shader: Improve object pool
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1c0b8bca5e
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d5d468cf2c
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@ -269,7 +269,7 @@ bool SearchNode(const Tree& tree, ConstNode stmt, size_t& offset) {
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class GotoPass {
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public:
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explicit GotoPass(std::span<Block* const> blocks, ObjectPool<Statement, 64>& stmt_pool)
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explicit GotoPass(std::span<Block* const> blocks, ObjectPool<Statement>& stmt_pool)
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: pool{stmt_pool} {
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std::vector gotos{BuildUnorderedTreeGetGotos(blocks)};
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fmt::print(stdout, "BEFORE\n{}\n", DumpTree(root_stmt.children));
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@ -554,7 +554,7 @@ private:
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return offset;
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}
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ObjectPool<Statement, 64>& pool;
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ObjectPool<Statement>& pool;
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Statement root_stmt{FunctionTag{}};
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};
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@ -589,7 +589,7 @@ Block* TryFindForwardBlock(const Statement& stmt) {
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class TranslatePass {
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public:
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TranslatePass(ObjectPool<Inst>& inst_pool_, ObjectPool<Block>& block_pool_,
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ObjectPool<Statement, 64>& stmt_pool_, Statement& root_stmt,
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ObjectPool<Statement>& stmt_pool_, Statement& root_stmt,
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const std::function<void(IR::Block*)>& func_, BlockList& block_list_)
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: stmt_pool{stmt_pool_}, inst_pool{inst_pool_}, block_pool{block_pool_}, func{func_},
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block_list{block_list_} {
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@ -720,7 +720,7 @@ private:
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return block;
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}
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ObjectPool<Statement, 64>& stmt_pool;
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ObjectPool<Statement>& stmt_pool;
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ObjectPool<Inst>& inst_pool;
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ObjectPool<Block>& block_pool;
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const std::function<void(IR::Block*)>& func;
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@ -731,7 +731,7 @@ private:
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BlockList VisitAST(ObjectPool<Inst>& inst_pool, ObjectPool<Block>& block_pool,
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std::span<Block* const> unordered_blocks,
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const std::function<void(Block*)>& func) {
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ObjectPool<Statement, 64> stmt_pool;
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ObjectPool<Statement> stmt_pool{64};
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GotoPass goto_pass{unordered_blocks, stmt_pool};
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BlockList block_list;
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TranslatePass translate_pass{inst_pool, block_pool, stmt_pool, goto_pass.RootStatement(),
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@ -37,7 +37,7 @@ void RunDatabase() {
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ForEachFile("D:\\Shaders\\Database", [&](const std::filesystem::path& path) {
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map.emplace_back(std::make_unique<FileEnvironment>(path.string().c_str()));
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});
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auto block_pool{std::make_unique<ObjectPool<Flow::Block>>()};
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ObjectPool<Flow::Block> block_pool;
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using namespace std::chrono;
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auto t0 = high_resolution_clock::now();
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int N = 1;
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@ -48,8 +48,8 @@ void RunDatabase() {
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// fmt::print(stdout, "Decoding {}\n", path.string());
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const Location start_address{0};
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block_pool->ReleaseContents();
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Flow::CFG cfg{*env, *block_pool, start_address};
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block_pool.ReleaseContents();
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Flow::CFG cfg{*env, block_pool, start_address};
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// fmt::print(stdout, "{}\n", cfg->Dot());
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// IR::Program program{env, cfg};
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// Optimize(program);
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@ -63,18 +63,18 @@ void RunDatabase() {
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int main() {
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// RunDatabase();
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auto flow_block_pool{std::make_unique<ObjectPool<Flow::Block>>()};
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auto inst_pool{std::make_unique<ObjectPool<IR::Inst>>()};
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auto block_pool{std::make_unique<ObjectPool<IR::Block>>()};
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ObjectPool<Flow::Block> flow_block_pool;
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ObjectPool<IR::Inst> inst_pool;
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ObjectPool<IR::Block> block_pool;
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// FileEnvironment env{"D:\\Shaders\\Database\\Oninaki\\CS8F146B41DB6BD826.bin"};
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FileEnvironment env{"D:\\Shaders\\shader.bin"};
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block_pool->ReleaseContents();
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inst_pool->ReleaseContents();
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flow_block_pool->ReleaseContents();
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Flow::CFG cfg{env, *flow_block_pool, 0};
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block_pool.ReleaseContents();
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inst_pool.ReleaseContents();
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flow_block_pool.ReleaseContents();
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Flow::CFG cfg{env, flow_block_pool, 0};
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fmt::print(stdout, "{}\n", cfg.Dot());
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IR::Program program{TranslateProgram(*inst_pool, *block_pool, env, cfg)};
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IR::Program program{TranslateProgram(inst_pool, block_pool, env, cfg)};
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fmt::print(stdout, "{}\n", IR::DumpProgram(program));
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Backend::SPIRV::EmitSPIRV spirv{program};
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}
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@ -10,19 +10,11 @@
