR_DIE(firstFree != Invalid, "Free list out of memory"); const T index = firstFree; firstFree = items[index]; items[index] = Invalid; allocatedItemCount++; return index; } void Free(uint32_t index) { ASSERT_OR_DIE(index < size, "Invalid free list slot"); const T oldList = firstFree; firstFree = index; items[index] = oldList; allocatedItemCount--; } void Clear() { for(uint32_t i = 0; i < size - 1; ++i) { items[i] = i + 1; } items[size - 1] = Invalid; firstFree = 0; allocatedItemCount = 0; } T* items; T firstFree; uint32_t allocatedItemCount; uint32_t size; }; struct LinearAllocator { void Init(byte* data_, uint32_t size_) { data = data_; size = size_; offset = 0; } void Clear() { offset = 0; } const char* Allocate(const char* string) { const uint32_t l = strlen(string); if(offset + l + 1 > size) { Q_assert(!"StringAllocator ran out of memory"); return "out of memory"; } char* newString = (char*)data + offset; memcpy(newString, string, l); newString[l] = '\0'; offset += l + 1; return newString; } byte* Allocate(uint32_t byteCount) { if(offset + byteCount > size) { Q_assert(!"StringAllocator ran out of memory"); return data; } byte* newData = data + offset; offset += byteCount; return newData; } byte* data = NULL; uint32_t size = 0; uint32_t offset = 0; }; struct StringList { void Init(char* buffer_, size_t byteCount) { buffer = buffer_; written = 0; remaining = byteCount; } void Append(const char* string) { const size_t l = strlen(string); if(remaining >= l + 2) { memcpy(buffer + written, string, l + 1); written += l + 1; remaining -= l + 1; } } void Terminate() { buffer[written++] = '\0'; remaining--; } char* buffer = NULL; size_t written = 0; size_t remaining = 0; }; }