asset_cache refactor

This commit is contained in:
jacob 2025-07-30 16:57:33 -05:00
parent c1c0ca5464
commit 9731a5742a
5 changed files with 179 additions and 132 deletions

View File

@ -239,7 +239,7 @@ void P_AppStartup(String args_str)
/* Subsystems */
N_StartupReceipt host_sr = host_startup();
AC_StartupReceipt asset_cache_sr = asset_cache_startup();
AC_StartupReceipt asset_cache_sr = AC_Startup();
TTF_StartupReceipt ttf_sr = ttf_startup();
F_StartupReceipt font_sr = font_startup(&asset_cache_sr, &ttf_sr);
S_StartupReceipt sprite_sr = sprite_startup();

View File

@ -1,52 +1,43 @@
/* ========================== *
* Global state
* ========================== */
/* TODO: Remove this entire layer */
#define MAX_ASSETS 1024
#define ASSET_LOOKUP_TABLE_CAPACITY (MAX_ASSETS * 4)
AC_SharedState AC_shared_state = ZI;
Global struct {
P_Mutex lookup_mutex;
AC_Asset lookup[ASSET_LOOKUP_TABLE_CAPACITY];
u64 num_assets;
////////////////////////////////
//~ Startup
P_Mutex store_mutex;
Arena *store_arena;
#if RtcIsEnabled
/* Array of len `num_assets` pointing into populated entries of `lookup`. */
AC_Asset *dbg_table[ASSET_LOOKUP_TABLE_CAPACITY];
u64 dbg_table_count;
P_Mutex dbg_table_mutex;
#endif
} G = ZI, DebugAlias(G, G_asset_cache);
/* ========================== *
* Startup
* ========================== */
AC_StartupReceipt asset_cache_startup(void)
AC_StartupReceipt AC_Startup(void)
{
__prof;
/* Init store */
G.store_arena = AllocArena(Gibi(64));
AC_SharedState *g = &AC_shared_state;
g->store_arena = AllocArena(Gibi(64));
return (AC_StartupReceipt) { 0 };
}
/* ========================== *
* Lookup
* ========================== */
////////////////////////////////
//~ Hash
internal void refresh_dbg_table(void)
u64 AC_HashFromKey(String key)
{
/* TODO: Better hash */
return HashFnv64(Fnv64Basis, key);
}
////////////////////////////////
//~ Cache
void AC_RefreshDebugTable(void)
{
#if RtcIsEnabled
P_Lock lock = P_LockE(&G.dbg_table_mutex);
ZeroArray(G.dbg_table);
G.dbg_table_count = 0;
for (u64 i = 0; i < countof(G.lookup); ++i) {
AC_Asset *asset = &G.lookup[i];
if (asset->hash != 0) {
G.dbg_table[G.dbg_table_count++] = asset;
AC_SharedState *g = &AC_shared_state;
P_Lock lock = P_LockE(&g->dbg_table_mutex);
ZeroArray(g->dbg_table);
g->dbg_table_count = 0;
for (u64 i = 0; i < countof(g->lookup); ++i)
{
AC_Asset *asset = &g->lookup[i];
if (asset->hash != 0)
{
g->dbg_table[g->dbg_table_count++] = asset;
}
}
P_Unlock(&lock);
@ -55,38 +46,41 @@ internal void refresh_dbg_table(void)
/* Returns first matching slot or first empty slot if not found.
* Check returned slot->hash != 0 for presence. */
internal AC_Asset *asset_cache_get_slot_locked(P_Lock *lock, String key, u64 hash)
AC_Asset *AC_GetAssetCacheSlotLocked(P_Lock *lock, String key, u64 hash)
{
P_AssertLockedES(lock, &G.lookup_mutex);
AC_SharedState *g = &AC_shared_state;
P_AssertLockedES(lock, &g->lookup_mutex);
(UNUSED)lock;
u64 index = hash % countof(G.lookup);
for (;;) {
AC_Asset *slot = &G.lookup[index];
if (slot->hash) {
u64 index = hash % countof(g->lookup);
for (;;)
{
AC_Asset *slot = &g->lookup[index];
if (slot->hash)
{
/* Occupied */
if (hash == slot->hash && EqString(key, slot->key)) {
if (hash == slot->hash && EqString(key, slot->key))
{
/* Matched slot */
return slot;
} else {
}
else
{
++index;
if (index >= countof(G.lookup)) {
if (index >= countof(g->lookup))
{
index = 0;
}
}
} else {
}
else
{
/* Empty slot */
return slot;
}
}
}
u64 asset_cache_hash(String key)
{
/* TODO: Better hash */
return HashFnv64(Fnv64Basis, key);
}
/* `key` text is copied by this function
