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https://github.com/MaSzyna-EU07/maszyna.git
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perf(textures): with texture streaming read the data ahead of the camera instead of the whole scenery at load, drop read-ahead data unused for 5 min
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@@ -1254,8 +1254,13 @@ void opengl46_renderer::Update_Memory_Info()
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// textures: the copies of the data kept in the process after the upload
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auto const textures { m_textures.memory() };
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accounted += textures.cpu.bytes;
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accounted += textures.readahead.bytes;
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text += "textures: " + std::to_string( textures.cpu.count ) + " keep their data in ram, " + mb( textures.cpu.bytes ) + "; "
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+ std::to_string( textures.gpu.count ) + " on the card, ~" + mb( textures.gpu.bytes ) + "\n";
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if( textures.readahead.count + textures.reading + textures.waiting > 0 ) {
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text += " streamed: " + std::to_string( textures.readahead.count ) + " read ahead, not drawn yet, " + mb( textures.readahead.bytes ) + "; "
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+ std::to_string( textures.reading ) + " being read; " + std::to_string( textures.waiting ) + " not read until they're needed\n";
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}
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// geometry: the copies of the chunks sent to the card
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auto const geometry { m_geometry.memory() };
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accounted += geometry.vertices.bytes + geometry.indices.bytes + geometry.userdata.bytes;
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@@ -6118,6 +6123,172 @@ void opengl46_renderer::Update_Texture_Release()
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m_textures.release_unneeded();
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}
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// with gfx.textures.streaming the data of a texture is read when it's going to be drawn, not with the scenery: the textures of the
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// whole scenery don't fit in memory. the cells of the region within the draw range and a margin around the camera are gone through
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// a few in a frame, and the textures of what they hold which will be seen from there are read ahead, as are the ones of the vehicles
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// nearby. what is drawn without that waits for its data to be read
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void opengl46_renderer::Update_Texture_Prefetch()
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{
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if (m_colorpass.draw_range <= 0.f)
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{
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return;
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}
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double const margin{500.0}; // m: the way the data has to arrive
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std::size_t const cellsperframe{32};
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auto const camera{m_colorpass.pass_camera.position()};
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auto const range{static_cast<double>(m_colorpass.draw_range) * Global.fDistanceFactor + margin};
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auto const prefetch_material = [this](material_handle const Material) {
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if (Material <= 0)
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{
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return;
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}
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auto const &material{m_materials.material(Material)};
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for (auto const texture : material.textures)
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{
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m_textures.prefetch(texture);
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}
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for (auto const &variant : material.texture_variants)
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{
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for (auto const texture : variant)
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{
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m_textures.prefetch(texture);
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}
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}
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};
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auto const prefetch_model = [this](TModel3d *Model) {
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if (Model == nullptr)
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{
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return;
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}
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for (auto const texture : Model_Textures(Model))
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{
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m_textures.prefetch(texture);
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}
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};
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// the sections around the camera, the same way Render(scene::basic_region *) picks them
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int constexpr cellspersection{(scene::EU07_SECTIONSIZE / scene::EU07_CELLSIZE) * (scene::EU07_SECTIONSIZE / scene::EU07_CELLSIZE)};
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auto const camerax{static_cast<int>(std::floor(camera.x / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2))};
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auto const cameraz{static_cast<int>(std::floor(camera.z / scene::EU07_SECTIONSIZE + scene::EU07_REGIONSIDESECTIONCOUNT / 2))};
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int const segmentcount{2 * static_cast<int>(std::ceil(range / scene::EU07_SECTIONSIZE))};
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int const side{segmentcount + 1};
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int const originx{camerax - segmentcount / 2};
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int const originz{cameraz - segmentcount / 2};
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auto const cellcount{static_cast<std::size_t>(side) * side * cellspersection};
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auto *region{simulation::Region};
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// the first time the whole range at once: the textures around the start are read by the workers, not one by one by the first frame
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auto const steps{m_prefetchcursor == 0 ? cellcount : cellsperframe};
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for (std::size_t step = 0; step < steps; ++step, ++m_prefetchcursor)
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{
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auto const index{m_prefetchcursor % cellcount};
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auto const sectionindex{static_cast<int>(index / cellspersection)};
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auto const cellindex{index % cellspersection};
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auto const row{originz + sectionindex / side};
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auto const column{originx + sectionindex % side};
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if ((row < 0) || (row >= scene::EU07_REGIONSIDESECTIONCOUNT) || (column < 0) || (column >= scene::EU07_REGIONSIDESECTIONCOUNT))
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{
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continue;
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}
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auto *section{region->m_sections[row * scene::EU07_REGIONSIDESECTIONCOUNT + column]};
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if (section == nullptr)
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{
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continue;
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}
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if ((cellindex == 0) && (glm::length(section->m_area.center - camera) - section->m_area.radius <= range))
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{
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for (auto const &shape : section->m_shapes)
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{
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prefetch_material(shape.data().material);
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}
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}
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auto const &cell{section->m_cells[cellindex]};
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if ((false == cell.m_active) || (glm::length(cell.m_area.center - camera) - cell.m_area.radius > range))
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{
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continue;
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}
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for (auto const &shape : cell.m_shapesopaque)
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{
