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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-11-05 21:49:10 +01:00

feat(loading): optional background loading: sound files decoded by worker threads (sound.asyncload), data of dds textures read by worker threads (gfx.textures.streaming), gl textures of vehicles farther than a multiple of the draw range released (gfx.textures.releasedistance); all off by default

This commit is contained in:
2026-10-08 16:17:46 +02:00
parent 516aa19cb5
commit 28b4e57133
12 changed files with 683 additions and 23 deletions

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@@ -19,6 +19,7 @@ http://mozilla.org/MPL/2.0/.
#include "rendering/renderer.h" #include "rendering/renderer.h"
#include "utilities/Logs.h" #include "utilities/Logs.h"
#include "utilities/translation.h" #include "utilities/translation.h"
#include "audio/audiorenderer.h"
scenarioloader_mode::scenarioloader_mode() { scenarioloader_mode::scenarioloader_mode() {
m_userinterface = std::make_shared<scenarioloader_ui>(); m_userinterface = std::make_shared<scenarioloader_ui>();
@@ -58,6 +59,8 @@ bool scenarioloader_mode::update() {
// the loading state holds the scenario file open, which on some systems keeps the file from being replaced // the loading state holds the scenario file open, which on some systems keeps the file from being replaced
// when the scenery is saved in the editor. it'd also get in the way of another load // when the scenery is saved in the editor. it'd also get in the way of another load
state.reset(); state.reset();
// sound files decoded in the background are all ready before the simulation starts
audio::renderer.complete_buffers();
WriteLog( "Scenario loading time: " + std::to_string( std::chrono::duration_cast<std::chrono::seconds>( std::chrono::system_clock::now() - timestart ).count() ) + " seconds" ); WriteLog( "Scenario loading time: " + std::to_string( std::chrono::duration_cast<std::chrono::seconds>( std::chrono::system_clock::now() - timestart ).count() ) + " seconds" );
// TODO: implement and use next mode cue // TODO: implement and use next mode cue

