CodeWalker/Rendering/RenderableCache.cs
2020-01-02 00:16:49 +11:00

449 lines
16 KiB
C#

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;
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 renderables.CacheUse
+ textures.CacheUse
+ boundcomps.CacheUse
+ instbatches.CacheUse
+ lodlights.CacheUse
+ distlodlights.CacheUse
+ pathbatches.CacheUse
+ waterquads.CacheUse;
}
}
public int TotalItemCount
{
get
{
return renderables.CurrentLoadedCount
+ textures.CurrentLoadedCount
+ boundcomps.CurrentLoadedCount
+ instbatches.CurrentLoadedCount
+ lodlights.CurrentLoadedCount
+ distlodlights.CurrentLoadedCount
+ pathbatches.CurrentLoadedCount
+ waterquads.CurrentLoadedCount;
}
}
public int TotalQueueLength
{
get
{
return renderables.QueueLength
+ textures.QueueLength
+ boundcomps.QueueLength
+ instbatches.QueueLength
+ lodlights.QueueLength
+ distlodlights.QueueLength
+ pathbatches.QueueLength
+ waterquads.QueueLength;
}
}
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<Bounds, RenderableBoundComposite> boundcomps = new RenderableCacheLookup<Bounds, 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<YmapFile, RenderableLODLights> lodlights = new RenderableCacheLookup<YmapFile, RenderableLODLights>(33554432, Settings.Default.GPUCacheTime); //32MB - 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();
lodlights.Clear();
distlodlights.Clear();
pathbatches.Clear();
waterquads.Clear();
}
public bool ContentThreadProc()
{
if (currentDevice == null) return false; //can't do anything with no device
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 lodlightcount = lodlights.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) ||
(lodlightcount >= MaxItemsPerLoop) ||
(distlodlightcount >= MaxItemsPerLoop) ||
(pathbatchcount >= MaxItemsPerLoop) ||
(waterquadcount >= MaxItemsPerLoop);
//todo: change this to unload only when necessary (ie when something is loaded)
var now = DateTime.UtcNow;
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();
lodlights.UnloadProc();
distlodlights.UnloadProc();
pathbatches.UnloadProc();
waterquads.UnloadProc();
LastUnload = DateTime.UtcNow;
}
LastUpdate = DateTime.UtcNow;
Monitor.Exit(updateSyncRoot);
return itemsStillPending;
}
public void RenderThreadSync()
{
renderables.RenderThreadSync();
textures.RenderThreadSync();
boundcomps.RenderThreadSync();
instbatches.RenderThreadSync();
lodlights.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(Bounds bound)
{
return boundcomps.Get(bound);
}
public RenderableInstanceBatch GetRenderableInstanceBatch(YmapGrassInstanceBatch batch)
{
return instbatches.Get(batch);
}
public RenderableDistantLODLights GetRenderableDistantLODLights(YmapDistantLODLights lights)
{
return distlodlights.Get(lights);
}
public RenderableLODLights GetRenderableLODLights(YmapFile ymap)
{
return lodlights.Get(ymap);
}
public RenderablePathBatch GetRenderablePathBatch(BasePathData pathdata)
{
return pathbatches.Get(pathdata);
}
public RenderableWaterQuad GetRenderableWaterQuad(WaterQuad quad)
{
return waterquads.Get(quad);
}
public void Invalidate(Bounds bounds)
{
boundcomps.Invalidate(bounds);
}
public void Invalidate(BasePathData path)
{
pathbatches.Invalidate(path);
}
public void Invalidate(YmapGrassInstanceBatch batch)
{
instbatches.Invalidate(batch);
}
}
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 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>();
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!
public long CacheLimit;
public long CacheUse = 0;
public double CacheTime;
public int LoadedCount = 0;//temporary, per loop
private long LastFrameTime = 0;
public RenderableCacheLookup(long limit, double time)
{
CacheLimit = limit;
CacheTime = time;
LastFrameTime = DateTime.UtcNow.ToBinary();
}
public int QueueLength
{
get
{
return itemsToLoad.Count;
}
}
public int CurrentLoadedCount
{
get
{
return loadeditems.Count;
}
}
public int CurrentCacheCount
{
get
{
return cacheitems.Count;
}
}
public void Clear()
{
itemsToLoad = new ConcurrentQueue<TVal>();
foreach (TVal rnd in loadeditems)
{
rnd.Unload();
}
loadeditems.Clear();
cacheitems.Clear();
itemsToUnload = new ConcurrentQueue<TVal>();
itemsToInvalidate = new ConcurrentQueue<TVal>();
keysToInvalidate = new ConcurrentQueue<TKey>();
}
public int LoadProc(Device device, int maxitemsperloop)
{
TVal item;
LoadedCount = 0;
while (itemsToLoad.TryDequeue(out item))
{
if (item.IsLoaded) continue; //don't load it again...
LoadedCount++;
long gcachefree = CacheLimit - Interlocked.Read(ref CacheUse);// 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;
}
while (itemsToInvalidate.TryDequeue(out item))
{
try
{
item.Load(device); //invalidated items just need to get reloaded. (they are already unloaded and re-inited)
Interlocked.Add(ref CacheUse, item.DataSize);
}
catch //(Exception ex)
{
//todo: error handling...
}
}
return LoadedCount;
}
public void UnloadProc()
{
//unload items that haven't been used in longer than the cache period.
var now = DateTime.UtcNow;
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.Enqueue(rnode.Value);
loadeditems.Remove(rnode);
rnode = nextnode;
}
else
{
rnode = rnode.Next;
}
}
}
public void RenderThreadSync()
{
LastFrameTime = DateTime.UtcNow.ToBinary();
TVal item;
TKey key;
while (keysToInvalidate.TryDequeue(out key))
{
if (cacheitems.TryGetValue(key, out item))
{
item.Unload();
item.Init(key);
item.LoadQueued = true;
itemsToInvalidate.Enqueue(item);
Interlocked.Add(ref CacheUse, -item.DataSize);
}
}
while (itemsToUnload.TryDequeue(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);
if ((!item.IsLoaded) && (!item.LoadQueued))// ||
{
item.LoadQueued = true;
itemsToLoad.Enqueue(item);
}
return item;
}
public void Invalidate(TKey key)
{
if (key == null) return;
keysToInvalidate.Enqueue(key);
}
}
}