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namespace Shader {
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template <typename T, size_t chunk_size = 8192>
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template <typename T>
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requires std::is_destructible_v<T> class ObjectPool {
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public:
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~ObjectPool() {
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std::unique_ptr<Chunk> tree_owner;
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Chunk* chunk{&root};
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while (chunk) {
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for (size_t obj_id = chunk->free_objects; obj_id < chunk_size; ++obj_id) {
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chunk->storage[obj_id].object.~T();
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}
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tree_owner = std::move(chunk->next);
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chunk = tree_owner.get();
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}
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explicit ObjectPool(size_t chunk_size = 8192) : new_chunk_size{chunk_size} {
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node = &chunks.emplace_back(new_chunk_size);
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}
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template <typename... Args>
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@ -31,17 +23,21 @@ public:
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}
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void ReleaseContents() {
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Chunk* chunk{&root};
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while (chunk) {
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if (chunk->free_objects == chunk_size) {
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break;
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}
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for (; chunk->free_objects < chunk_size; ++chunk->free_objects) {
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chunk->storage[chunk->free_objects].object.~T();
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}
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chunk = chunk->next.get();
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if (chunks.empty()) {
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return;
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}
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Chunk& root{chunks.front()};
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if (root.used_objects == root.num_objects) {
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// Root chunk has been filled, squash allocations into it
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const size_t total_objects{root.num_objects + new_chunk_size * (chunks.size() - 1)};
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chunks.clear();
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chunks.emplace_back(total_objects);
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chunks.shrink_to_fit();
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} else {
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root.Release();
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chunks.resize(1);
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chunks.shrink_to_fit();
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}
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node = &root;
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}
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private:
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@ -58,31 +54,51 @@ private:
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};
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struct Chunk {
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size_t free_objects = chunk_size;
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std::array<Storage, chunk_size> storage;
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std::unique_ptr<Chunk> next;
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explicit Chunk() = default;
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explicit Chunk(size_t size)
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: num_objects{size}, storage{std::make_unique<Storage[]>(size)} {}
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Chunk& operator=(Chunk&& rhs) noexcept {
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Release();
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used_objects = std::exchange(rhs.used_objects, 0);
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num_objects = std::exchange(rhs.num_objects, 0);
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storage = std::move(rhs.storage);
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}
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Chunk(Chunk&& rhs) noexcept
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: used_objects{std::exchange(rhs.used_objects, 0)},
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num_objects{std::exchange(rhs.num_objects, 0)}, storage{std::move(rhs.storage)} {}
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~Chunk() {
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Release();
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}
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void Release() {
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std::destroy_n(storage.get(), used_objects);
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used_objects = 0;
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}
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size_t used_objects{};
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size_t num_objects{};
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std::unique_ptr<Storage[]> storage;
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};
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[[nodiscard]] T* Memory() {
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Chunk* const chunk{FreeChunk()};
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return &chunk->storage[--chunk->free_objects].object;
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return &chunk->storage[chunk->used_objects++].object;
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}
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[[nodiscard]] Chunk* FreeChunk() {
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if (node->free_objects > 0) {
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if (node->used_objects != node->num_objects) {
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return node;
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}
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if (node->next) {
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node = node->next.get();
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return node;
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}
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node->next = std::make_unique<Chunk>();
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node = node->next.get();
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node = &chunks.emplace_back(new_chunk_size);
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return node;
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}
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Chunk* node{&root};
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Chunk root;
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Chunk* node{};
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std::vector<Chunk> chunks;
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size_t new_chunk_size{};
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};
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} // namespace Shader
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