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@@ -19,35 +19,42 @@ http://mozilla.org/MPL/2.0/.
namespace audio { namespace audio {
openal_buffer::openal_buffer( std::string const &Filename ) : namespace {
name( Filename ) {
// content of a sound file, mixed down to 16 bit mono
struct decoded_sound {
std::vector<std::int16_t> samples;
unsigned int rate { 0 };
bool mixed { false }; // the file had more than one channel
};
// reads and decodes whole sound file. throws std::runtime_error on failure
// NOTE: uses no simulator state, it's also run by the background decoder threads
decoded_sound decode_sound( std::string const &File ) {
SF_INFO si; SF_INFO si;
si.format = 0; si.format = 0;
std::string file = Filename; SNDFILE *sf = sf_open(File.c_str(), SFM_READ, &si);
WriteLog("sound: loading file: " + file);
SNDFILE *sf = sf_open(file.c_str(), SFM_READ, &si);
if (sf == nullptr) if (sf == nullptr)
throw std::runtime_error("sound: sf_open failed"); throw std::runtime_error("sound: sf_open failed");
sf_command(sf, SFC_SET_NORM_FLOAT, nullptr, SF_TRUE); sf_command(sf, SFC_SET_NORM_FLOAT, nullptr, SF_TRUE);
float *fbuf = new float[si.frames * si.channels]; std::unique_ptr<float[]> fbuf { new float[si.frames * si.channels] };
if (sf_readf_float(sf, fbuf, si.frames) != si.frames) if (sf_readf_float(sf, fbuf.get(), si.frames) != si.frames) {
sf_close(sf);
throw std::runtime_error("sound: incomplete file"); throw std::runtime_error("sound: incomplete file");
}
sf_close(sf); sf_close(sf);
rate = si.samplerate; decoded_sound sound;
sound.rate = si.samplerate;
sound.mixed = ( si.channels != 1 );
sound.samples.resize( si.frames );
if (si.channels != 1)
WriteLog("sound: warning: mixing multichannel file to mono");
int16_t *buf = new int16_t[si.frames];
for (size_t i = 0; i < si.frames; i++) for (size_t i = 0; i < si.frames; i++)
{ {
float accum = 0; float accum = 0;
@@ -59,26 +66,149 @@ openal_buffer::openal_buffer( std::string const &Filename ) :
val = 32767; val = 32767;
if (val < -32767) if (val < -32767)
val = -32767; val = -32767;
buf[i] = val; sound.samples[i] = val;
} }
return sound;
}
// creates AL buffer holding provided sound. returns: id of the buffer, or null_resource on failure
ALuint upload_sound( decoded_sound const &Sound ) {
ALuint id { null_resource };
alGenBuffers(1, &id); alGenBuffers(1, &id);
if (id != null_resource && alIsBuffer(id)) { if (id != null_resource && alIsBuffer(id)) {
alGetError(); alGetError();
alBufferData(id, AL_FORMAT_MONO16, buf, si.frames * 2, rate); alBufferData(id, AL_FORMAT_MONO16, Sound.samples.data(), static_cast<ALsizei>(Sound.samples.size() * 2), Sound.rate);
} }
else { else {
id = null_resource; id = null_resource;
const char *str = alGetString(alGetError()); const char *str = alGetString(alGetError());
ErrorLog("sound: failed to create AL buffer: " + (str != nullptr ? std::string(str) : "")); ErrorLog("sound: failed to create AL buffer: " + (str != nullptr ? std::string(str) : ""));
} }
return id;
}
delete[] buf; } // namespace
delete[] fbuf;
openal_buffer::openal_buffer( std::string const &Filename ) :
name( Filename ) {
WriteLog("sound: loading file: " + Filename);
auto const sound { decode_sound( Filename ) };
rate = sound.rate;
if (sound.mixed)
WriteLog("sound: warning: mixing multichannel file to mono");
id = upload_sound( sound );
fetch_caption(); fetch_caption();
} }
// sound files decoded by worker threads. AL buffers for them are made on the main thread
struct buffer_manager::decoder {
struct job {
audio::buffer_handle handle;
std::string file;
decoded_sound sound; // written by the thread decoding the file
std::string error;
bool done { false }; // guarded by the mutex
};
std::mutex mutex;
std::condition_variable queued; // wakes workers when files are added
std::condition_variable decoded; // wakes the main thread waiting for a file
std::deque<std::shared_ptr<job>> queue; // files no worker has taken yet
std::vector<std::shared_ptr<job>> pending; // files without AL buffer yet, in order of request. main thread only
bool stop { false };
std::vector<std::thread> workers;
decoder() {
auto const count { std::clamp<unsigned int>( std::thread::hardware_concurrency(), 2, 9 ) - 1 };
for( unsigned int idx = 0; idx < count; ++idx ) {
workers.emplace_back( [ this ]() { work(); } );
}
}
~decoder() {
{
std::lock_guard<std::mutex> lock( mutex );
stop = true;
}
queued.notify_all();
for( auto &worker : workers ) {
worker.join();
}
}
static void decode( job &Item ) {
try {
Item.sound = decode_sound( Item.file );
}
catch( std::exception const &Error ) {
Item.error = Error.what();
}
}
void work() {
std::unique_lock<std::mutex> lock( mutex );
while( true ) {
queued.wait( lock, [ this ]() { return stop || ( false == queue.empty() ); } );
if( stop ) {
return;
}
auto item { queue.front() };
queue.pop_front();
lock.unlock();
decode( *item );
lock.lock();
item->done = true;
decoded.notify_all();
}
}
// waits until the specified file is decoded. a file no worker has taken yet is decoded right away
void wait( std::shared_ptr<job> const &Item ) {
std::unique_lock<std::mutex> lock( mutex );
if( Item->done ) {
return;
}
auto const lookup { std::find( std::begin( queue ), std::end( queue ), Item ) };
if( lookup != std::end( queue ) ) {
queue.erase( lookup );
lock.unlock();
decode( *Item );
lock.lock();
Item->done = true;
return;
}
decoded.wait( lock, [ &Item ]() { return Item->done; } );
}
bool is_done( job const &Item ) {
std::lock_guard<std::mutex> lock( mutex );
return Item.done;
}
// makes the AL buffer out of the decoded file
static void finish( job &Item, openal_buffer &Buffer ) {
if( false == Item.error.empty() ) {
ErrorLog( "Bad file: failed to load audio file \"" + Item.file + "\" (" + Item.error + ")", logtype::file );
return;
}
Buffer.rate = Item.sound.rate;
if( Item.sound.mixed ) {
WriteLog( "sound: warning: mixing multichannel file \"" + Item.file + "\" to mono" );
}
Buffer.id = upload_sound( Item.sound );
Item.sound = {};
Buffer.fetch_caption();
}
};
// retrieves sound caption in currently set language // retrieves sound caption in currently set language
void void
openal_buffer::fetch_caption() { openal_buffer::fetch_caption() {
@@ -93,8 +223,16 @@ openal_buffer::fetch_caption() {
} }
} }
buffer_manager::buffer_manager() {
m_buffers.emplace_back( openal_buffer() ); // empty bindings for null buffer
}
buffer_manager::~buffer_manager() { buffer_manager::~buffer_manager() {
// workers are stopped before the buffers go
m_decoder.reset();
for( auto &buffer : m_buffers ) { for( auto &buffer : m_buffers ) {
if( buffer.id != null_resource ) { if( buffer.id != null_resource ) {
::alDeleteBuffers( 1, &buffer.id ); ::alDeleteBuffers( 1, &buffer.id );
@@ -152,15 +290,81 @@ buffer_manager::create( std::string const &Filename ) {
audio::openal_buffer const & audio::openal_buffer const &
buffer_manager::buffer( audio::buffer_handle const Buffer ) const { buffer_manager::buffer( audio::buffer_handle const Buffer ) const {
if( ( m_decoder != nullptr )
&& ( false == m_decoder->pending.empty() )
&& ( m_buffers[ Buffer ].id == null_resource ) ) {
complete( Buffer );
}
return m_buffers[ Buffer ]; return m_buffers[ Buffer ];
} }
// creates AL buffers for files decoded in the background so far, or for all of them if requested
void
buffer_manager::update( bool const Wait ) {
if( ( m_decoder == nullptr )
|| ( m_decoder->pending.empty() ) ) {
return;
}
std::vector<std::shared_ptr<decoder::job>> undone;
for( auto &item : m_decoder->pending ) {
if( Wait ) {
m_decoder->wait( item );
}
else if( false == m_decoder->is_done( *item ) ) {
undone.emplace_back( item );
continue;
}
decoder::finish( *item, m_buffers[ item->handle ] );
}
m_decoder->pending.swap( undone );
}
// creates AL buffer for a file decoded in the background, waiting for the decoder if needed
void
buffer_manager::complete( audio::buffer_handle const Buffer ) const {
auto &pending { m_decoder->pending };
auto const lookup {
std::find_if(
std::begin( pending ), std::end( pending ),
[ Buffer ]( std::shared_ptr<decoder::job> const &Item ) { return Item->handle == Buffer; } ) };
if( lookup == std::end( pending ) ) {
return;
}
auto const item { *lookup };
pending.erase( lookup );
m_decoder->wait( item );
decoder::finish( *item, m_buffers[ Buffer ] );
}
// places in the bank a buffer containing data stored in specified file. returns: handle to the buffer // places in the bank a buffer containing data stored in specified file. returns: handle to the buffer
audio::buffer_handle audio::buffer_handle
buffer_manager::emplace( std::string Filename ) { buffer_manager::emplace( std::string Filename ) {
buffer_handle const handle { m_buffers.size() }; buffer_handle const handle { m_buffers.size() };
m_buffers.emplace_back( Filename ); if( true == Global.AudioAsyncLoad ) {
// the file is decoded in the background, the AL buffer is made once the data is ready or when the buffer is needed
WriteLog( "sound: loading file: " + Filename );
openal_buffer buffer;
buffer.name = Filename;
m_buffers.emplace_back( std::move( buffer ) );
if( m_decoder == nullptr ) {
m_decoder = std::make_unique<decoder>();
}
auto item { std::make_shared<decoder::job>() };
item->handle = handle;
item->file = Filename;
m_decoder->pending.emplace_back( item );
{
std::lock_guard<std::mutex> lock( m_decoder->mutex );
m_decoder->queue.emplace_back( item );
}
m_decoder->queued.notify_one();
}
else {
m_buffers.emplace_back( Filename );
}
// NOTE: we store mapping without file type extension, to simplify lookups // NOTE: we store mapping without file type extension, to simplify lookups
erase_extension( Filename ); erase_extension( Filename );