*
* Returns existing asset entry or inserts a new one.
@ -95,38 +89,45 @@ u64 asset_cache_hash(String key)
* inserted the asset into the cache.
*
* */
AC_Asset *asset_cache_touch(String key, u64 hash, b32 *is_first_touch)
AC_Asset *AC_TouchCache(String key, u64 hash, b32 *is_first_touch)
{
AC_Asset *asset = 0;
AC_SharedState *g = &AC_shared_state;
/* Lookup */
{
P_Lock lock = P_LockS(&G.lookup_mutex);
asset = asset_cache_get_slot_locked(&lock, key, hash);
P_Lock lock = P_LockS(&g->lookup_mutex);
asset = AC_GetAssetCacheSlotLocked(&lock, key, hash);
P_Unlock(&lock);
}
/* Insert if not found */
if (asset->hash) {
if (is_first_touch) {
if (asset->hash)
{
if (is_first_touch)
{
*is_first_touch = 0;
}
} else {
P_Lock lock = P_LockE(&G.lookup_mutex);
}
else
{
P_Lock lock = P_LockE(&g->lookup_mutex);
/* Re-check asset presence in case it was inserted since lock */
asset = asset_cache_get_slot_locked(&lock, key, hash);
asset = AC_GetAssetCacheSlotLocked(&lock, key, hash);
if (!asset->hash) {
if (G.num_assets >= MAX_ASSETS) {
if (!asset->hash)
{
if (g->num_assets >= AC_MaxAssets)
{
P_Panic(Lit("Max assets reached"));
}
String key_stored = ZI;
{
/* CopyStruct key to store */
AC_Store store = asset_cache_store_open();
AC_Store store = AC_OpenStore();
key_stored = CopyString(store.arena, key);
asset_cache_store_close(&store);
AC_CloseStore(&store);
}
/* Initialize asset data */
P_LogInfoF("Inserting asset cache entry for \"%F\"", FmtString(key));
@ -136,12 +137,13 @@ AC_Asset *asset_cache_touch(String key, u64 hash, b32 *is_first_touch)
.key = key_stored
};
P_CounterAdd(&asset->counter, 1);
if (is_first_touch) {
if (is_first_touch)
{
*is_first_touch = 1;
}
++G.num_assets;
++g->num_assets;
refresh_dbg_table();
AC_RefreshDebugTable();
}
P_Unlock(&lock);
@ -150,61 +152,56 @@ AC_Asset *asset_cache_touch(String key, u64 hash, b32 *is_first_touch)
return asset;
}
/* ========================== *
* Marking
* ========================== */
////////////////////////////////
//~ Status
/* Call this once asset job has been created */
void asset_cache_mark_loading(AC_Asset *asset)
void AC_MarkLoading(AC_Asset *asset)
{
asset->status = ASSET_STATUS_LOADING;
}
/* Call this once asset job has finished */
void asset_cache_mark_ready(AC_Asset *asset, void *store_data)
void AC_MarkReady(AC_Asset *asset, void *store_data)
{
asset->store_data = store_data;
asset->status = ASSET_STATUS_READY;
P_CounterAdd(&asset->counter, -1);
}
/* ========================== *
* Job
* ========================== */
void asset_cache_wait(AC_Asset *asset)
void AC_WaitOnAssetReady(AC_Asset *asset)
{
P_WaitOnCounter(&asset->counter);
}
/* ========================== *
* Store
* ========================== */
////////////////////////////////
//~ Store
/* NOTE: At the moment only one global asset store exists, however in the
* future there could be more based on asset lifetime. */
void *asset_cache_get_store_data(AC_Asset *asset)
void *AC_DataFromStore(AC_Asset *asset)
{
if (asset->status == ASSET_STATUS_READY) {
if (asset->status == ASSET_STATUS_READY)
{
return asset->store_data;
} else {
}
else
{
return 0;
}
}
/* Asset store should be opened to allocate memory to the store arena */
AC_Store asset_cache_store_open(void)
AC_Store AC_OpenStore(void)
{
P_Lock lock = P_LockE(&G.store_mutex);
AC_SharedState *g = &AC_shared_state;
P_Lock lock = P_LockE(&g->store_mutex);
AC_Store store = {
.lock = lock,
.arena = G.store_arena
.arena = g->store_arena
};
return store;
}
void asset_cache_store_close(AC_Store *store)
void AC_CloseStore(AC_Store *store)
{
P_Unlock(&store->lock);
}