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prefetch_material(shape.data().material);
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}
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for (auto const &shape : cell.m_shapestranslucent)
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{
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prefetch_material(shape.data().material);
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}
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for (auto const *track : cell.m_paths)
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{
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prefetch_material(track->m_material1);
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prefetch_material(track->m_material2);
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prefetch_material(track->m_sleeper_skin);
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if (track->SwitchExtension != nullptr)
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{
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prefetch_material(track->SwitchExtension->m_material3);
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}
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}
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// the instances which will be seen from within the margin. the ones asked for once aren't gone through again until they're
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// out of reach, it's when their data could have been dropped
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auto const prefetch_instances = [&](scene::basic_cell::instance_sequence const &Instances) {
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for (auto *instance : Instances)
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{
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auto const distance{glm::length(instance->location() - camera)};
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auto const reach{std::sqrt(instance->m_rangesquaredmax * Global.fDistanceFactor) + margin};
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if ((distance > reach) || (false == instance->visible()))
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{
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if (distance > reach + margin)
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{
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instance->m_texturesprefetched = false;
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}
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continue;
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}
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if (true == instance->m_texturesprefetched)
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{
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continue;
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}
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instance->m_texturesprefetched = true;
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prefetch_model(instance->Model());
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for (auto const skin : instance->Material()->replacable_skins)
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{
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prefetch_material(skin);
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}
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}
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};
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prefetch_instances(cell.m_instancesopaque);
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prefetch_instances(cell.m_instancetranslucent);
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}
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auto const now{std::chrono::steady_clock::now()};
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if (now - m_prefetchvehicletime >= std::chrono::seconds(1))
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{
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m_prefetchvehicletime = now;
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for (auto *vehicle : simulation::Vehicles.sequence())
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{
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if ((vehicle == nullptr) || (glm::length(vehicle->vPosition - camera) - vehicle->radius() > range))
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{
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continue;
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}
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prefetch_model(vehicle->mdModel);
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prefetch_model(vehicle->mdLowPolyInt);
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prefetch_model(vehicle->mdLoad);
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for (auto *attachment : vehicle->mdAttachments)
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{
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prefetch_model(attachment);
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}
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for (auto const skin : vehicle->m_materialdata.replacable_skins)
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{
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prefetch_material(skin);
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}
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}
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}
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// the data read for what wasn't drawn after all (the details of models seen only from close, or a turn not taken) goes after a
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// while
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if (now - m_prefetchdroptime >= std::chrono::seconds(10))
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{
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m_prefetchdroptime = now;
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m_textures.drop_read_ahead(std::chrono::minutes(5));
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}
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}
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// textures used by materials of the sub-models of specified model, replaceable skins excluded
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std::vector<texture_handle> const &opengl46_renderer::Model_Textures(TModel3d *Model)
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{
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@@ -8506,6 +8677,11 @@ void opengl46_renderer::Update(double const Deltatime)
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Update_Texture_Release();
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}
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if ((true == Global.gfx_texture_streaming) && (true == simulation::is_ready) && (simulation::Region != nullptr))
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{
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Update_Texture_Prefetch();
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}
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if ((true == Global.ControlPicking) && (false == FreeFlyModeFlag))
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Pick_Control_Callback([](const TSubModel *, const glm::vec2) {});
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// temporary conditions for testing. eventually will be coupled with editor mode
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@@ -507,6 +507,8 @@ class opengl46_renderer : public gfx_renderer {
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void Update_Texture_Release();
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// textures used by materials of the sub-models of specified model, replaceable skins excluded
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std::vector<texture_handle> const &Model_Textures( TModel3d *Model );
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// has the data of the textures read ahead of the camera, with gfx.textures.streaming
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void Update_Texture_Prefetch();
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void Render(TMemCell *Memcell);
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void Render_particles();
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void Render_precipitation();
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@@ -647,6 +649,10 @@ class opengl46_renderer : public gfx_renderer {
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std::unordered_map<scene::basic_cell::instance_bucket_key, std::vector<queued_instance>, scene::basic_cell::instance_bucket_key_hash> m_frame_instance_buckets;
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// textures used by vehicle models, for the release of far textures
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std::unordered_map<TModel3d const *, std::vector<texture_handle>> m_modeltextures;
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// the read ahead of textures (Update_Texture_Prefetch()): the cell it goes on with
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std::size_t m_prefetchcursor { 0 };
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std::chrono::steady_clock::time_point m_prefetchvehicletime;
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std::chrono::steady_clock::time_point m_prefetchdroptime;
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// geometry of neighbouring tracks of a cell which share the material, gathered to be drawn together. reused by each Render(path_sequence)
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std::vector<gfx::geometrybank_handle> m_pathbatch;
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// instance records kept by the buckets of scene cells are good as long as they carry this number.
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