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@@ -47,21 +47,25 @@ class buffer_manager {
public: public:
// constructors // constructors
buffer_manager() { m_buffers.emplace_back( openal_buffer() ); } // empty bindings for null buffer buffer_manager(); // makes empty bindings for null buffer
// destructor // destructor
~buffer_manager(); ~buffer_manager();
// methods // methods
// creates buffer object out of data stored in specified file. returns: handle to the buffer or null_handle if creation failed // creates buffer object out of data stored in specified file. returns: handle to the buffer or null_handle if creation failed
buffer_handle buffer_handle
create( std::string const &Filename ); create( std::string const &Filename );
// provides direct access to a specified buffer // provides direct access to a specified buffer. a buffer still decoded in the background is completed first
audio::openal_buffer const & audio::openal_buffer const &
buffer( audio::buffer_handle const Buffer ) const; buffer( audio::buffer_handle const Buffer ) const;
// creates AL buffers for files decoded in the background so far, or for all of them if requested
void
update( bool const Wait = false );
private: private:
// types // types
using buffer_sequence = std::vector<openal_buffer>; using buffer_sequence = std::vector<openal_buffer>;
using index_map = std::unordered_map<std::string, std::size_t>; using index_map = std::unordered_map<std::string, std::size_t>;
struct decoder; // background decoding of sound files, used with sound.asyncload
// methods // methods
// places in the bank a buffer containing data stored in specified file. returns: handle to the buffer // places in the bank a buffer containing data stored in specified file. returns: handle to the buffer
buffer_handle buffer_handle
@@ -72,9 +76,13 @@ private:
// checks whether specified file exists. returns: name of the located file, or empty string. // checks whether specified file exists. returns: name of the located file, or empty string.
std::string std::string
find_file( std::string const &Filename ) const; find_file( std::string const &Filename ) const;
// creates AL buffer for a file decoded in the background, waiting for the decoder if needed
void
complete( audio::buffer_handle const Buffer ) const;
// members // members
buffer_sequence m_buffers; mutable buffer_sequence m_buffers; // buffers decoded in the background are completed on first access
index_map m_buffermappings; index_map m_buffermappings;
mutable std::unique_ptr<decoder> m_decoder;
}; };
} // audio } // audio

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@@ -305,6 +305,13 @@ openal_renderer::buffer( audio::buffer_handle const Buffer ) const {
return m_buffers.buffer( Buffer ); return m_buffers.buffer( Buffer );
} }
// makes buffers of all sound files still decoded in the background, waiting for them
void
openal_renderer::complete_buffers() {
m_buffers.update( true );
}
// initializes the service // initializes the service
bool bool
openal_renderer::init() { openal_renderer::init() {
@@ -350,6 +357,9 @@ openal_renderer::erase( sound_source const *Controller ) {
void void
openal_renderer::update( double const Deltatime ) { openal_renderer::update( double const Deltatime ) {
// buffers of sound files decoded in the background since the last update
m_buffers.update();
ALenum err = alGetError(); ALenum err = alGetError();
if (err != AL_NO_ERROR) if (err != AL_NO_ERROR)
{ {

