CodeWalker/Rendering/RenderableCache.cs

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C#
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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
{
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
{
//return (GeometryCacheUse + TextureCacheUse + BoundCompCacheUse + InstanceCacheUse);
return (renderables.CacheUse + textures.CacheUse + boundcomps.CacheUse + instbatches.CacheUse);
}
}
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);
private RenderableCacheLookup<BoundComposite, RenderableBoundComposite> boundcomps = new RenderableCacheLookup<BoundComposite, RenderableBoundComposite>(Settings.Default.GPUBoundCompCacheSize, Settings.Default.GPUCacheTime);
private RenderableCacheLookup<YmapGrassInstanceBatch, RenderableInstanceBatch> instbatches = new RenderableCacheLookup<YmapGrassInstanceBatch, RenderableInstanceBatch>(67108864, Settings.Default.GPUCacheTime); //64MB - todo: make this a setting
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();
distlodlights.Clear();
pathbatches.Clear();
waterquads.Clear();
}
public bool ContentThreadProc()
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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);
int distlodlightcount = distlodlights.LoadProc(currentDevice, MaxItemsPerLoop);
int pathbatchcount = pathbatches.LoadProc(currentDevice, MaxItemsPerLoop);
int waterquadcount = waterquads.LoadProc(currentDevice, MaxItemsPerLoop);
bool itemsStillPending =
(renderablecount >= MaxItemsPerLoop) ||
(texturecount >= MaxItemsPerLoop) ||
(boundcompcount >= MaxItemsPerLoop) ||
(instbatchcount >= MaxItemsPerLoop) ||
(distlodlightcount >= MaxItemsPerLoop) ||
(pathbatchcount >= MaxItemsPerLoop) ||
(waterquadcount >= MaxItemsPerLoop);
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//todo: change this to unload only when necessary (ie when something is loaded)
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();
distlodlights.UnloadProc();
pathbatches.UnloadProc();
waterquads.UnloadProc();
LastUnload = DateTime.UtcNow;
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}
LastUpdate = DateTime.UtcNow;
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Monitor.Exit(updateSyncRoot);
return itemsStillPending;
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}
public void RenderThreadSync()
{
renderables.RenderThreadSync();
textures.RenderThreadSync();
boundcomps.RenderThreadSync();
instbatches.RenderThreadSync();
distlodlights.RenderThreadSync();
pathbatches.RenderThreadSync();
waterquads.RenderThreadSync();
}
public Renderable GetRenderable(DrawableBase drawable)
{
return renderables.Get(drawable);
}
public RenderableTexture GetRenderableTexture(Texture texture)
{
return textures.Get(texture);
}
public RenderableBoundComposite GetRenderableBoundComp(BoundComposite boundcomp)
{
return boundcomps.Get(boundcomp);
}
public RenderableInstanceBatch GetRenderableInstanceBatch(YmapGrassInstanceBatch batch)
{
return instbatches.Get(batch);
}
public RenderableDistantLODLights GetRenderableDistantLODLights(YmapDistantLODLights lights)
{
return distlodlights.Get(lights);
}
public RenderablePathBatch GetRenderablePathBatch(BasePathData pathdata)
{
return pathbatches.Get(pathdata);
}
public RenderableWaterQuad GetRenderableWaterQuad(WaterQuad quad)
{
return waterquads.Get(quad);
}
public void Invalidate(BasePathData path)
{
lock (updateSyncRoot)
{
pathbatches.Invalidate(path);
}
}
}
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()
{
private ConcurrentStack<TVal> itemsToLoad = new ConcurrentStack<TVal>();
private ConcurrentStack<TVal> itemsToUnload = new ConcurrentStack<TVal>();
private LinkedList<TVal> loadeditems = new LinkedList<TVal>();
private Dictionary<TKey, TVal> cacheitems = new Dictionary<TKey, TVal>();
public long CacheLimit;
public long CacheUse = 0;
public double CacheTime;
public int LoadedCount = 0;//temporary, per loop
private long LastFrameTime = 0;
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public RenderableCacheLookup(long limit, double time)
{
CacheLimit = limit;
CacheTime = time;
LastFrameTime = DateTime.UtcNow.ToBinary();
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}
public int CurrentLoadedCount
{
get
{
return loadeditems.Count;
}
}
public int CurrentCacheCount
{
get
{
return cacheitems.Count;
}
}
public void Clear()
{
TVal item;
while (itemsToLoad.TryPop(out item))
{ }
foreach (TVal rnd in loadeditems)
{
rnd.Unload();
}
loadeditems.Clear();
cacheitems.Clear();
while (itemsToUnload.TryPop(out item))
{ }
}
public int LoadProc(Device device, int maxitemsperloop)
{
TVal item;
LoadedCount = 0;
while (itemsToLoad.TryPop(out item))
{
if (item.IsLoaded) continue; //don't load it again...
LoadedCount++;
long gcachefree = CacheLimit - CacheUse;
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;
}
return LoadedCount;
}
public void UnloadProc()
{
//unload items that haven't been used in longer than the cache period.
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;
itemsToUnload.Push(rnode.Value);
loadeditems.Remove(rnode);
rnode = nextnode;
}
else
{
rnode = rnode.Next;
}
}
}
public void RenderThreadSync()
{
LastFrameTime = DateTime.UtcNow.ToBinary();
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TVal item;
while (itemsToUnload.TryPop(out item))
{
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);
}
Interlocked.Exchange(ref item.LastUseTime, LastFrameTime);
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if ((!item.IsLoaded) && (!item.LoadQueued))// ||
{
item.LoadQueued = true;
itemsToLoad.Push(item);
}
return item;
}
public void Invalidate(TKey key)
{
if (key == null) return;
TVal item = null;
if (!cacheitems.TryGetValue(key, out item)) return;
if (item == null) return;
if ((item.Key != null) && (cacheitems.ContainsKey(item.Key)))
{
cacheitems.Remove(item.Key);
item.Unload();
item.LoadQueued = false;
Interlocked.Add(ref CacheUse, -item.DataSize);
Interlocked.Exchange(ref item.LastUseTime, DateTime.UtcNow.AddHours(-1).ToBinary());
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loadeditems.Remove(item);//slow...
}
}
}
}