* 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.
163 lines
5.2 KiB
C#
163 lines
5.2 KiB
C#
using System.Numerics;
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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 Robust.Shared.Prototypes;
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using Robust.Shared.Configuration;
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namespace Content.Client.Parallax.Managers;
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public sealed class ParallaxManager : IParallaxManager
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = default!;
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[Dependency] private readonly IDependencyCollection _deps = null!;
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private ISawmill _sawmill = Logger.GetSawmill("parallax");
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public Vector2 ParallaxAnchor { get; set; }
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private readonly Dictionary<string, ParallaxLayerPrepared[]> _parallaxesLQ = new();
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private readonly Dictionary<string, ParallaxLayerPrepared[]> _parallaxesHQ = new();
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private readonly Dictionary<string, CancellationTokenSource> _loadingParallaxes = new();
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public bool IsLoaded(string name) => _parallaxesLQ.ContainsKey(name);
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public ParallaxLayerPrepared[] GetParallaxLayers(string name)
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{
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if (_configurationManager.GetCVar(CCVars.ParallaxLowQuality))
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{
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return !_parallaxesLQ.TryGetValue(name, out var lq) ? Array.Empty<ParallaxLayerPrepared>() : lq;
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}
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return !_parallaxesHQ.TryGetValue(name, out var hq) ? Array.Empty<ParallaxLayerPrepared>() : hq;
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}
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public void UnloadParallax(string name)
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{
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if (_loadingParallaxes.TryGetValue(name, out var loading))
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{
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_sawmill.Debug($"Cancelling loading parallax {name}");
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loading.Cancel();
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_loadingParallaxes.Remove(name, out _);
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return;
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}
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_sawmill.Debug($"Unloading parallax {name}");
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if (_parallaxesLQ.Remove(name, out var layers))
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{
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foreach (var layer in layers)
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{
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layer.Config.Texture.Unload(_deps);
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}
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}
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if (_parallaxesHQ.Remove(name, out layers))
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{
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foreach (var layer in layers)
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{
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layer.Config.Texture.Unload(_deps);
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}
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}
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}
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public async void LoadDefaultParallax()
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{
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_sawmill.Level = LogLevel.Info;
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await LoadParallaxByName("Default");
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}
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public async Task LoadParallaxByName(string name)
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{
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if (_parallaxesLQ.ContainsKey(name) || _loadingParallaxes.ContainsKey(name)) return;
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// Cancel any existing load and setup the new cancellation token
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var token = new CancellationTokenSource();
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_loadingParallaxes[name] = token;
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var cancel = token.Token;
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// Begin (for real)
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_sawmill.Debug($"Loading parallax {name}");
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// Keep a list of layers we did successfully load, in case we have to cancel the load.
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var loadedLayers = new List<ParallaxLayerPrepared>();
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try
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{
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var parallaxPrototype = _prototypeManager.Index<ParallaxPrototype>(name);
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ParallaxLayerPrepared[][] layers;
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if (parallaxPrototype.LayersLQUseHQ)
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{
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layers = new ParallaxLayerPrepared[2][];
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layers[0] = layers[1] = await LoadParallaxLayers(parallaxPrototype.Layers, loadedLayers, cancel);
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}
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else
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{
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layers = await Task.WhenAll(
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LoadParallaxLayers(parallaxPrototype.Layers, loadedLayers, cancel),
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LoadParallaxLayers(parallaxPrototype.LayersLQ, loadedLayers, cancel)
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);
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}
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cancel.ThrowIfCancellationRequested();
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_loadingParallaxes.Remove(name);
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_parallaxesLQ[name] = layers[1];
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_parallaxesHQ[name] = layers[0];
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_sawmill.Verbose($"Loading parallax {name} completed");
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}
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catch (OperationCanceledException)
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{
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_sawmill.Verbose($"Loading parallax {name} cancelled");
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foreach (var loadedLayer in loadedLayers)
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{
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loadedLayer.Config.Texture.Unload(_deps);
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}
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}
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catch (Exception ex)
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{
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_sawmill.Error($"Failed to loaded parallax {name}: {ex}");
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}
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}
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private async Task<ParallaxLayerPrepared[]> LoadParallaxLayers(
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List<ParallaxLayerConfig> layersIn,
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List<ParallaxLayerPrepared> loadedLayers,
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CancellationToken cancel = default)
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{
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// Because this is async, make sure it doesn't change (prototype reloads could muck this up)
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// Since the tasks aren't awaited until the end, this should be fine
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var tasks = new Task<ParallaxLayerPrepared>[layersIn.Count];
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for (var i = 0; i < layersIn.Count; i++)
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{
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tasks[i] = LoadParallaxLayer(layersIn[i], loadedLayers, cancel);
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}
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return await Task.WhenAll(tasks);
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}
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private async Task<ParallaxLayerPrepared> LoadParallaxLayer(
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ParallaxLayerConfig config,
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List<ParallaxLayerPrepared> loadedLayers,
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CancellationToken cancel = default)
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{
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var prepared = new ParallaxLayerPrepared()
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{
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Texture = await config.Texture.GenerateTexture(cancel),
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Config = config
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};
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loadedLayers.Add(prepared);
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return prepared;
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}
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}
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