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using SharpDX.Direct3D11 ;
using System ;
using System.Collections.Generic ;
using System.Linq ;
using System.Text ;
using System.Threading.Tasks ;
using Device = SharpDX . Direct3D11 . Device ;
using Buffer = SharpDX . Direct3D11 . Buffer ;
using CodeWalker.World ;
using System.Collections.Concurrent ;
using CodeWalker.GameFiles ;
using System.Threading ;
using CodeWalker.Properties ;
namespace CodeWalker.Rendering
{
public class RenderableCache
{
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public DateTime LastUpdate = DateTime . UtcNow ;
public DateTime LastUnload = DateTime . UtcNow ;
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public double CacheTime = Settings . Default . GPUCacheTime ; // 10.0; //seconds to keep something that's not used
public double UnloadTime = Settings . Default . GPUCacheFlushTime ; // 0.1; //seconds between running unload cycles
public int MaxItemsPerLoop = 1 ; //to keep things flowing
public long TotalGraphicsMemoryUse
{
get
{
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return renderables . CacheUse
+ textures . CacheUse
+ boundcomps . CacheUse
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+ instbatches . CacheUse
+ lodlights . CacheUse
+ distlodlights . CacheUse
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+ pathbatches . CacheUse
+ waterquads . CacheUse ;
}
}
public int TotalItemCount
{
get
{
return renderables . CurrentLoadedCount
+ textures . CurrentLoadedCount
+ boundcomps . CurrentLoadedCount
+ instbatches . CurrentLoadedCount
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+ lodlights . CurrentLoadedCount
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+ distlodlights . CurrentLoadedCount
+ pathbatches . CurrentLoadedCount
+ waterquads . CurrentLoadedCount ;
}
}
public int TotalQueueLength
{
get
{
return renderables . QueueLength
+ textures . QueueLength
+ boundcomps . QueueLength
+ instbatches . QueueLength
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+ lodlights . QueueLength
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+ distlodlights . QueueLength
+ pathbatches . QueueLength
+ waterquads . QueueLength ;
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}
}
public int LoadedRenderableCount
{
get
{
return renderables . CurrentLoadedCount ; // loadedRenderables.Count;
}
}
public int LoadedTextureCount
{
get
{
return textures . CurrentLoadedCount ; // loadedTextures.Count;
}
}
public int MemCachedRenderableCount
{
get
{
return renderables . CurrentCacheCount ; // cacheRenderables.Count;
}
}
public int MemCachedTextureCount
{
get
{
return textures . CurrentCacheCount ; // cacheTextures.Count;
}
}
private RenderableCacheLookup < DrawableBase , Renderable > renderables = new RenderableCacheLookup < DrawableBase , Renderable > ( Settings . Default . GPUGeometryCacheSize , Settings . Default . GPUCacheTime ) ;
private RenderableCacheLookup < Texture , RenderableTexture > textures = new RenderableCacheLookup < Texture , RenderableTexture > ( Settings . Default . GPUTextureCacheSize , Settings . Default . GPUCacheTime ) ;
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private RenderableCacheLookup < Bounds , RenderableBoundComposite > boundcomps = new RenderableCacheLookup < Bounds , RenderableBoundComposite > ( Settings . Default . GPUBoundCompCacheSize , Settings . Default . GPUCacheTime ) ;
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private RenderableCacheLookup < YmapGrassInstanceBatch , RenderableInstanceBatch > instbatches = new RenderableCacheLookup < YmapGrassInstanceBatch , RenderableInstanceBatch > ( 67108864 , Settings . Default . GPUCacheTime ) ; //64MB - todo: make this a setting
