Files
RobustToolbox/Robust.Client/ResourceManagement/ResourceCache.Preload.cs
Pieter-Jan Briers fe0fcbd851 Add RSI key to disable meta-atlas (#5544)
This allows huge textures (e.g. Ratvar) to be removed from the meta-atlas. This saves a significant chunk of VRAM from the meta atlas in SS14 (~126 MB) which might help a bit with low-VRAM systems.
2024-12-08 23:49:12 +01:00

294 lines
10 KiB
C#

using System;
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.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($"Skipping texture preloading due to CVar value.");
return;
}
PreloadTextures(sawmill);
PreloadRsis(sawmill);
}
private void PreloadTextures(ISawmill sawmill)
{
sawmill.Debug("Preloading textures...");
var sw = Stopwatch.StartNew();
var resList = GetTypeData<TextureResource>().Resources;
var texList = _manager.ContentFindFiles("/Textures/")
// Skip PNG files inside RSIs.
.Where(p => p.Extension == "png" && !p.ToString().Contains(".rsi/") && !resList.ContainsKey(p))
.Select(p => new TextureResource.LoadStepData {Path = p})
.ToArray();
Parallel.ForEach(texList, data =>
{
try
{
TextureResource.LoadPreTexture(_manager, data);
}
catch (Exception e)
{
// Mark failed loads as bad and skip them in the next few stages.
// Avoids any silly array resizing or similar.
sawmill.Error($"Exception while loading RSI {data.Path}:\n{e}");
data.Bad = true;
}
});
foreach (var data in texList)
{
if (data.Bad)
continue;
try
{
TextureResource.LoadTexture(Clyde, data);
}
catch (Exception e)
{
sawmill.Error($"Exception while loading RSI {data.Path}:\n{e}");
data.Bad = true;
}
}
var errors = 0;
foreach (var data in texList)
{
if (data.Bad)
{
errors += 1;
continue;
}
try
{
var texResource = new TextureResource();
texResource.LoadFinish(this, data);
resList[data.Path] = texResource;
}
catch (Exception e)
{
sawmill.Error($"Exception while loading RSI {data.Path}:\n{e}");
data.Bad = true;
errors += 1;
}
}
sawmill.Debug(
"Preloaded {CountLoaded} textures ({CountErrored} errored) in {LoadTime}",
texList.Length,
errors,
sw.Elapsed);
}
private void PreloadRsis(ISawmill sawmill)
{
var sw = Stopwatch.StartNew();
var resList = GetTypeData<RSIResource>().Resources;
var rsiList = _manager.ContentFindFiles("/Textures/")
.Where(p => p.ToString().EndsWith(".rsi/meta.json"))
.Select(c => c.Directory)
.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?
Array.Sort(atlasList, (b, a) => (b.AtlasSheet?.Height ?? 0).CompareTo(a.AtlasSheet?.Height ?? 0));
// Each RSI sub atlas has a different size.
// Even if we iterate through them once to estimate total area, I have NFI how to sanely estimate an optimal square-texture size.
// So fuck it, just default to letting it be as large as it needs to and crop it as needed?
var maxSize = Math.Min(GL.GetInteger(GetPName.MaxTextureSize), _configurationManager.GetCVar(CVars.ResRSIAtlasSize));
var sheet = new Image<Rgba32>(maxSize, maxSize);
var deltaY = 0;
Vector2i offset = default;
int finalized = -1;
int atlasCount = 0;
for (int i = 0; i < atlasList.Length; i++)
{
var rsi = atlasList[i];
if (rsi.Bad)
continue;
DebugTools.Assert(rsi.AtlasSheet.Width < sheet.Width);
DebugTools.Assert(rsi.AtlasSheet.Height < sheet.Height);
if (offset.X + rsi.AtlasSheet.Width > sheet.Width)
{
offset.X = 0;
offset.Y += deltaY;
}
if (offset.Y + rsi.AtlasSheet.Height > sheet.Height)
{
FinalizeMetaAtlas(i-1, sheet);
sheet = new Image<Rgba32>(maxSize, maxSize);
deltaY = 0;
offset = default;
}
deltaY = Math.Max(deltaY, rsi.AtlasSheet.Height);
var box = new UIBox2i(0, 0, rsi.AtlasSheet.Width, rsi.AtlasSheet.Height);
rsi.AtlasSheet.Blit(box, sheet, offset);
rsi.AtlasOffset = offset;
offset.X += rsi.AtlasSheet.Width;
}
var height = offset.Y + deltaY;
var croppedSheet = new Image<Rgba32>(maxSize, height);
sheet.Blit(new UIBox2i(0, 0, maxSize, height), croppedSheet, default);
FinalizeMetaAtlas(atlasList.Length - 1, croppedSheet);
void FinalizeMetaAtlas(int toIndex, Image<Rgba32> sheet)
{
var fromIndex = finalized + 1;
var atlas = Clyde.LoadTextureFromImage(sheet, $"Meta atlas {fromIndex}-{toIndex}");
for (int i = fromIndex; i <= toIndex; i++)
{
var rsi = atlasList[i];
rsi.AtlasTexture = atlas;
}
finalized = toIndex;
atlasCount++;
}
Parallel.ForEach(rsiList, data =>
{
if (data.Bad)
return;
try
{
RSIResource.LoadPostTexture(data);
}
catch (Exception e)
{
data.Bad = true;
sawmill.Error($"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,
atlasCount,
nonAtlasList.Length,
errors,
sw.Elapsed);
}
private static bool ShouldMetaAtlas(RSIResource.LoadStepData rsi)
{
return rsi.MetaAtlas && rsi.LoadParameters == TextureLoadParameters.Default;
}
}
}