Fix render target caching in overlays (#40181)

Many newer overlays use IRenderTextures that are sized to the rendered viewport. This was completely broken, because a single viewport can be rendered on multiple viewports in a single frame.

The end result of this was that in the better case, constant render targets were allocated and freed, which is  extremely inefficient. In the worse case, many of these overlays completely failed to Dispose() their render targets, leading to *extremely* swift VRAM OOMs.

This fixes all the overlays to properly cache resources per viewport. This uses new engine functionality, so it requires engine master.

This is still a pretty lousy way to do GPU resource management but, well, anything better needs a render graph, so...
This commit is contained in:
Pieter-Jan Briers
2025-09-21 07:16:17 +02:00
committed by GitHub
parent cc4cab5677
commit 8c16b4580b
12 changed files with 303 additions and 70 deletions

View File

@@ -7,7 +7,11 @@ namespace Content.Client.Overlays;
public sealed partial class StencilOverlay
{
private void DrawRestrictedRange(in OverlayDrawArgs args, RestrictedRangeComponent rangeComp, Matrix3x2 invMatrix)
private void DrawRestrictedRange(
in OverlayDrawArgs args,
CachedResources res,
RestrictedRangeComponent rangeComp,
Matrix3x2 invMatrix)
{
var worldHandle = args.WorldHandle;
var renderScale = args.Viewport.RenderScale.X;
@@ -38,7 +42,7 @@ public sealed partial class StencilOverlay
// Cut out the irrelevant bits via stencil
// This is why we don't just use parallax; we might want specific tiles to get drawn over
// particularly for planet maps or stations.
worldHandle.RenderInRenderTarget(_blep!, () =>
worldHandle.RenderInRenderTarget(res.Blep!, () =>
{
worldHandle.UseShader(_shader);
worldHandle.DrawRect(localAABB, Color.White);
@@ -46,7 +50,7 @@ public sealed partial class StencilOverlay
worldHandle.SetTransform(Matrix3x2.Identity);
worldHandle.UseShader(_protoManager.Index(StencilMask).Instance());
worldHandle.DrawTextureRect(_blep!.Texture, worldBounds);
worldHandle.DrawTextureRect(res.Blep!.Texture, worldBounds);
var curTime = _timing.RealTime;
var sprite = _sprite.GetFrame(new SpriteSpecifier.Texture(new ResPath("/Textures/Parallaxes/noise.png")), curTime);