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private RenderableCacheLookup < YmapFile , RenderableLODLights > lodlights = new RenderableCacheLookup < YmapFile , RenderableLODLights > ( 33554432 , Settings . Default . GPUCacheTime ) ; //32MB - todo: make this a setting
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private RenderableCacheLookup < YmapDistantLODLights , RenderableDistantLODLights > distlodlights = new RenderableCacheLookup < YmapDistantLODLights , RenderableDistantLODLights > ( 33554432 , Settings . Default . GPUCacheTime ) ; //32MB - todo: make this a setting
private RenderableCacheLookup < BasePathData , RenderablePathBatch > pathbatches = new RenderableCacheLookup < BasePathData , RenderablePathBatch > ( 536870912 /*33554432*/ , Settings . Default . GPUCacheTime ) ; // 512MB /*32MB*/ - todo: make this a setting
private RenderableCacheLookup < WaterQuad , RenderableWaterQuad > waterquads = new RenderableCacheLookup < WaterQuad , RenderableWaterQuad > ( 4194304 , Settings . Default . GPUCacheTime ) ; //4MB - todo: make this a setting
private object updateSyncRoot = new object ( ) ;
private Device currentDevice ;
public void OnDeviceCreated ( Device device )
{
currentDevice = device ;
}
public void OnDeviceDestroyed ( )
{
currentDevice = null ;
renderables . Clear ( ) ;
textures . Clear ( ) ;
boundcomps . Clear ( ) ;
instbatches . Clear ( ) ;
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lodlights . Clear ( ) ;
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distlodlights . Clear ( ) ;
pathbatches . Clear ( ) ;
waterquads . Clear ( ) ;
}
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public bool ContentThreadProc ( )
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{
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if ( currentDevice = = null ) return false ; //can't do anything with no device
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Monitor . Enter ( updateSyncRoot ) ;
//load the queued items if possible
int renderablecount = renderables . LoadProc ( currentDevice , MaxItemsPerLoop ) ;
int texturecount = textures . LoadProc ( currentDevice , MaxItemsPerLoop ) ;
int boundcompcount = boundcomps . LoadProc ( currentDevice , MaxItemsPerLoop ) ;
int instbatchcount = instbatches . LoadProc ( currentDevice , MaxItemsPerLoop ) ;
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int lodlightcount = lodlights . LoadProc ( currentDevice , MaxItemsPerLoop ) ;
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int distlodlightcount = distlodlights . LoadProc ( currentDevice , MaxItemsPerLoop ) ;
int pathbatchcount = pathbatches . LoadProc ( currentDevice , MaxItemsPerLoop ) ;
int waterquadcount = waterquads . LoadProc ( currentDevice , MaxItemsPerLoop ) ;
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bool itemsStillPending =
( renderablecount > = MaxItemsPerLoop ) | |
( texturecount > = MaxItemsPerLoop ) | |
( boundcompcount > = MaxItemsPerLoop ) | |
( instbatchcount > = MaxItemsPerLoop ) | |
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( lodlightcount > = MaxItemsPerLoop ) | |
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( distlodlightcount > = MaxItemsPerLoop ) | |
( pathbatchcount > = MaxItemsPerLoop ) | |
( waterquadcount > = MaxItemsPerLoop ) ;
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//todo: change this to unload only when necessary (ie when something is loaded)
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var now = DateTime . UtcNow ;
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var deltat = ( now - LastUpdate ) . TotalSeconds ;
var unloadt = ( now - LastUnload ) . TotalSeconds ;
if ( ( unloadt > UnloadTime ) & & ( deltat < 0.25 ) ) //don't try the unload on every loop... or when really busy
{
//unload items that haven't been used in longer than the cache period.
