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