Files
RobustToolbox/Robust.Client/ResourceManagement/ResourceCache.Preload.cs
2025-07-28 18:50:20 +02:00

430 lines
16 KiB
C#

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Threading.Tasks;
using OpenToolkit.Graphics.OpenGL4;
using Robust.Client.Audio;
using Robust.Client.Graphics;
using Robust.Client.Utility;
using Robust.Shared;
using Robust.Shared.Audio;
using Robust.Shared.Collections;
using Robust.Shared.Configuration;
using Robust.Shared.ContentPack;
using Robust.Shared.Graphics;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Utility;
using SixLabors.ImageSharp;
using SixLabors.ImageSharp.PixelFormats;
namespace Robust.Client.ResourceManagement
{
internal partial class ResourceCache
{
[field: Dependency] public IClyde Clyde { get; } = default!;
[field: Dependency] public IAudioInternal ClydeAudio { get; } = default!;
[Dependency] private readonly IResourceManager _manager = default!;
[field: Dependency] public IFontManager FontManager { get; } = default!;
[Dependency] private readonly ILogManager _logManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
public void PreloadTextures()
{
var sawmill = _logManager.GetSawmill("res.preload");
if (!_configurationManager.GetCVar(CVars.ResTexturePreloadingEnabled))
{
sawmill.Debug($"Skipping texture preloading due to CVar value.");
return;
}
PreloadTextures(sawmill);
PreloadRsis(sawmill);
}
private void PreloadTextures(ISawmill sawmill)
{
sawmill.Debug("Preloading textures...");
var sw = Stopwatch.StartNew();
var resList = GetTypeData<TextureResource>().Resources;
var texList = _manager.ContentFindFiles("/Textures/")
// Skip PNG files inside RSIs.
.Where(p => p.Extension == "png" && !p.ToString().Contains(".rsi/") && !resList.ContainsKey(p))
.Select(p => new TextureResource.LoadStepData {Path = p})
.ToArray();
Parallel.ForEach(texList, data =>
{
try
{
TextureResource.LoadTextureParameters(_manager, data);
if (!data.LoadParameters.Preload)
{
data.Skip = true;
return;
}
TextureResource.LoadPreTextureData(_manager, data);
}
catch (Exception e)
{
// Mark failed loads as bad and skip them in the next few stages.
// Avoids any silly array resizing or similar.
sawmill.Error($"Exception while loading RSI {data.Path}:\n{e}");
data.Bad = true;
}
});
foreach (var data in texList)
{
if (data.Bad || data.Skip)
continue;
try
{
TextureResource.LoadTexture(Clyde, data);
}
catch (Exception e)
{
sawmill.Error($"Exception while loading RSI {data.Path}:\n{e}");
data.Bad = true;
}
}
var errors = 0;
var skipped = 0;
foreach (var data in texList)
{
if (data.Bad)
{
errors += 1;
continue;
}
if (data.Skip)
{
skipped += 1;
continue;
}
try
{
var texResource = new TextureResource();
texResource.LoadFinish(this, data);
resList[data.Path] = texResource;
}
catch (Exception e)
{
sawmill.Error($"Exception while loading RSI {data.Path}:\n{e}");
data.Bad = true;
errors += 1;
}
}
sawmill.Debug(
"Preloaded {CountLoaded} textures ({CountErrored} errored, {CountSkipped} skipped) in {LoadTime}",
texList.Length - skipped - errors,
errors,
skipped,
sw.Elapsed);
}
private void PreloadRsis(ISawmill sawmill)
{
var sw = Stopwatch.StartNew();
var resList = GetTypeData<RSIResource>().Resources;
var foundRsiList = _manager.ContentFindFiles("/Textures/")
.Where(p => p.ToString().EndsWith(".rsi/meta.json"))
.Select(c => c.Directory);
var foundRsicList = _manager.ContentFindFiles("/Textures/")
.Where(p => p.Extension == "rsic")
.Select(c => c.WithExtension("rsi"));
var rsiList = foundRsiList
.Concat(foundRsicList)
.Where(p => !resList.ContainsKey(p))
.Select(p => new RSIResource.LoadStepData {Path = p})
.ToArray();
Parallel.ForEach(rsiList, data =>
{
try
{
RSIResource.LoadPreTexture(_manager, data);
}
catch (Exception e)
{
// Mark failed loads as bad and skip them in the next few stages.