renderables . UnloadProc ( ) ;
textures . UnloadProc ( ) ;
boundcomps . UnloadProc ( ) ;
instbatches . UnloadProc ( ) ;
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lodlights . UnloadProc ( ) ;
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distlodlights . UnloadProc ( ) ;
pathbatches . UnloadProc ( ) ;
waterquads . UnloadProc ( ) ;
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LastUnload = DateTime . UtcNow ;
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}
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LastUpdate = DateTime . UtcNow ;
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Monitor . Exit ( updateSyncRoot ) ;
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return itemsStillPending ;
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}
public void RenderThreadSync ( )
{
renderables . RenderThreadSync ( ) ;
textures . RenderThreadSync ( ) ;
boundcomps . RenderThreadSync ( ) ;
instbatches . RenderThreadSync ( ) ;
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lodlights . RenderThreadSync ( ) ;
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distlodlights . RenderThreadSync ( ) ;
pathbatches . RenderThreadSync ( ) ;
waterquads . RenderThreadSync ( ) ;
}
public Renderable GetRenderable ( DrawableBase drawable )
{
return renderables . Get ( drawable ) ;
}
public RenderableTexture GetRenderableTexture ( Texture texture )
{
return textures . Get ( texture ) ;
}
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public RenderableBoundComposite GetRenderableBoundComp ( Bounds bound )
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{
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return boundcomps . Get ( bound ) ;
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}
public RenderableInstanceBatch GetRenderableInstanceBatch ( YmapGrassInstanceBatch batch )
{
return instbatches . Get ( batch ) ;
}
public RenderableDistantLODLights GetRenderableDistantLODLights ( YmapDistantLODLights lights )
{
return distlodlights . Get ( lights ) ;
}
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public RenderableLODLights GetRenderableLODLights ( YmapFile ymap )
{
return lodlights . Get ( ymap ) ;
}
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public RenderablePathBatch GetRenderablePathBatch ( BasePathData pathdata )
{
return pathbatches . Get ( pathdata ) ;
}
public RenderableWaterQuad GetRenderableWaterQuad ( WaterQuad quad )
{
return waterquads . Get ( quad ) ;
}
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public void Invalidate ( Bounds bounds )
{
boundcomps . Invalidate ( bounds ) ;
}
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public void Invalidate ( BasePathData path )
{
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pathbatches . Invalidate ( path ) ;
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}
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public void Invalidate ( YmapGrassInstanceBatch batch )
{
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instbatches . Invalidate ( batch ) ;
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}
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}
public abstract class RenderableCacheItem < TKey >
{
public TKey Key ;
public volatile bool IsLoaded = false ;
public volatile bool LoadQueued = false ;
public long LastUseTime = 0 ;
//public DateTime LastUseTime { get; set; }
public long DataSize { get ; set ; }
public abstract void Init ( TKey key ) ;
public abstract void Load ( Device device ) ;
public abstract void Unload ( ) ;
}
public class RenderableCacheLookup < TKey , TVal > where TVal : RenderableCacheItem < TKey > , new ( )
{
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private ConcurrentQueue < TVal > itemsToLoad = new ConcurrentQueue < TVal > ( ) ;
private ConcurrentQueue < TVal > itemsToUnload = new ConcurrentQueue < TVal > ( ) ;
private ConcurrentQueue < TVal > itemsToInvalidate = new ConcurrentQueue < TVal > ( ) ;
private ConcurrentQueue < TKey > keysToInvalidate = new ConcurrentQueue < TKey > ( ) ;
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private LinkedList < TVal > loadeditems = new LinkedList < TVal > ( ) ; //only use from content thread!
private Dictionary < TKey , TVal > cacheitems = new Dictionary < TKey , TVal > ( ) ; //only use from render thread!
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public long CacheLimit ;
public long CacheUse = 0 ;
public double CacheTime ;
public int LoadedCount = 0 ; //temporary, per loop
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private long LastFrameTime = 0 ;
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public RenderableCacheLookup ( long limit , double time )
{
CacheLimit = limit ;
CacheTime = time ;
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LastFrameTime = DateTime . UtcNow . ToBinary ( ) ;
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}
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public int QueueLength
{
get
{
return itemsToLoad . Count ;
}
}
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public int CurrentLoadedCount
{
get
{
return loadeditems . Count ;
}
}
public int CurrentCacheCount
{
get
{
return cacheitems . Count ;
}
}
public void Clear ( )
{
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itemsToLoad = new ConcurrentQueue < TVal > ( ) ;
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foreach ( TVal rnd in loadeditems )
{
rnd . Unload ( ) ;
}
loadeditems . Clear ( ) ;
cacheitems . Clear ( ) ;
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itemsToUnload = new ConcurrentQueue < TVal > ( ) ;
itemsToInvalidate = new ConcurrentQueue < TVal > ( ) ;
keysToInvalidate = new ConcurrentQueue < TKey > ( ) ;
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}
public int LoadProc ( Device device , int maxitemsperloop )
{
TVal item ;
LoadedCount = 0 ;
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while ( itemsToLoad . TryDequeue ( out item ) )
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{
if ( item . IsLoaded ) continue ; //don't load it again...
