Allow sheet buffers to be reused in SheetBuilder.#21546
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PunkPun merged 2 commits intoOpenRA:bleedfrom Aug 19, 2024
Merged
Allow sheet buffers to be reused in SheetBuilder.#21546PunkPun merged 2 commits intoOpenRA:bleedfrom
PunkPun merged 2 commits intoOpenRA:bleedfrom
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- In CursorManager, we can release the buffer on the final sheet after loading cursors. We don't need to release the buffer on every sheet in the builder, as the builder will handle that. - In SpriteCache, we don't need to call CreateBuffer explicitly, as the builder will do that for us. - In RadarWidget, we don't need to call CreateBuffer explicitly, as GetData will do that for us.
Sheets can be buffered - where a copy of their data is kept in RAM. This allows for modifications to the sheet to be batched in the RAM buffer, before later being committed to VRAM in a single operation. The SheetBuilder class allows for sprites to be allocated onto one or more sheets. Each time a sheet is filled, it will allocate a new sheet. Sheets allocated by the sheet builder will typically use the buffering mechanism. Previously each time the builder allocated a new sheet, the buffer would get thrown away, and the next sheet would allocate a fresh buffer. These buffers can be large and may accumulate before the GC cleans them up. So although only one buffer will be live at a time, they can cause a spike in memory used by the process during loading. We can avoid this issue by allowing the buffer from the previous sheet to be reused by the next sheet. This is possible because the sheet builder only has one live sheet for modifications at a time, and they are all the same type and size. By allocating only one buffer per builder instead of one per sheet, we reduce the peak memory required during loading.
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PunkPun
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Sheets can be buffered - where a copy of their data is kept in RAM. This allows for modifications to the sheet to be batched in the RAM buffer, before later being committed to VRAM in a single operation. The SheetBuilder class allows for sprites to be allocated onto one or more sheets. Each time a sheet is filled, it will allocate a new sheet. Sheets allocated by the sheet builder will typically use the buffering mechanism.
Previously each time the builder allocated a new sheet, the buffer would get thrown away, and the next sheet would allocate a fresh buffer. These buffers can be large and may accumulate before the GC cleans them up. So although only one buffer will be live at a time, they can cause a spike in memory used by the process during loading.
We can avoid this issue by allowing the buffer from the previous sheet to be reused by the next sheet. This is possible because the sheet builder only has one live sheet for modifications at a time, and they are all the same type and size. By allocating only one buffer per builder instead of one per sheet, we reduce the peak memory required during loading.
Separately, remove some unrequired Sheet.CreateBuffer or Sheet.ReleaseBuffer calls.
The TDHD mod uses large 8192x8192 sheets for the high-definition assets. With this change applied, the peak memory usage during loading of the main menu is reduced from 4.0GB to 3.1GB.