Files
tbd-station-14/Content.Client/Parallax/Managers/ParallaxManager.cs
Pieter-Jan Briers 1d5a06612a 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.
2025-05-22 11:22:08 +10:00

163 lines
5.2 KiB
C#

using System.Numerics;
using System.Threading;
using System.Threading.Tasks;
using Content.Client.Parallax.Data;
using Content.Shared.CCVar;
using Robust.Shared.Prototypes;
using Robust.Shared.Configuration;
namespace Content.Client.Parallax.Managers;
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");
public Vector2 ParallaxAnchor { get; set; }
private readonly Dictionary<string, ParallaxLayerPrepared[]> _parallaxesLQ = new();
private readonly Dictionary<string, ParallaxLayerPrepared[]> _parallaxesHQ = new();
private readonly Dictionary<string, CancellationTokenSource> _loadingParallaxes = new();
public bool IsLoaded(string name) => _parallaxesLQ.ContainsKey(name);
public ParallaxLayerPrepared[] GetParallaxLayers(string name)
{
if (_configurationManager.GetCVar(CCVars.ParallaxLowQuality))
{
return !_parallaxesLQ.TryGetValue(name, out var lq) ? Array.Empty<ParallaxLayerPrepared>() : lq;
}
return !_parallaxesHQ.TryGetValue(name, out var hq) ? Array.Empty<ParallaxLayerPrepared>() : hq;
}
public void UnloadParallax(string name)
{
if (_loadingParallaxes.TryGetValue(name, out var loading))
{
_sawmill.Debug($"Cancelling loading parallax {name}");
loading.Cancel();
_loadingParallaxes.Remove(name, out _);
return;
}
_sawmill.Debug($"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()
{
_sawmill.Level = LogLevel.Info;
await LoadParallaxByName("Default");
}
public async Task LoadParallaxByName(string name)
{
if (_parallaxesLQ.ContainsKey(name) || _loadingParallaxes.ContainsKey(name)) return;
// Cancel any existing load and setup the new cancellation token
var token = new CancellationTokenSource();
_loadingParallaxes[name] = token;
var cancel = token.Token;
// Begin (for real)
_sawmill.Debug($"Loading parallax {name}");
// Keep a list of layers we did successfully load, in case we have to cancel the load.
var loadedLayers = new List<ParallaxLayerPrepared>();
try
{
var parallaxPrototype = _prototypeManager.Index<ParallaxPrototype>(name);
ParallaxLayerPrepared[][] layers;
if (parallaxPrototype.LayersLQUseHQ)
{
layers = new ParallaxLayerPrepared[2][];
layers[0] = layers[1] = await LoadParallaxLayers(parallaxPrototype.Layers, loadedLayers, cancel);
}
else
{
layers = await Task.WhenAll(
LoadParallaxLayers(parallaxPrototype.Layers, loadedLayers, cancel),
LoadParallaxLayers(parallaxPrototype.LayersLQ, loadedLayers, cancel)
);
}
cancel.ThrowIfCancellationRequested();
_loadingParallaxes.Remove(name);
_parallaxesLQ[name] = layers[1];
_parallaxesHQ[name] = layers[0];
_sawmill.Verbose($"Loading parallax {name} completed");
}
catch (OperationCanceledException)
{
_sawmill.Verbose($"Loading parallax {name} cancelled");
foreach (var loadedLayer in loadedLayers)
{
loadedLayer.Config.Texture.Unload(_deps);
}
}
catch (Exception ex)
{
_sawmill.Error($"Failed to loaded parallax {name}: {ex}");
}
}
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], loadedLayers, cancel);
}
return await Task.WhenAll(tasks);
}
private async Task<ParallaxLayerPrepared> LoadParallaxLayer(
ParallaxLayerConfig config,
List<ParallaxLayerPrepared> loadedLayers,
CancellationToken cancel = default)
{
var prepared = new ParallaxLayerPrepared()
{
Texture = await config.Texture.GenerateTexture(cancel),
Config = config
};
loadedLayers.Add(prepared);
return prepared;
}
}