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@ -1,14 +1,19 @@
typedef i32 AC_Status; enum {
ASSET_STATUS_NONE,
/* TODO: Remove this entire layer */
////////////////////////////////
//~ Asset types
typedef i32 AC_Status; enum
{
ASSET_STATUS_NONE,
ASSET_STATUS_UNINITIALIZED,
/* TODO: ASSET_STATUS_QUEUED? */
ASSET_STATUS_LOADING,
ASSET_STATUS_READY
};
Struct(AC_Asset) {
/* Managed via asset_cache_touch */
Struct(AC_Asset)
{
/* Managed via AC_TouchCache */
u64 hash;
String key;
@ -21,25 +26,70 @@ Struct(AC_Asset) {
void *store_data;
};
Struct(AC_Store) {
////////////////////////////////
//~ Asset store types
Struct(AC_Store)
{
Arena *arena;
/* internal */
P_Lock lock;
};
////////////////////////////////
//~ Shared state
#define AC_MaxAssets 1024
#define AC_AssetLookupTableCapacity (AC_MaxAssets * 4)
Struct(AC_SharedState)
{
P_Mutex lookup_mutex;
AC_Asset lookup[AC_AssetLookupTableCapacity];
u64 num_assets;
P_Mutex store_mutex;
Arena *store_arena;
#if RtcIsEnabled
/* Array of len `num_assets` pointing into populated entries of `lookup`. */
AC_Asset *dbg_table[AC_AssetLookupTableCapacity];
u64 dbg_table_count;
P_Mutex dbg_table_mutex;
#endif
};
extern AC_SharedState AC_shared_state;
////////////////////////////////
//~ Startup
Struct(AC_StartupReceipt) { i32 _; };
AC_StartupReceipt asset_cache_startup(void);
AC_StartupReceipt AC_Startup(void);
AC_Asset *asset_cache_touch(String key, u64 hash, b32 *is_first_touch);
////////////////////////////////
//~ Hash
void asset_cache_mark_loading(AC_Asset *asset);
void asset_cache_mark_ready(AC_Asset *asset, void *store_data);
u64 AC_HashFromKey(String key);
void asset_cache_wait(AC_Asset *asset);
////////////////////////////////
//~ Cache operations
void *asset_cache_get_store_data(AC_Asset *asset);
AC_Store asset_cache_store_open(void);
void asset_cache_store_close(AC_Store *store);
void AC_RefreshDebugTable(void);
AC_Asset *AC_GetAssetCacheSlotLocked(P_Lock *lock, String key, u64 hash);
AC_Asset *AC_TouchCache(String key, u64 hash, b32 *is_first_touch);
u64 asset_cache_hash(String key);
////////////////////////////////
//~ Status operations
void AC_MarkLoading(AC_Asset *asset);
void AC_MarkReady(AC_Asset *asset, void *store_data);
void AC_WaitOnAssetReady(AC_Asset *asset);
////////////////////////////////
//~ Store operations
void *AC_DataFromStore(AC_Asset *asset);
AC_Store AC_OpenStore(void);
void AC_CloseStore(AC_Store *store);

View File

@ -105,11 +105,11 @@ internal P_JobDef(font_load_asset_job, job)
/* Allocate store memory */
F_Font *font = 0;
{
AC_Store store = asset_cache_store_open();
AC_Store store = AC_OpenStore();
font = PushStruct(store.arena, F_Font);
font->glyphs = PushStructsNoZero(store.arena, F_Glyph, result.glyphs_count);
font->lookup = PushStructs(store.arena, u16, LOOKUP_TABLE_SIZE);
asset_cache_store_close(&store);
AC_CloseStore(&store);
}
/* Set font data */
@ -139,7 +139,7 @@ internal P_JobDef(font_load_asset_job, job)
font_task_params_release(params);
P_LogSuccessF("Loaded font \"%F\" (point size %F) in %F seconds", FmtString(path), FmtFloat((f64)point_size), FmtFloat(SecondsFromNs(P_TimeNs() - start_ns)));
asset_cache_mark_ready(asset, font);
AC_MarkReady(asset, font);
EndScratch(scratch);
}
@ -155,9 +155,9 @@ AC_Asset *font_load_asset(String path, f32 point_size, b32 wait)
Lit("%F%F_font"),
FmtString(path),
FmtFloatP((f64)point_size, 1));
u64 hash = asset_cache_hash(key);
u64 hash = AC_HashFromKey(key);
b32 is_first_touch;
AC_Asset *asset = asset_cache_touch(key, hash, &is_first_touch);
AC_Asset *asset = AC_TouchCache(key, hash, &is_first_touch);
if (is_first_touch) {
/* Assemble task params */
@ -173,10 +173,10 @@ AC_Asset *font_load_asset(String path, f32 point_size, b32 wait)
params->point_size = point_size;
/* PushStruct task */
asset_cache_mark_loading(asset);
AC_MarkLoading(asset);
P_Run(1, font_load_asset_job, params, P_Pool_Background, P_Priority_Low, 0);
if (wait) {
asset_cache_wait(asset);
AC_WaitOnAssetReady(asset);
}
}
@ -188,7 +188,7 @@ F_Font *font_load_async(String path, f32 point_size)
{
__prof;
AC_Asset *asset = font_load_asset(path, point_size, 0);
F_Font *f = (F_Font *)asset_cache_get_store_data(asset);
F_Font *f = (F_Font *)AC_DataFromStore(asset);
return f;
}
@ -196,8 +196,8 @@ F_Font *font_load(String path, f32 point_size)
{
__prof;
AC_Asset *asset = font_load_asset(path, point_size, 1);
asset_cache_wait(asset);
F_Font *f = (F_Font *)asset_cache_get_store_data(asset);
AC_WaitOnAssetReady(asset);
F_Font *f = (F_Font *)AC_DataFromStore(asset);
return f;
}