LoadedCount + + ;
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long gcachefree = CacheLimit - Interlocked . Read ( ref CacheUse ) ; // CacheUse;
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if ( gcachefree > item . DataSize )
{
try
{
item . Load ( device ) ;
loadeditems . AddLast ( item ) ;
Interlocked . Add ( ref CacheUse , item . DataSize ) ;
}
catch //(Exception ex)
{
//todo: error handling...
}
}
else
{
item . LoadQueued = false ; //can try load it again later..
}
if ( LoadedCount > = maxitemsperloop ) break ;
}
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while ( itemsToInvalidate . TryDequeue ( out item ) )
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{
try
{
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item . Load ( device ) ; //invalidated items just need to get reloaded. (they are already unloaded and re-inited)
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Interlocked . Add ( ref CacheUse , item . DataSize ) ;
}
catch //(Exception ex)
{
//todo: error handling...
}
}
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return LoadedCount ;
}
public void UnloadProc ( )
{
//unload items that haven't been used in longer than the cache period.
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var now = DateTime . UtcNow ;
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var rnode = loadeditems . First ;
while ( rnode ! = null )
{
var lu = DateTime . FromBinary ( Interlocked . Read ( ref rnode . Value . LastUseTime ) ) ;
if ( ( now - lu ) . TotalSeconds > CacheTime )
{
var nextnode = rnode . Next ;
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itemsToUnload . Enqueue ( rnode . Value ) ;
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loadeditems . Remove ( rnode ) ;
rnode = nextnode ;
}
else
{
rnode = rnode . Next ;
}
}
}
public void RenderThreadSync ( )
{
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LastFrameTime = DateTime . UtcNow . ToBinary ( ) ;
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TVal item ;
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TKey key ;
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while ( keysToInvalidate . TryDequeue ( out key ) )
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{
if ( cacheitems . TryGetValue ( key , out item ) )
{
item . Unload ( ) ;
item . Init ( key ) ;
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item . LoadQueued = true ;
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itemsToInvalidate . Enqueue ( item ) ;
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Interlocked . Add ( ref CacheUse , - item . DataSize ) ;
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}
}
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while ( itemsToUnload . TryDequeue ( out item ) )
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{
if ( ( item . Key ! = null ) & & ( cacheitems . ContainsKey ( item . Key ) ) )
{
cacheitems . Remove ( item . Key ) ;
}
item . Unload ( ) ;
item . LoadQueued = false ;
Interlocked . Add ( ref CacheUse , - item . DataSize ) ;
}
}
public TVal Get ( TKey key )
{
if ( key = = null ) return null ;
TVal item = null ;
if ( ! cacheitems . TryGetValue ( key , out item ) )
{
item = new TVal ( ) ;
item . Init ( key ) ;
cacheitems . Add ( key , item ) ;
}
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Interlocked . Exchange ( ref item . LastUseTime , LastFrameTime ) ;
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if ( ( ! item . IsLoaded ) & & ( ! item . LoadQueued ) ) // ||
{
item . LoadQueued = true ;
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itemsToLoad . Enqueue ( item ) ;
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}
return item ;
}
public void Invalidate ( TKey key )
{
if ( key = = null ) return ;
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keysToInvalidate . Enqueue ( key ) ;
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}
}
}