// Avoids any silly array resizing or similar.
sawmill.Error($"Exception while loading RSI {data.Path}:\n{e}");
data.Bad = true;
}
});
var atlasLookup = rsiList.ToLookup(ShouldMetaAtlas);
var atlasList = atlasLookup[true].ToArray();
var nonAtlasList = atlasLookup[false].ToArray();
foreach (var data in nonAtlasList)
{
if (data.Bad)
continue;
try
{
RSIResource.LoadTexture(Clyde, data);
}
catch (Exception e)
{
sawmill.Error($"Exception while loading RSI {data.Path}:\n{e}");
data.Bad = true;
}
}
// This combines individual RSI atlases into larger atlases to reduce draw batches. currently this is a VERY
// lazy bundling and is not at all compact, its basically an atlas of RSI atlases. Really what this should
// try to do is to have each RSI write directly to the atlas, rather than having each RSI write to its own
// sub-atlas first.
//
// Also if the max texture size is too small, such that there needs to be more than one atlas, then each
// atlas should somehow try to group things by draw-depth & frequency to minimize batches? But currently
// everything fits onto a single 8k x 8k image so as long as the computer can manage that, it should be
// fine.
// TODO allow RSIs to opt out (useful for very big & rare RSIs)
// TODO combine with (non-rsi) texture atlas?
// We now need to insert the RSIs into the atlas. This specific problem is 2BP|O|F - the items are oriented
// and cutting is free. The sorting is done by a slightly modified FFDH algorithm. The algorithm is exactly
// the same as the standard FFDH algorithm with one main difference: We create new "levels" above placed
// blocks. For example if the first block was 10x20, then the second was 10x10 units, we would create a
// 10x10 level above the second block that would be treated as a normal level. This increases the packing
// efficiency from ~85% to ~95% with very little extra computational effort. The algorithm appears to be
// ~97% effective for storing SS14s RSIs.
//
// Here are some more resources about the strip packing problem!
// - https://en.wikipedia.org/w/index.php?title=Strip_packing_problem&oldid=1263496949#First-fit_decreasing-height_(FFDH)
// - https://www.csc.liv.ac.uk/~epa/surveyhtml.html
// - https://www.dei.unipd.it/~fisch/ricop/tesi/tesi_dottorato_Lodi_1999.pdf
// The array must be sorted from biggest to smallest first.
Array.Sort(atlasList, (b, a) => a.AtlasSheet.Height.CompareTo(b.AtlasSheet.Height));
var maxSize = Math.Min(GL.GetInteger(GetPName.MaxTextureSize), _configurationManager.GetCVar(CVars.ResRSIAtlasSize));
// THIS IS NOT GUARANTEED TO HAVE ANY PARTICULARLY LOGICAL ORDERING.
// E.G you could have atlas 1 RSIs appear *before* you're done seeing atlas 2 RSIs.
var levels = new ValueList<Level>();
// List of all the image atlases.
var imageAtlases = new ValueList<Image<Rgba32>>();
// List of all the actual atlases.
var finalAtlases = new ValueList<OwnedTexture>();
// Number of total pixels in each atlas.
var finalPixels = new ValueList<int>();
// First we just find the location of all the RSIs in the atlas before actually placing them.
// This allows us to effectively determine how much space we need to allocate for the images.
var currentHeight = 0;
var currentAtlasIndex = 0;
foreach (var rsi in atlasList)
{
var insertHeight = rsi.AtlasSheet.Height;
var insertWidth = rsi.AtlasSheet.Width;
var found = false;
for (var i = 0; i < levels.Count && !found; i++)
{
var levelPosition = levels[i].Position;
var levelWidth = levels[i].Width;
var levelHeight = levels[i].Height;
// Check if it can fit in this level.
if (levelHeight < insertHeight || levelWidth + insertWidth > levels[i].MaxWidth)
continue;
found = true;
levels[i].Width += insertWidth;
rsi.AtlasOffset = levelPosition + new Vector2i(levelWidth, 0);
levels[i].RSIList.Add(rsi);
// Creating the extra "free" space above blocks that can be used for inserting more items.
// This differs from the FFDH spec which just ignores this space.
Debug.Assert(levelHeight >= insertHeight); // Must be true because the array needs to be sorted
if (levelHeight - insertHeight == 0)
continue;
var freeLevel = new Level
{
AtlasId = levels[i].AtlasId,
Position = levelPosition + new Vector2i(levelWidth, insertHeight),
Height = levelHeight - insertHeight,
Width = 0,
MaxWidth = insertWidth,
RSIList = [ ]
};
levels.Add(freeLevel);
}
if (found)
continue;
// Ran out of space, we need to move on to the next atlas.
