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.
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Content.Client/Parallax/Managers/GeneratedParallaxCache.cs
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202
Content.Client/Parallax/Managers/GeneratedParallaxCache.cs
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using System.IO;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Client.Parallax.Data;
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using Content.Shared.CCVar;
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using Nett;
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using Robust.Client.Graphics;
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using Robust.Shared.Collections;
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using Robust.Shared.Configuration;
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using Robust.Shared.ContentPack;
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using Robust.Shared.Utility;
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using SixLabors.ImageSharp;
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using SixLabors.ImageSharp.PixelFormats;
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namespace Content.Client.Parallax.Managers;
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/// <summary>
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/// Caches the textures generated by <see cref="GeneratedParallaxTextureSource"/>
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/// </summary>
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public sealed class GeneratedParallaxCache : IPostInjectInit
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{
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[Dependency] private readonly IConfigurationManager _cfg = null!;
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[Dependency] private readonly IResourceManager _res = null!;
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[Dependency] private readonly ILogManager _logManager = null!;
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private readonly Dictionary<string, CacheDatum> _data = new();
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private ISawmill _sawmill = null!;
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public Task<Texture> Load(string id, ResPath configPath, CancellationToken cancel = default)
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{
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if (!_data.TryGetValue(id, out var datum))
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{
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_sawmill.Verbose($"Loading new generated layer {id} with config path {configPath}");
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var cts = new CancellationTokenSource();
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var loadTask = LoadTask(id, configPath, cts.Token);
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datum = new CacheDatum
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{
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CancellationSource = cts,
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ConfigPath = configPath,
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LoadTask = loadTask,
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};
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_data.Add(id, datum);
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}
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else
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{
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if (datum.ConfigPath != configPath)
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throw new InvalidOperationException("Generated parallax layers with the same ID must have the same config path!");
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}
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datum.RefCount += 1;
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if (!datum.LoadTask.IsCompleted)
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cancel.Register(() => Unload(id));
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return datum.LoadTask;
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}
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public void Unload(string id)
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{
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if (!_data.TryGetValue(id, out var datum))
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throw new InvalidOperationException("Layer is not cached!");
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DebugTools.Assert(datum.RefCount >= 1);
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datum.RefCount -= 1;
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if (datum.RefCount == 0)
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{
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_sawmill.Verbose($"Unloading generated layer {id}");
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// If we're still loading, cancel the active load.
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datum.CancellationSource.Cancel();
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// We should probably be unloading the texture here forcibly,
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// but the previous code didn't so I won't either.
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_data.Remove(id);
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}
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}
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private async Task<Texture> LoadTask(string id, ResPath configPath, CancellationToken cancel)
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{
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return await GenerateTexture(id, configPath, cancel);
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}
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private async Task<Texture> GenerateTexture(string id, ResPath configPath, CancellationToken cancel)
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{
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var parallaxConfig = GetParallaxConfig(configPath);
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if (parallaxConfig == null)
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{
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_sawmill.Error($"Parallax config not found or unreadable: {configPath}");
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// The show must go on.
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return Texture.Transparent;
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}
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var debugParallax = _cfg.GetCVar(CCVars.ParallaxDebug);
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if (debugParallax
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|| !_res.UserData.TryReadAllText(PreviousConfigPath(id), out var previousParallaxConfig)
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|| previousParallaxConfig != parallaxConfig)
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{
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var table = Toml.ReadString(parallaxConfig);
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await UpdateCachedTexture(id, table, debugParallax, cancel);
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//Update the previous config
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using var writer = _res.UserData.OpenWriteText(PreviousConfigPath(id));
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writer.Write(parallaxConfig);
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}
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try
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{
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return GetCachedTexture(id);
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}
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catch (Exception ex)
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{
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_sawmill.Error($"Couldn't retrieve parallax cached texture: {ex}");
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try
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{
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// Also try to at least sort of fix this if we've been fooled by a config backup
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_res.UserData.Delete(PreviousConfigPath(id));
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}
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catch (Exception)
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{
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// The show must go on.
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}
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return Texture.Transparent;
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}
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}
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private async Task UpdateCachedTexture(string id, TomlTable config, bool saveDebugLayers, CancellationToken cancel)
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{
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var debugImages = saveDebugLayers ? new List<Image<Rgba32>>() : null;
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// Generate the parallax in the thread pool.
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using var newParallexImage = await Task.Run(() =>
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ParallaxGenerator.GenerateParallax(config, new Size(1920, 1080), _sawmill, debugImages, cancel),
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cancel);
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// And load it in the main thread for safety reasons.
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// But before spending time saving it, make sure to exit out early if it's not wanted.
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cancel.ThrowIfCancellationRequested();
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// Store it and CRC so further game starts don't need to regenerate it.
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await using var imageStream = _res.UserData.OpenWrite(CachedImagePath(id));
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await newParallexImage.SaveAsPngAsync(imageStream, cancel);
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if (saveDebugLayers)
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{
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for (var i = 0; i < debugImages!.Count; i++)
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{
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var debugImage = debugImages[i];
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await using var debugImageStream =
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_res.UserData.OpenWrite(new ResPath($"/parallax_{id}debug_{i}.png"));
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await debugImage.SaveAsPngAsync(debugImageStream, cancel);
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}
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}
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}
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private Texture GetCachedTexture(string id)
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{
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using var imageStream = _res.UserData.OpenRead(CachedImagePath(id));
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return Texture.LoadFromPNGStream(imageStream, $"Parallax {id}");
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}
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private string? GetParallaxConfig(ResPath configPath)
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{
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if (!_res.TryContentFileRead(configPath, out var configStream))
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return null;
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using var configReader = new StreamReader(configStream, EncodingHelpers.UTF8);
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return configReader.ReadToEnd().Replace(Environment.NewLine, "\n");
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}
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private static ResPath CachedImagePath(string identifier)
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{
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return new ResPath($"/parallax_{identifier}cache.png");
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}
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private static ResPath PreviousConfigPath(string identifier)
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{
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return new ResPath($"/parallax_{identifier}config_old");
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}
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void IPostInjectInit.PostInject()
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{
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_sawmill = _logManager.GetSawmill("parallax.generated");
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}
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private sealed class CacheDatum
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{
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public required ResPath ConfigPath;
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public required Task<Texture> LoadTask;
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public required CancellationTokenSource CancellationSource;
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public ValueList<CancellationTokenRegistration> CancelRegistrations;
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public int RefCount;
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}
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}
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