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o3de/Gems/Atom/Feature/Common/Code/Source/Decals/AsyncLoadTracker.h

134 lines
5.3 KiB
C++

/*
* All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
* its licensors.
*
* For complete copyright and license terms please see the LICENSE at the root of this
* distribution (the "License"). All use of this software is governed by the License,
* or, if provided, by the license below or the license accompanying this file. Do not
* remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
*
*/
#pragma once
namespace AZ
{
namespace Render
{
// AsyncLoadTracker is for use by Feature Processors to track in-flight loading of assets that their sub-objects need.
// For instance, the individual decals that are controlled by the DecalFeatureProcessor will need materials to be loaded in asynchronously before use.
template<typename FeatureProcessorHandle>
class AsyncLoadTracker
{
public:
using MaterialAssetPtr = AZ::Data::Asset<AZ::RPI::MaterialAsset>;
void TrackAssetLoad(const FeatureProcessorHandle handle, const MaterialAssetPtr asset)
{
if (IsAssetLoading(handle))
{
// We might have a case where a decal was told to load an asset, then while the load was being fulfilled, it was told to
// switch to a different asset. That is why we are removing the existing handle rather than just returning.
RemoveHandle(handle);
}
Add(handle, asset);
}
bool IsAssetLoading(const AZ::Data::AssetId asset) const
{
return m_inFlightHandlesByAsset.count(asset) > 0;
}
bool IsAssetLoading(const FeatureProcessorHandle handle) const
{
return m_inFlightHandles.count(handle) > 0;
}
AZStd::vector<FeatureProcessorHandle> GetHandlesByAsset(const AZ::Data::AssetId asset) const
{
const auto iter = m_inFlightHandlesByAsset.find(asset);
if (iter != m_inFlightHandlesByAsset.end())
{
return iter->second;
}
else
{
return {};
}
}
void RemoveAllHandlesWithAsset(const AZ::Data::AssetId asset)
{
const auto iter = m_inFlightHandlesByAsset.find(asset);
if (iter == m_inFlightHandlesByAsset.end())
{
return;
}
auto& handleList = iter->second;
for (auto& handle : handleList)
{
EraseFromInFlightHandles(handle);
}
m_inFlightHandlesByAsset.erase(iter);
}
void RemoveHandle(const FeatureProcessorHandle handle)
{
const auto asset = EraseFromInFlightHandles(handle);
AZ_Assert(m_inFlightHandlesByAsset.count(asset.GetId()) > 0, "AsyncLoadTracker in a bad state");
auto& handleList = m_inFlightHandlesByAsset[asset.GetId()];
EraseFromVector(handleList, handle);
if (handleList.empty())
{
m_inFlightHandlesByAsset.erase(asset.GetId());
}
}
bool AreAnyLoadsInFlight() const
{
return !m_inFlightHandles.empty();
}
private:
// Helper function that erases from an AZStd::vector via swap() and pop_back()
template<typename T, typename U>
static void EraseFromVector(AZStd::vector<T>& vec, const U elementToErase)
{
const auto iter = AZStd::find(vec.begin(), vec.end(), elementToErase);
AZ_Assert(iter != vec.end(), "EraseFromVector failed to find the given object");
const auto indexToRemove = AZStd::distance(vec.begin(), iter);
AZStd::swap(*iter, vec.back());
vec.pop_back();
}
void Add(const FeatureProcessorHandle handle, const MaterialAssetPtr asset)
{
AZ_Assert(m_inFlightHandles.count(handle) == 0, "AsyncLoadTracker::Add() - told to add a handle that was already being tracked.");
m_inFlightHandlesByAsset[asset.GetId()].push_back(handle);
m_inFlightHandles[handle] = asset;
}
MaterialAssetPtr EraseFromInFlightHandles(const FeatureProcessorHandle handle)
{
const auto iter = m_inFlightHandles.find(handle);
AZ_Assert(iter != m_inFlightHandles.end(), "Told to remove handle that was not present");
const auto asset = iter->second;
m_inFlightHandles.erase(iter);
return asset;
}
// Tracks all objects that need a particular asset
AZStd::unordered_map<AZ::Data::AssetId, AZStd::vector<FeatureProcessorHandle>> m_inFlightHandlesByAsset;
// Hash table that tracks the reverse of the m_inFlightHandlesByAsset hash table.
// i.e. for each object, it stores what asset that it needs.
AZStd::unordered_map<FeatureProcessorHandle, MaterialAssetPtr> m_inFlightHandles;
};
}
}