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@@ -109,6 +109,8 @@ public:
audio::buffer_handle fetch_buffer( std::string const &Filename ); audio::buffer_handle fetch_buffer( std::string const &Filename );
audio::openal_buffer const &buffer( audio::buffer_handle const Buffer ) const; audio::openal_buffer const &buffer( audio::buffer_handle const Buffer ) const;
// makes buffers of all sound files still decoded in the background (sound.asyncload), waiting for them
void complete_buffers();
bool init(); bool init();

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@@ -67,6 +67,10 @@ public:
std::chrono::steady_clock::time_point std::chrono::steady_clock::time_point
timestamp() const { timestamp() const {
return m_resourcetimestamp; } return m_resourcetimestamp; }
// updates the time given to resources marked as used, without a sweep
void
refresh() {
m_resourcetimestamp = std::chrono::steady_clock::now(); }
private: private:
// members: // members:

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@@ -30,6 +30,134 @@ http://mozilla.org/MPL/2.0/.
#define EU07_DEFERRED_TEXTURE_UPLOAD #define EU07_DEFERRED_TEXTURE_UPLOAD
// texture data read by a worker thread. the texture itself is only touched by the main thread,
// which takes the data over when the texture is created on the gl side
struct texture_request {
std::string file;
std::size_t offset { 0 }; // start of the texture data in the file
std::size_t size { 0 }; // size of the texture data
// dds data with top-left origin is flipped by the worker
bool flip { false };
std::uint32_t fourcc { 0 };
int width { 0 };
int height { 0 };
int mapcount { 0 };
int blocksize { 0 };
// results, written by the thread reading the data
std::vector<unsigned char> data;
bool failed { false };
bool done { false }; // guarded by the mutex of the loader
};
namespace {
// worker threads reading texture data from disk
class texture_loader {
public:
static texture_loader &instance() {
static texture_loader loader;
return loader; }
void submit( std::shared_ptr<texture_request> Request ) {
{
std::lock_guard<std::mutex> lock( m_mutex );
if( m_workers.empty() ) {
// reading the data is mostly waiting for the disk, a few threads are enough
auto const count { std::clamp<unsigned int>( std::thread::hardware_concurrency(), 2, 5 ) - 1 };
for( unsigned int idx = 0; idx < count; ++idx ) {
m_workers.emplace_back( [ this ]() { work(); } );
}
}
m_queue.emplace_back( std::move( Request ) );
}
m_queued.notify_one(); }
// waits until data of the specified request is read. a request no worker has taken yet is carried out right away
void wait( std::shared_ptr<texture_request> const &Request ) {
std::unique_lock<std::mutex> lock( m_mutex );
if( Request->done ) {
return;
}
auto const lookup { std::find( std::begin( m_queue ), std::end( m_queue ), Request ) };
if( lookup != std::end( m_queue ) ) {
m_queue.erase( lookup );
lock.unlock();
read( *Request );
lock.lock();
Request->done = true;
return;
}
m_read.wait( lock, [ &Request ]() { return Request->done; } ); }
~texture_loader() {
{
std::lock_guard<std::mutex> lock( m_mutex );
m_stop = true;
}
m_queued.notify_all();
for( auto &worker : m_workers ) {
worker.join();
} }
private:
void work() {
std::unique_lock<std::mutex> lock( m_mutex );
while( true ) {
m_queued.wait( lock, [ this ]() { return m_stop || ( false == m_queue.empty() ); } );
if( m_stop ) {
return;
}
auto request { m_queue.front() };
m_queue.pop_front();
lock.unlock();
read( *request );
lock.lock();
request->done = true;
m_read.notify_all();
} }
// same as the reading part of opengl_texture::load_DDS()
static void read( texture_request &Request ) {
std::ifstream file( Request.file, std::ios::binary );
if( false == file.is_open() ) {
Request.failed = true;
return;
}
file.seekg( Request.offset );
Request.data.resize( Request.size );
file.read( reinterpret_cast<char *>( Request.data.data() ), Request.size );
if( Request.flip ) {
char *mipmap = (char *)&Request.data[ 0 ];
int mapcount = Request.mapcount,
width = Request.width,
height = Request.height;
while( mapcount ) {
if( Request.fourcc == FOURCC_DXT1 )
flip_s3tc::flip_dxt1_image( mipmap, width, height );
else if( Request.fourcc == FOURCC_DXT3 )
flip_s3tc::flip_dxt23_image( mipmap, width, height );
else if( Request.fourcc == FOURCC_DXT5 )
flip_s3tc::flip_dxt45_image( mipmap, width, height );
mipmap += ( width + 3 ) / 4 * ( ( height + 3 ) / 4 ) * Request.blocksize;
width = std::max( width / 2, 4 );
height = std::max( height / 2, 4 );
--mapcount;
}
} }
std::mutex m_mutex;
std::condition_variable m_queued; // wakes workers when requests are added
std::condition_variable m_read; // wakes the main thread waiting for a request
std::deque<std::shared_ptr<texture_request>> m_queue;
std::vector<std::thread> m_workers;
bool m_stop { false };
};
} // namespace
std::array<GLuint, gl::MAX_TEXTURES + gl::HELPER_TEXTURES> opengl_texture::units = { 0 }; std::array<GLuint, gl::MAX_TEXTURES + gl::HELPER_TEXTURES> opengl_texture::units = { 0 };
GLint opengl_texture::m_activeunit = -1; GLint opengl_texture::m_activeunit = -1;
@@ -261,7 +389,9 @@ opengl_texture::load() {
} }
// data state will be set by called loader, so we're all done here // data state will be set by called loader, so we're all done here
if( data_state == resource_state::good ) { // (a streamed texture has its description ready while the data is still being read)
if( ( data_state == resource_state::good )
|| ( ( data_state == resource_state::loading ) && ( request != nullptr ) ) ) {
// verify texture size // verify texture size