// This also isn't in the normal FFDH algorithm (obviously) but its close enough.
if (currentHeight + insertHeight > maxSize)
{
imageAtlases.Add(new Image<Rgba32>(maxSize, currentHeight));
finalPixels.Add(0);
currentHeight = 0;
currentAtlasIndex++;
}
rsi.AtlasOffset = new Vector2i(0, currentHeight);
var newLevel = new Level
{
AtlasId = currentAtlasIndex,
Position = new Vector2i(0, currentHeight),
Height = insertHeight,
Width = insertWidth,
MaxWidth = maxSize,
RSIList = [ rsi ]
};
levels.Add(newLevel);
currentHeight += insertHeight;
}
// This allocation takes a long time.
imageAtlases.Add(new Image<Rgba32>(maxSize, currentHeight));
finalPixels.Add(0);
// Put all textures on the atlases
foreach (var level in levels)
{
foreach (var rsi in level.RSIList)
{
var box = new UIBox2i(0, 0, rsi.AtlasSheet.Width, rsi.AtlasSheet.Height);
rsi.AtlasSheet.Blit(box, imageAtlases[level.AtlasId], rsi.AtlasOffset);
finalPixels[level.AtlasId] += rsi.AtlasSheet.Width * rsi.AtlasSheet.Height;
}
}
// Finalize the atlases.
for (var i = 0; i < imageAtlases.Count; i++)
{
var atlasTexture = Clyde.LoadTextureFromImage(imageAtlases[i], $"Meta atlas {i}");
finalAtlases.Add(atlasTexture);
sawmill.Debug($"(Meta atlas {i}) - cropped utilization: {(float)finalPixels[i] / (maxSize * imageAtlases[i].Height):P2}, fill percentage: {(float)imageAtlases[i].Height / maxSize:P2}");
}
// Finally, reference the actual atlas from the RSIs.
foreach (var level in levels)
{
foreach (var rsi in level.RSIList)
{
rsi.AtlasTexture = finalAtlases[level.AtlasId];
}
}
Parallel.ForEach(rsiList, data =>
{
if (data.Bad)
return;
try
{
RSIResource.LoadPostTexture(data);
}
catch (Exception e)
{
data.Bad = true;
sawmill.Error($"Exception while loading RSI {data.Path}:\n{e}");
}
});
var errors = 0;
foreach (var data in rsiList)
{
if (data.Bad)
{
errors += 1;
continue;
}
try
{
var rsiRes = new RSIResource();
rsiRes.LoadFinish(this, data);
resList[data.Path] = rsiRes;
}
catch (Exception e)
{
sawmill.Error($"Exception while loading RSI {data.Path}:\n{e}");
data.Bad = true;
errors += 1;
}
}
sawmill.Debug(
"Preloaded {CountLoaded} RSIs into {CountAtlas} Atlas(es?) ({CountNotAtlas} not atlassed, {CountErrored} errored) in {LoadTime}",
rsiList.Length,
finalAtlases.Count,
nonAtlasList.Length,
errors,
sw.Elapsed);
}
private static bool ShouldMetaAtlas(RSIResource.LoadStepData rsi)
{
return rsi.MetaAtlas && rsi.LoadParameters == TextureLoadParameters.Default;
}
}
/// <summary>
/// A "Level" to place boxes. Similar to FFDH levels, but with more parameters so we can fit in "free" levels
/// above placed boxes.
/// </summary>
internal sealed class Level
{
/// <summary>
/// Index of the atlas this is located.
/// </summary>
public required int AtlasId;
/// <summary>
/// Bottom left of the location for the RSIs.
/// </summary>
public required Vector2i Position;
/// <summary>
/// The current width of the level.
/// </summary>
/// <remarks>This can (and will) be 0. Will change.</remarks>
public required int Width;
/// <summary>
/// The current height of the level.
/// </summary>
/// <remarks>This value should never change.</remarks>
public required int Height;
/// <summary>
/// Maximum width of the level.
/// </summary>
public required int MaxWidth;
/// <summary>
/// List of all the RSIs stored in this level. RSIs are ordered from tallest to smallest per level.
/// </summary>
public required List<RSIResource.LoadStepData> RSIList;
}
}