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Improved renderable cache invalidating, stops lights etc from flashing when editing
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2c8311c936
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@ -186,14 +186,14 @@ namespace CodeWalker.Rendering
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public void RenderThreadSync()
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{
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renderables.RenderThreadSync();
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textures.RenderThreadSync();
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boundcomps.RenderThreadSync();
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instbatches.RenderThreadSync();
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lodlights.RenderThreadSync();
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distlodlights.RenderThreadSync();
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pathbatches.RenderThreadSync();
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waterquads.RenderThreadSync();
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renderables.RenderThreadSync(currentDevice);
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textures.RenderThreadSync(currentDevice);
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boundcomps.RenderThreadSync(currentDevice);
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instbatches.RenderThreadSync(currentDevice);
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lodlights.RenderThreadSync(currentDevice);
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distlodlights.RenderThreadSync(currentDevice);
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pathbatches.RenderThreadSync(currentDevice);
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waterquads.RenderThreadSync(currentDevice);
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}
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public Renderable GetRenderable(DrawableBase drawable)
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@ -270,7 +270,6 @@ namespace CodeWalker.Rendering
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{
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private ConcurrentQueue<TVal> itemsToLoad = new ConcurrentQueue<TVal>();
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private ConcurrentQueue<TVal> itemsToUnload = new ConcurrentQueue<TVal>();
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private ConcurrentQueue<TVal> itemsToInvalidate = new ConcurrentQueue<TVal>();
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private ConcurrentQueue<TKey> keysToInvalidate = new ConcurrentQueue<TKey>();
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private LinkedList<TVal> loadeditems = new LinkedList<TVal>();//only use from content thread!
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private Dictionary<TKey, TVal> cacheitems = new Dictionary<TKey, TVal>();//only use from render thread!
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@ -319,7 +318,6 @@ namespace CodeWalker.Rendering
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loadeditems.Clear();
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cacheitems.Clear();
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itemsToUnload = new ConcurrentQueue<TVal>();
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itemsToInvalidate = new ConcurrentQueue<TVal>();
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keysToInvalidate = new ConcurrentQueue<TKey>();
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}
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@ -352,18 +350,6 @@ namespace CodeWalker.Rendering
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}
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if (LoadedCount >= maxitemsperloop) break;
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}
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while (itemsToInvalidate.TryDequeue(out item))
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{
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try
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{
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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);
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}
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catch //(Exception ex)
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{
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//todo: error handling...
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}
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}
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return LoadedCount;
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}
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@ -390,7 +376,7 @@ namespace CodeWalker.Rendering
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}
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public void RenderThreadSync()
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public void RenderThreadSync(Device device)
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{
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LastFrameTime = DateTime.UtcNow.ToBinary();
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TVal item;
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@ -399,11 +385,11 @@ namespace CodeWalker.Rendering
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{
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if (cacheitems.TryGetValue(key, out item))
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{
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Interlocked.Add(ref CacheUse, -item.DataSize);
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item.Unload();
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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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item.Load(device);
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Interlocked.Add(ref CacheUse, item.DataSize);
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}
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}
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while (itemsToUnload.TryDequeue(out item))
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