cOMS/asset/AssetManagementSystem.h
2024-08-16 04:07:09 +02:00

108 lines
3.1 KiB
C

/**
* Jingga
*
* @copyright Jingga
* @license OMS License 2.0
* @version 1.0.0
* @link https://jingga.app
*/
#ifndef TOS_ASSET_MANAGEMENT_SYSTEM_H
#define TOS_ASSET_MANAGEMENT_SYSTEM_H
#include <string.h>
#include "../stdlib/Types.h"
#include "Asset.h"
#include "AssetType.h"
#include "../memory/ChunkMemory.h"
#include "../utils/TestUtils.h"
// The major asset types should have their own asset component system
// All other entities are grouped together in one asset component system
// @question Asset component systems could be created per region -> easy to simulate a specific region
// @bug This means players might not be able to transition from one area to another?!
struct AssetManagementSystem {
// The indices of asset_memory and asset_data_memory are always linked
// General asset memory
ChunkMemory asset_memory;
// Actual asset data
ChunkMemory asset_data_memory;
Asset* first;
Asset* last;
};
int ams_get_vram_usage(AssetManagementSystem* ams)
{
uint64 size = 0;
for (int i = 0; i < ams->asset_memory.count; ++i) {
size += ((Asset *) (ams->asset_memory.memory))[i].vram_size;
}
return size;
}
void asset_delete(AssetManagementSystem* ams, Asset* asset)
{
asset->prev->next = asset->next;
asset->next->prev = asset->prev;
for (int i = 0; i < asset->size; ++i) {
chunk_element_free(&ams->asset_memory, asset->internal_id + i);
chunk_element_free(&ams->asset_data_memory, asset->internal_id + i);
}
}
// @todo implement defragment command to optimize memory layout since the memory layout will become fragmented over time
Asset* asset_reserve(AssetManagementSystem* ams, uint64 elements = 1)
{
int64 free_asset = chunk_reserve(&ams->asset_memory, elements, true);
ASSERT_SIMPLE(free_asset >= 0);
chunk_reserve_index(&ams->asset_data_memory, free_asset, elements, true);
Asset* asset = (Asset *) chunk_get_memory(&ams->asset_memory, free_asset);
asset->internal_id = free_asset;
asset->self = chunk_get_memory(&ams->asset_data_memory, free_asset);
asset->ram_size = ams->asset_memory.chunk_size * elements;
// @performance Do we really want a double linked list. Are we really using this feature or is the free_index enough?
if (free_asset > 0 && free_asset < ams->asset_memory.count - 1) {
Asset* next = ams->first;
while (next->next->internal_id < asset->internal_id && next->internal_id < ams->asset_memory.count) {
next = next->next;
}
asset->prev = next;
asset->next = asset->prev->next;
if (asset->next) {
asset->next->prev = asset;
} else {
ams->last = asset;
}
asset->prev->next = asset;
} else if (free_asset == 0) {
asset->next = ams->first;
if (ams->first) {
ams->first->prev = asset;
}
ams->first = asset;
} else if (free_asset == ams->asset_memory.count - 1) {
asset->prev = ams->last;
// WARNING: no if here because we assume there is no ECS with just a size of 1
ams->last->next = asset;
ams->last = asset;
}
return asset;
}
#endif