godot/core/pooled_list.h
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00

167 lines
5.7 KiB
C++

/*************************************************************************/
/* pooled_list.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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, */
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/*************************************************************************/
#pragma once
// Simple template to provide a pool with O(1) allocate and free.
// The freelist could alternatively be a linked list placed within the unused elements
// to use less memory, however a separate freelist is probably more cache friendly.
// NOTE : Take great care when using this with non POD types. The construction and destruction
// is done in the LocalVector, NOT as part of the pool. So requesting a new item does not guarantee
// a constructor is run, and free does not guarantee a destructor.
// You should generally handle clearing
// an item explicitly after a request, as it may contain 'leftovers'.
// This is by design for fastest use in the BVH. If you want a more general pool
// that does call constructors / destructors on request / free, this should probably be
// a separate template.
#include "core/local_vector.h"
template <class T, bool force_trivial = false>
class PooledList {
LocalVector<T, uint32_t, force_trivial> list;
LocalVector<uint32_t, uint32_t, true> freelist;
// not all list members are necessarily used
int _used_size;
public:
PooledList() {
_used_size = 0;
}
int estimate_memory_use() const {
return (list.size() * sizeof(T)) + (freelist.size() * sizeof(uint32_t));
}
const T &operator[](uint32_t p_index) const {
return list[p_index];
}
T &operator[](uint32_t p_index) {
return list[p_index];
}
int size() const { return _used_size; }
T *request(uint32_t &r_id) {
_used_size++;
if (freelist.size()) {
// pop from freelist
int new_size = freelist.size() - 1;
r_id = freelist[new_size];
freelist.resize(new_size);
return &list[r_id];
}
r_id = list.size();
list.resize(r_id + 1);
return &list[r_id];
}
void free(const uint32_t &p_id) {
// should not be on free list already
CRASH_COND(p_id >= list.size());
freelist.push_back(p_id);
_used_size--;
}
};
// a pooled list which automatically keeps a list of the active members
template <class T, bool force_trivial = false>
class TrackedPooledList {
public:
int pool_size() const { return _pool.size(); }
int active_size() const { return _active_list.size(); }
uint32_t get_active_id(uint32_t p_index) const {
return _active_list[p_index];
}
const T &get_active(uint32_t p_index) const {
return _pool[get_active_id(p_index)];
}
T &get_active(uint32_t p_index) {
return _pool[get_active_id(p_index)];
}
const T &operator[](uint32_t p_index) const {
return _pool[p_index];
}
T &operator[](uint32_t p_index) {
return _pool[p_index];
}
T *request(uint32_t &r_id) {
T *item = _pool.request(r_id);
// add to the active list
uint32_t active_list_id = _active_list.size();
_active_list.push_back(r_id);
// expand the active map (this should be in sync with the pool list
if (_pool.size() > (int)_active_map.size()) {
_active_map.resize(_pool.size());
}
// store in the active map
_active_map[r_id] = active_list_id;
return item;
}
void free(const uint32_t &p_id) {
_pool.free(p_id);
// remove from the active list.
uint32_t list_id = _active_map[p_id];
// zero the _active map to detect bugs (only in debug?)
_active_map[p_id] = -1;
_active_list.remove_unordered(list_id);
// keep the replacement in sync with the correct list Id
if (list_id < (uint32_t)_active_list.size()) {
// which pool id has been replaced in the active list
uint32_t replacement_id = _active_list[list_id];
// keep that replacements map up to date with the new position
_active_map[replacement_id] = list_id;
}
}
private:
PooledList<T, force_trivial> _pool;
LocalVector<uint32_t, uint32_t> _active_map;
LocalVector<uint32_t, uint32_t> _active_list;
};