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@ -108,10 +108,10 @@ internal P_JobDef(sound_load_asset_job, job)
u64 samples_count = decoded.samples_count;
i16 *samples = 0;
{
AC_Store store = asset_cache_store_open();
AC_Store store = AC_OpenStore();
sound = PushStructNoZero(store.arena, SND_Sound);
samples = PushStructsNoZero(store.arena, i16, samples_count);
asset_cache_store_close(&store);
AC_CloseStore(&store);
}
/* Initialize */
@ -122,19 +122,19 @@ internal P_JobDef(sound_load_asset_job, job)
CopyBytes(sound->samples, decoded.samples, decoded.samples_count * sizeof(*decoded.samples));
P_LogSuccessF("Loaded sound \"%F\" in %F seconds", FmtString(path), FmtFloat(SecondsFromNs(P_TimeNs() - start_ns)));
asset_cache_mark_ready(asset, sound);
AC_MarkReady(asset, sound);
} else {
P_LogErrorF("Error loading sound \"%F\": %F", FmtString(path), FmtString(error_msg));
/* Store */
SND_Sound *sound = 0;
{
AC_Store store = asset_cache_store_open();
AC_Store store = AC_OpenStore();
sound = PushStructNoZero(store.arena, SND_Sound);
asset_cache_store_close(&store);
AC_CloseStore(&store);
}
*sound = (SND_Sound) { 0 };
asset_cache_mark_ready(asset, sound);
AC_MarkReady(asset, sound);
}
sound_task_params_release(params);
@ -152,9 +152,9 @@ AC_Asset *sound_load_asset(String path, u32 flags, b32 wait)
Lit("%F%F_sound"),
FmtString(path),
FmtUint((u64)flags));
u64 hash = asset_cache_hash(key);
u64 hash = AC_HashFromKey(key);
b32 is_first_touch;
AC_Asset *asset = asset_cache_touch(key, hash, &is_first_touch);
AC_Asset *asset = AC_TouchCache(key, hash, &is_first_touch);
if (is_first_touch) {
/* Assemble task params */
@ -170,10 +170,10 @@ AC_Asset *sound_load_asset(String path, u32 flags, b32 wait)
params->flags = flags;
/* PushStruct task */
asset_cache_mark_loading(asset);
AC_MarkLoading(asset);
P_Run(1, sound_load_asset_job, params, P_Pool_Background, P_Priority_Low, &asset->counter);
if (wait) {
asset_cache_wait(asset);
AC_WaitOnAssetReady(asset);
}
}
@ -185,7 +185,7 @@ SND_Sound *sound_load_async(String path, u32 flags)
{
__prof;
AC_Asset *asset = sound_load_asset(path, flags, 0);
SND_Sound *sound = (SND_Sound *)asset_cache_get_store_data(asset);
SND_Sound *sound = (SND_Sound *)AC_DataFromStore(asset);
return sound;
}
@ -194,7 +194,7 @@ SND_Sound *sound_load(String path, u32 flags)
{
__prof;
AC_Asset *asset = sound_load_asset(path, flags, 1);
asset_cache_wait(asset);
SND_Sound *sound = (SND_Sound *)asset_cache_get_store_data(asset);
AC_WaitOnAssetReady(asset);
SND_Sound *sound = (SND_Sound *)AC_DataFromStore(asset);
return sound;
}