Optimize parallax VRAM usage (#37180)

* Disable parallax texture preloading

Many parallax layers are specific to a single map and will likely never be loaded for the duration of the game. Save VRAM by not loading them always.

Requires engine master

* Put generated parallax identifier in texture name

Makes it show up properly in debugging tools

* Don't load generated parallaxes multiple times

Many parallax prototypes re-use the same generated parallax configs. These generated parallaxes were being loaded multiple times at once, which was a massive waste of VRAM.

We now move these into a separate cache for deduplication. I had to write a lot of logic to handle loading cancellation and ref counting. Yay.

Also fixes some spaghetti with the previous parallax loading system: cancellation didn't work properly, give proper names to generated texture names, etc.

This saves like 100+ MB of VRAM.
This commit is contained in:
Pieter-Jan Briers
2025-05-22 03:22:08 +02:00
committed by GitHub
parent 6f89c2c455
commit 1d5a06612a
19 changed files with 282 additions and 125 deletions

View File

@@ -1,17 +1,9 @@
using System.IO;
using System.Threading;
using System.Threading.Tasks;
using JetBrains.Annotations;
using Nett;
using Content.Shared.CCVar;
using Content.Client.IoC;
using Content.Client.Parallax.Managers;
using Robust.Client.Graphics;
using Robust.Shared.Utility;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Graphics;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
namespace Content.Client.Parallax.Data;
@@ -29,116 +21,21 @@ public sealed partial class GeneratedParallaxTextureSource : IParallaxTextureSou
/// <summary>
/// ID for debugging, caching, and so forth.
/// The empty string here is reserved for the original parallax.
/// It is advisible to provide a roughly unique ID for any unique config contents.
/// It is required to provide a unique ID for any unique config contents.
/// </summary>
[DataField("id")]
public string Identifier { get; private set; } = "other";
/// <summary>
/// Cached path.
/// In user directory.
/// </summary>
private ResPath ParallaxCachedImagePath => new($"/parallax_{Identifier}cache.png");
/// <summary>
/// Old parallax config path (for checking for parallax updates).
/// In user directory.
/// </summary>
private ResPath PreviousParallaxConfigPath => new($"/parallax_{Identifier}config_old");
async Task<Texture> IParallaxTextureSource.GenerateTexture(CancellationToken cancel)
{
var parallaxConfig = GetParallaxConfig();
if (parallaxConfig == null)
{
Logger.ErrorS("parallax", $"Parallax config not found or unreadable: {ParallaxConfigPath}");
// The show must go on.
return Texture.Transparent;
}
var debugParallax = IoCManager.Resolve<IConfigurationManager>().GetCVar(CCVars.ParallaxDebug);
var resManager = IoCManager.Resolve<IResourceManager>();
if (debugParallax
|| !resManager.UserData.TryReadAllText(PreviousParallaxConfigPath, out var previousParallaxConfig)
|| previousParallaxConfig != parallaxConfig)
{
var table = Toml.ReadString(parallaxConfig);
await UpdateCachedTexture(table, debugParallax, cancel);
//Update the previous config
using var writer = resManager.UserData.OpenWriteText(PreviousParallaxConfigPath);
writer.Write(parallaxConfig);
}
try
{
return GetCachedTexture();
}
catch (Exception ex)
{
Logger.ErrorS("parallax", $"Couldn't retrieve parallax cached texture: {ex}");
try
{
// Also try to at least sort of fix this if we've been fooled by a config backup
resManager.UserData.Delete(PreviousParallaxConfigPath);
}
catch (Exception)
{
// The show must go on.
}
return Texture.Transparent;
}
var cache = IoCManager.Resolve<GeneratedParallaxCache>();
return await cache.Load(Identifier, ParallaxConfigPath, cancel);
}
private async Task UpdateCachedTexture(TomlTable config, bool saveDebugLayers, CancellationToken cancel = default)
void IParallaxTextureSource.Unload(IDependencyCollection dependencies)
{
var debugImages = saveDebugLayers ? new List<Image<Rgba32>>() : null;
var sawmill = IoCManager.Resolve<ILogManager>().GetSawmill("parallax");
// Generate the parallax in the thread pool.
using var newParallexImage = await Task.Run(() =>
ParallaxGenerator.GenerateParallax(config, new Size(1920, 1080), sawmill, debugImages, cancel), cancel);
// And load it in the main thread for safety reasons.
// But before spending time saving it, make sure to exit out early if it's not wanted.
cancel.ThrowIfCancellationRequested();
var resManager = IoCManager.Resolve<IResourceManager>();
// Store it and CRC so further game starts don't need to regenerate it.
await using var imageStream = resManager.UserData.OpenWrite(ParallaxCachedImagePath);
await newParallexImage.SaveAsPngAsync(imageStream, cancel);
if (saveDebugLayers)
{
for (var i = 0; i < debugImages!.Count; i++)
{
var debugImage = debugImages[i];
await using var debugImageStream = resManager.UserData.OpenWrite(new ResPath($"/parallax_{Identifier}debug_{i}.png"));
await debugImage.SaveAsPngAsync(debugImageStream, cancel);
}
}
}
private Texture GetCachedTexture()
{
var resManager = IoCManager.Resolve<IResourceManager>();
using var imageStream = resManager.UserData.OpenRead(ParallaxCachedImagePath);
return Texture.LoadFromPNGStream(imageStream, "Parallax");
}
private string? GetParallaxConfig()
{
var resManager = IoCManager.Resolve<IResourceManager>();
if (!resManager.TryContentFileRead(ParallaxConfigPath, out var configStream))
{
return null;
}
using var configReader = new StreamReader(configStream, EncodingHelpers.UTF8);
return configReader.ReadToEnd().Replace(Environment.NewLine, "\n");
var cache = dependencies.Resolve<GeneratedParallaxCache>();
cache.Unload(Identifier);
}
}