if( clamp_power_of_two(data_width) != data_width || clamp_power_of_two(data_height) != data_height ) { if( clamp_power_of_two(data_width) != data_width || clamp_power_of_two(data_height) != data_height ) {
@@ -579,6 +709,28 @@ opengl_texture::load_DDS() {
data_state = resource_state::failed; data_state = resource_state::failed;
return; return;
} }
if( true == Global.gfx_texture_streaming ) {
// the data is read by a worker thread, everything else about the texture is known already
request = std::make_shared<texture_request>();
request->file = name + type;
request->offset = static_cast<std::size_t>( file.tellg() ) + offset;
request->size = datasize;
request->flip = Global.dds_upper_origin;
request->fourcc = ddsd.ddpfPixelFormat.dwFourCC;
request->width = data_width;
request->height = data_height;
request->mapcount = data_mapcount;
request->blocksize = blockSize;
texture_loader::instance().submit( request );
data_components =
ddsd.ddpfPixelFormat.dwFourCC == FOURCC_DXT1 ? GL_RGB : GL_RGBA;
data_state = resource_state::loading;
return;
}
// reserve space and load texture data // reserve space and load texture data
data.resize( datasize ); data.resize( datasize );
@@ -930,6 +1082,17 @@ opengl_texture::unbind(size_t unit)
bool bool
opengl_texture::create( bool const Static ) { opengl_texture::create( bool const Static ) {
if( ( data_state == resource_state::none )
&& ( true == reload_on_use ) ) {
// the data was dropped along with the gl texture when the texture was far away
reload_on_use = false;
load();
}
if( ( data_state == resource_state::loading )
&& ( request != nullptr ) ) {
complete_data();
}
if( data_state != resource_state::good && !is_rendertarget ) { if( data_state != resource_state::good && !is_rendertarget ) {
// don't bother until we have useful texture data // don't bother until we have useful texture data
// and it isn't rendertarget texture without loaded data // and it isn't rendertarget texture without loaded data
@@ -1087,6 +1250,27 @@ opengl_texture::create( bool const Static ) {
return true; return true;
} }
// takes over the data read by a worker thread, waiting for it if needed
void
opengl_texture::complete_data() {
if( request == nullptr ) { return; }
texture_loader::instance().wait( request );
auto const completed { std::move( request ) };
if( true == completed->failed ) {
data_state = resource_state::failed;
ErrorLog( "Bad texture: failed to load texture \"" + name + "\"" );
// NOTE: temporary workaround for texture assignment errors, same as in load()
id = 0;
return;
}
data.swap( completed->data );
data_state = resource_state::good;
size = data.size() / 1024;
}
// releases resources allocated on the opengl end, storing local copy if requested // releases resources allocated on the opengl end, storing local copy if requested
void void
opengl_texture::release() { opengl_texture::release() {
@@ -1397,6 +1581,84 @@ texture_manager::delete_textures() {
} }
} }
// starts a scan for gl textures used only by vehicles far away
void
texture_manager::begin_release_scan() {
m_releasescantime = std::chrono::steady_clock::now();
// textures bound from now on are stamped with the time of this scan, the sweep may not be running
m_garbagecollector.refresh();
if( m_neededtimes.size() < m_textures.size() ) {
m_neededtimes.resize( m_textures.size() );
}
}
// marks texture of a vehicle as needed if the vehicle is near, otherwise only as one used by vehicles
void
texture_manager::mark_as_needed( texture_handle const Texture, bool const Near ) {
if( ( Texture <= 0 )
|| ( Texture >= static_cast<texture_handle>( m_neededtimes.size() ) ) ) {
return;
}
auto &needed { m_neededtimes[ Texture ] };
if( true == Near ) {
needed = m_releasescantime;
auto &texture { *m_textures[ Texture ].first };
if( ( true == texture.reload_on_use )
&& ( texture.data_state == resource_state::none ) ) {
// the vehicle came back, the texture is read again before it's drawn (in the background with gfx.textures.streaming)
texture.reload_on_use = false;
texture.load();
}
}
else if( needed == resource_timestamp() ) {
// from now on the texture can be released, if no vehicle near enough needs it for a while
needed = m_releasescantime;
}
}
// releases gl textures of vehicles not needed nor drawn for a while
void
texture_manager::release_unneeded() {
// the delay keeps textures of a vehicle moving back and forth around the release distance from going in and out
auto const delay { std::chrono::seconds{ 10 } };
auto releasecount { 0 };
for( std::size_t index = 1; index < m_neededtimes.size(); ++index ) {
auto const needed { m_neededtimes[ index ] };
if( ( needed == resource_timestamp() )
|| ( m_releasescantime - needed < delay ) ) {
continue;
}
auto &record { m_textures[ index ] };
auto &texture { *record.first };
if( ( texture.id == static_cast<GLuint>( -1 ) )
|| ( texture.id == 0 )
|| ( true == texture.is_static )
|| ( true == texture.is_rendertarget )
|| ( texture.type == "make:" )
|| ( texture.type == "internalsrc:" ) ) {
continue;
}
if( m_releasescantime - record.second < delay ) {
// drawn lately, the texture is also used by something else than far vehicles
continue;
}
texture.release();
// without the resource sweep the data isn't kept after upload, it'll have to be read again
texture.reload_on_use = ( texture.data_state == resource_state::none );
++releasecount;
}
if( releasecount > 0 ) {
// released gl names can be given to new textures, the unit cache can't trust them
for( auto &unit : opengl_texture::units ) {
unit = -1;
}
}
}
// performs a resource sweep // performs a resource sweep
void void
texture_manager::update() { texture_manager::update() {

