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

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@@ -34,6 +34,7 @@ namespace Content.Client.IoC
var collection = IoCManager.Instance!;
collection.Register<IParallaxManager, ParallaxManager>();
collection.Register<GeneratedParallaxCache>();
collection.Register<IChatManager, ChatManager>();
collection.Register<ISharedChatManager, ChatManager>();
collection.Register<IClientPreferencesManager, ClientPreferencesManager>();

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@@ -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);
}
}

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@@ -1,7 +1,6 @@
using System.Threading;
using System.Threading.Tasks;
using Robust.Client.Graphics;
using Robust.Shared.Graphics;
namespace Content.Client.Parallax.Data
{
@@ -13,6 +12,13 @@ namespace Content.Client.Parallax.Data
/// Note that this should be cached, but not necessarily *here*.
/// </summary>
Task<Texture> GenerateTexture(CancellationToken cancel = default);
/// <summary>
/// Called when the parallax texture is no longer necessary, and may be unloaded.
/// </summary>
void Unload(IDependencyCollection dependencies)
{
}
}
}

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

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@@ -1,4 +1,3 @@
using System.Collections.Concurrent;
using System.Numerics;
using System.Threading;
using System.Threading.Tasks;
@@ -6,7 +5,6 @@ using Content.Client.Parallax.Data;
using Content.Shared.CCVar;
using Robust.Shared.Prototypes;
using Robust.Shared.Configuration;
using Robust.Shared.Utility;
namespace Content.Client.Parallax.Managers;
@@ -14,6 +12,7 @@ public sealed class ParallaxManager : IParallaxManager
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
[Dependency] private readonly IDependencyCollection _deps = null!;
private ISawmill _sawmill = Logger.GetSawmill("parallax");
@@ -40,14 +39,29 @@ public sealed class ParallaxManager : IParallaxManager
{
if (_loadingParallaxes.TryGetValue(name, out var loading))
{
_sawmill.Debug($"Cancelling loading parallax {name}");
loading.Cancel();
_loadingParallaxes.Remove(name, out _);
return;
}
if (!_parallaxesLQ.ContainsKey(name)) return;
_parallaxesLQ.Remove(name);
_parallaxesHQ.Remove(name);
_sawmill.Debug($"Unloading parallax {name}");
if (_parallaxesLQ.Remove(name, out var layers))
{
foreach (var layer in layers)
{
layer.Config.Texture.Unload(_deps);
}
}
if (_parallaxesHQ.Remove(name, out layers))
{
foreach (var layer in layers)
{
layer.Config.Texture.Unload(_deps);
}
}
}
public async void LoadDefaultParallax()
@@ -68,6 +82,9 @@ public sealed class ParallaxManager : IParallaxManager
// Begin (for real)
_sawmill.Debug($"Loading parallax {name}");
// Keep a list of layers we did successfully load, in case we have to cancel the load.
var loadedLayers = new List<ParallaxLayerPrepared>();
try
{
var parallaxPrototype = _prototypeManager.Index<ParallaxPrototype>(name);
@@ -77,23 +94,33 @@ public sealed class ParallaxManager : IParallaxManager
if (parallaxPrototype.LayersLQUseHQ)
{
layers = new ParallaxLayerPrepared[2][];
layers[0] = layers[1] = await LoadParallaxLayers(parallaxPrototype.Layers, cancel);
layers[0] = layers[1] = await LoadParallaxLayers(parallaxPrototype.Layers, loadedLayers, cancel);
}
else
{
layers = await Task.WhenAll(
LoadParallaxLayers(parallaxPrototype.Layers, cancel),
LoadParallaxLayers(parallaxPrototype.LayersLQ, cancel)
LoadParallaxLayers(parallaxPrototype.Layers, loadedLayers, cancel),
LoadParallaxLayers(parallaxPrototype.LayersLQ, loadedLayers, cancel)
);
}
_loadingParallaxes.Remove(name, out _);
cancel.ThrowIfCancellationRequested();
if (token.Token.IsCancellationRequested) return;
_loadingParallaxes.Remove(name);
_parallaxesLQ[name] = layers[1];
_parallaxesHQ[name] = layers[0];
_sawmill.Verbose($"Loading parallax {name} completed");
}
catch (OperationCanceledException)
{
_sawmill.Verbose($"Loading parallax {name} cancelled");
foreach (var loadedLayer in loadedLayers)
{
loadedLayer.Config.Texture.Unload(_deps);
}
}
catch (Exception ex)
{
@@ -101,25 +128,35 @@ public sealed class ParallaxManager : IParallaxManager
}
}
private async Task<ParallaxLayerPrepared[]> LoadParallaxLayers(List<ParallaxLayerConfig> layersIn, CancellationToken cancel = default)
private async Task<ParallaxLayerPrepared[]> LoadParallaxLayers(
List<ParallaxLayerConfig> layersIn,
List<ParallaxLayerPrepared> loadedLayers,
CancellationToken cancel = default)
{
// Because this is async, make sure it doesn't change (prototype reloads could muck this up)
// Since the tasks aren't awaited until the end, this should be fine
var tasks = new Task<ParallaxLayerPrepared>[layersIn.Count];
for (var i = 0; i < layersIn.Count; i++)
{
tasks[i] = LoadParallaxLayer(layersIn[i], cancel);
tasks[i] = LoadParallaxLayer(layersIn[i], loadedLayers, cancel);
}
return await Task.WhenAll(tasks);
}
private async Task<ParallaxLayerPrepared> LoadParallaxLayer(ParallaxLayerConfig config, CancellationToken cancel = default)
private async Task<ParallaxLayerPrepared> LoadParallaxLayer(
ParallaxLayerConfig config,
List<ParallaxLayerPrepared> loadedLayers,
CancellationToken cancel = default)
{
return new ParallaxLayerPrepared()
var prepared = new ParallaxLayerPrepared()
{
Texture = await config.Texture.GenerateTexture(cancel),
Config = config
};
loadedLayers.Add(prepared);
return prepared;
}
}

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preload: false