View File

@@ -16,6 +16,8 @@ http://mozilla.org/MPL/2.0/.
#include "gl/ubo.h" #include "gl/ubo.h"
#include "interfaces/ITexture.h" #include "interfaces/ITexture.h"
struct texture_request; // texture data read by a worker thread, with gfx.textures.streaming
struct opengl_texture : public ITexture { struct opengl_texture : public ITexture {
static DDSURFACEDESC2 deserialize_ddsd(std::istream&); static DDSURFACEDESC2 deserialize_ddsd(std::istream&);
static DDCOLORKEY deserialize_ddck(std::istream&); static DDCOLORKEY deserialize_ddck(std::istream&);
@@ -111,7 +113,12 @@ public:
void flip_vertical(); void flip_vertical();
void gles_match_internalformat(GLuint format); void gles_match_internalformat(GLuint format);
// takes over the data read by a worker thread, waiting for it if needed
void complete_data();
// members // members
std::shared_ptr<texture_request> request; // data being read by a worker thread
bool reload_on_use = false; // the data was dropped along with the gl texture of a far texture, it's read again when the texture is needed
bool is_static = false; // is excluded from garbage collection bool is_static = false; // is excluded from garbage collection
bool is_rendertarget = false; // is used as postfx rendertarget, without loaded data bool is_rendertarget = false; // is used as postfx rendertarget, without loaded data
int samples = 1; int samples = 1;
@@ -159,6 +166,16 @@ public:
// performs a resource sweep // performs a resource sweep
void void
update(); update();
// release of gl textures used only far away (gfx.textures.releasedistance). a scan is made of
// begin_release_scan(), mark_as_needed() for textures of each vehicle and release_unneeded()
void
begin_release_scan();
// marks texture of a vehicle as needed if the vehicle is near, otherwise only as one used by vehicles
void
mark_as_needed( texture_handle const Texture, bool const Near );
// releases gl textures of vehicles not needed nor drawn for a while
void
release_unneeded();
// debug performance string // debug performance string
std::string std::string
info() const; info() const;
@@ -191,6 +208,8 @@ private:
texture_handle const npos { 0 }; // should be -1, but the rest of the code uses -1 for something else texture_handle const npos { 0 }; // should be -1, but the rest of the code uses -1 for something else
texturetimepointpair_sequence m_textures; texturetimepointpair_sequence m_textures;
index_map m_texturemappings; index_map m_texturemappings;
std::vector<resource_timestamp> m_neededtimes; // last time a vehicle near enough needed the texture, blank for textures not used by vehicles
resource_timestamp m_releasescantime; // time of the current release scan
garbage_collector<texturetimepointpair_sequence> m_garbagecollector { m_textures, 600, 60, "texture" }; garbage_collector<texturetimepointpair_sequence> m_garbagecollector { m_textures, 600, 60, "texture" };
}; };

View File

@@ -3351,6 +3351,119 @@ void opengl33_renderer::Render_Instanced( TModel3d *Model, std::vector<TAnimMode
// - Global.SleeperDistance == 0 (sleeper rendering globally disabled) // - Global.SleeperDistance == 0 (sleeper rendering globally disabled)
// - the track has no sleepermodel // - the track has no sleepermodel
// - the track is farther than Global.SleeperDistance meters from the camera // - the track is farther than Global.SleeperDistance meters from the camera
// releases gl textures used only by vehicles farther than gfx.textures.releasedistance times the draw range
void opengl33_renderer::Update_Texture_Release()
{
if (m_colorpass.draw_range <= 0.f)
{
return;
}
auto const range{static_cast<double>(Global.gfx_texture_releasedistance) * m_colorpass.draw_range};
auto const camera{m_colorpass.pass_camera.position()};
m_textures.begin_release_scan();
for (auto *vehicle : simulation::Vehicles.sequence())
{
if (vehicle == nullptr)
{
continue;
}
bool const isnear{glm::length(vehicle->vPosition - camera) - vehicle->radius() <= range};
auto const mark_model = [&](TModel3d *Model) {
if (Model == nullptr)
{
return;
}
for (auto const texture : Model_Textures(Model))
{
m_textures.mark_as_needed(texture, isnear);
}
};
mark_model(vehicle->mdModel);
mark_model(vehicle->mdLowPolyInt);
mark_model(vehicle->mdLoad);
for (auto *attachment : vehicle->mdAttachments)
{
mark_model(attachment);
}
for (auto const skin : vehicle->m_materialdata.replacable_skins)
{
if (skin <= 0)
{
continue;
}
auto const &material{m_materials.material(skin)};
for (auto const texture : material.textures)
{
m_textures.mark_as_needed(texture, isnear);
}
for (auto const &variant : material.texture_variants)
{
for (auto const texture : variant)
{
m_textures.mark_as_needed(texture, isnear);
}
}
}
}
m_textures.release_unneeded();
}
// textures used by materials of the sub-models of specified model, replaceable skins excluded
std::vector<texture_handle> const &opengl33_renderer::Model_Textures(TModel3d *Model)
{
auto const lookup{m_modeltextures.find(Model)};
if (lookup != m_modeltextures.end())
{
return lookup->second;
}
auto &textures{m_modeltextures[Model]};
std::vector<TSubModel *> submodels;
if (Model->GetSMRoot() != nullptr)
{
submodels.emplace_back(Model->GetSMRoot());
}
while (false == submodels.empty())
{
auto *submodel{submodels.back()};
submodels.pop_back();
if (submodel->NextGet() != nullptr)
{
submodels.emplace_back(submodel->NextGet());
}
if (submodel->ChildGet() != nullptr)
{
submodels.emplace_back(submodel->ChildGet());
}
// negative material is one of replaceable skins of the vehicle, these are handled with the vehicle
if (submodel->GetMaterial() <= 0)
{
continue;
}
auto const &material{m_materials.material(submodel->GetMaterial())};
for (auto const texture : material.textures)
{
if (texture > 0)
{
textures.emplace_back(texture);
}
}
for (auto const &variant : material.texture_variants)
{
for (auto const texture : variant)
{
if (texture > 0)
{
textures.emplace_back(texture);
}
}
}
}
std::sort(std::begin(textures), std::end(textures));
textures.erase(std::unique(std::begin(textures), std::end(textures)), std::end(textures));
return textures;
}
void opengl33_renderer::Render_Sleepers( TTrack *Track ) void opengl33_renderer::Render_Sleepers( TTrack *Track )
{ {
if( Track == nullptr ) { return; } if( Track == nullptr ) { return; }
@@ -5379,6 +5492,11 @@ void opengl33_renderer::Update(double const Deltatime)
m_textures.update(); m_textures.update();
} }
if ((Global.gfx_texture_releasedistance > 0.f) && (true == simulation::is_ready))
{
Update_Texture_Release();
}
if ((true == Global.ControlPicking) && (false == FreeFlyModeFlag)) if ((true == Global.ControlPicking) && (false == FreeFlyModeFlag))
Pick_Control_Callback([](const TSubModel *, const glm::vec2) {}); Pick_Control_Callback([](const TSubModel *, const glm::vec2) {});
// temporary conditions for testing. eventually will be coupled with editor mode // temporary conditions for testing. eventually will be coupled with editor mode

View File

@@ -304,6 +304,10 @@ class opengl33_renderer : public gfx_renderer {
bool Render_interior( bool const Alpha = false ); bool Render_interior( bool const Alpha = false );
bool Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false ); bool Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false );
bool Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false ); bool Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false );
// releases gl textures used only by vehicles farther than gfx.textures.releasedistance times the draw range
void Update_Texture_Release();
// textures used by materials of the sub-models of specified model, replaceable skins excluded
std::vector<texture_handle> const &Model_Textures( TModel3d *Model );
void Render(TMemCell *Memcell); void Render(TMemCell *Memcell);
void Render_particles(); void Render_particles();
void Render_precipitation(); void Render_precipitation();
@@ -388,6 +392,8 @@ class opengl33_renderer : public gfx_renderer {
// of once per cell -- collapsing many tiny instanced draws into a few large // of once per cell -- collapsing many tiny instanced draws into a few large
// batches. Reused every pass; the vectors are emptied (not freed) at the top of Render(scene::basic_region*). // batches. Reused every pass; the vectors are emptied (not freed) at the top of Render(scene::basic_region*).
scene::basic_cell::instance_bucket_map m_frame_instance_buckets; scene::basic_cell::instance_bucket_map m_frame_instance_buckets;
// textures used by vehicle models, for the release of far textures
std::unordered_map<TModel3d const *, std::vector<texture_handle>> m_modeltextures;
// geometry of neighbouring tracks of a cell which share the material, gathered to be drawn together. reused by each Render(path_sequence) // geometry of neighbouring tracks of a cell which share the material, gathered to be drawn together. reused by each Render(path_sequence)
std::vector<gfx::geometrybank_handle> m_pathbatch; std::vector<gfx::geometrybank_handle> m_pathbatch;
// copies of instance bounds kept by the buckets of scene cells are good as long as they carry this number. // copies of instance bounds kept by the buckets of scene cells are good as long as they carry this number.

View File

@@ -187,6 +187,12 @@ bool global_settings::ConfigParseAudio(cParser& Parser, const std::string& token
return true; return true;
} }
if (token == "sound.asyncload")
{
ParseOne(Parser, AudioAsyncLoad);
return true;
}
if (token == "sound.volume.vehicle") if (token == "sound.volume.vehicle")
{ {
ParseOneClamped(Parser, VehicleVolume, 0.f, 1.f); ParseOneClamped(Parser, VehicleVolume, 0.f, 1.f);
@@ -1347,6 +1353,18 @@ global_settings::ConfigParse_gfx( cParser &Parser, std::string_view const Token
Parser.getTokens(); Parser.getTokens();
Parser >> ResourceMove; Parser >> ResourceMove;
} }
else if (Token == "gfx.textures.streaming")
{
Parser.getTokens();
Parser >> gfx_texture_streaming;
}
else if (Token == "gfx.textures.releasedistance")
{
// multiplier of the draw range, 0 turns the release off. textures within the draw range are never released
Parser.getTokens();
Parser >> gfx_texture_releasedistance;
gfx_texture_releasedistance = (gfx_texture_releasedistance > 0.f ? std::max(gfx_texture_releasedistance, 1.f) : 0.f);
}
else if (Token == "gfx.reflections.framerate") else if (Token == "gfx.reflections.framerate")
{ {
auto const updatespersecond{std::abs(Parser.getToken<double>())}; auto const updatespersecond{std::abs(Parser.getToken<double>())};
@@ -1530,6 +1548,7 @@ global_settings::export_as_text( std::ostream &Output ) const {
export_as_text( Output, "sound.volume.vehicle", VehicleVolume ); export_as_text( Output, "sound.volume.vehicle", VehicleVolume );
export_as_text( Output, "sound.volume.positional", EnvironmentPositionalVolume ); export_as_text( Output, "sound.volume.positional", EnvironmentPositionalVolume );
export_as_text( Output, "sound.volume.ambient", EnvironmentAmbientVolume ); export_as_text( Output, "sound.volume.ambient", EnvironmentAmbientVolume );
export_as_text( Output, "sound.asyncload", AudioAsyncLoad );
export_as_text( Output, "physicslog", WriteLogFlag ); export_as_text( Output, "physicslog", WriteLogFlag );
export_as_text( Output, "fullphysics", FullPhysics ); export_as_text( Output, "fullphysics", FullPhysics );
export_as_text( Output, "debuglog", iWriteLogEnabled ); export_as_text( Output, "debuglog", iWriteLogEnabled );
@@ -1584,6 +1603,8 @@ global_settings::export_as_text( std::ostream &Output ) const {
export_as_text( Output, "createswitchtrackbeds", CreateSwitchTrackbeds ); export_as_text( Output, "createswitchtrackbeds", CreateSwitchTrackbeds );
export_as_text( Output, "gfx.resource.sweep", ResourceSweep ); export_as_text( Output, "gfx.resource.sweep", ResourceSweep );
export_as_text( Output, "gfx.resource.move", ResourceMove ); export_as_text( Output, "gfx.resource.move", ResourceMove );
export_as_text( Output, "gfx.textures.streaming", gfx_texture_streaming );
export_as_text( Output, "gfx.textures.releasedistance", gfx_texture_releasedistance );
export_as_text( Output, "gfx.reflections.framerate", 1.0 / reflectiontune.update_interval ); export_as_text( Output, "gfx.reflections.framerate", 1.0 / reflectiontune.update_interval );
export_as_text( Output, "gfx.reflections.fidelity", reflectiontune.fidelity ); export_as_text( Output, "gfx.reflections.fidelity", reflectiontune.fidelity );
export_as_text( Output, "timespeed", fTimeSpeed ); export_as_text( Output, "timespeed", fTimeSpeed );

View File

@@ -182,6 +182,8 @@ struct global_settings {
float SmokeFidelity{ 1.f }; // determines amount of generated smoke particles float SmokeFidelity{ 1.f }; // determines amount of generated smoke particles
bool ResourceSweep{ true }; // gfx resource garbage collection bool ResourceSweep{ true }; // gfx resource garbage collection
bool ResourceMove{ false }; // gfx resources are moved between cpu and gpu side instead of sending a copy bool ResourceMove{ false }; // gfx resources are moved between cpu and gpu side instead of sending a copy
bool gfx_texture_streaming{ false }; // data of dds textures is read by worker threads, the rest of the loading doesn't wait for it
float gfx_texture_releasedistance{ 0.f }; // gl textures of vehicles farther than this many draw ranges are released. 0 = off
bool compress_tex{ true }; // all textures are compressed on gpu side bool compress_tex{ true }; // all textures are compressed on gpu side
std::string asSky{ "1" }; std::string asSky{ "1" };
float fFpsAverage{ 0.f }; // oczekiwana wartosć FPS float fFpsAverage{ 0.f }; // oczekiwana wartosć FPS
@@ -197,6 +199,7 @@ struct global_settings {
float EnvironmentAmbientVolume{ 1.0f }; float EnvironmentAmbientVolume{ 1.0f };
int audio_max_sources = 30; int audio_max_sources = 30;
std::string AudioRenderer; std::string AudioRenderer;
bool AudioAsyncLoad{ false }; // sound files are decoded by worker threads
// input // input
float fMouseXScale{ 1.5f }; float fMouseXScale{ 1.5f };
float fMouseYScale{ 0.2f }; float fMouseYScale{ 0.2f };