Make a subtle change to tile loading/unloading policy in order to make the tile
paging system much more robust when position change is very rapid and sporadic. Recall that we must load 3d models in the main render thread because model loading can trigger opengl calls (i.e. with texture loading) and all opengl calls *must* happen in the main render thread. To accomplish this we load the base tile in the pager thread and build a work queue of external models that need to be loaded. We never allow a tile to be paged out of the tile cache until all it's pending model loads are complete. However, when changing position very rapidly, we can quickly create a huge backlog of pending model loads because we are changing positions faster than we can load the associated models for the existing tiles. The end result is that tiles that are long out of range can't be removed because there is still a huge backlog of pending model load requests and memory blows up. This change being committed allows the tile paging system to remove tiles if they are out of range, even when there are pending models to load. The model loading code in the render thread can now check to see if the tile exists and discard any model load request for tiles that no longer exist. This situation should never occur in normal operation, but could occur in "contrived" situations where an external script was rapidly changing the simulator position to then be able to query FG terrain height, and doing this for a large number of points that are distributed across a large area.
This commit is contained in:
parent
5a8bb823ed
commit
cc3d0221ea
4 changed files with 62 additions and 41 deletions
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@ -125,7 +125,8 @@ bool FGNewCache::make_space() {
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for ( ; current != end; ++current ) {
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for ( ; current != end; ++current ) {
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long index = current->first;
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long index = current->first;
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FGTileEntry *e = current->second;
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FGTileEntry *e = current->second;
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if ( e->is_loaded() && (e->get_pending_models() == 0) ) {
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// if ( e->is_loaded() && (e->get_pending_models() == 0) ) {
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if ( e->is_loaded() ) {
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timestamp = e->get_timestamp();
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timestamp = e->get_timestamp();
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if ( timestamp < min_time ) {
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if ( timestamp < min_time ) {
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@ -818,6 +818,7 @@ FGTileEntry::load( const string_list &path_list, bool is_base )
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FGDeferredModel *dm
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FGDeferredModel *dm
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= new FGDeferredModel( custom_path.str(),
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= new FGDeferredModel( custom_path.str(),
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tile_path.str(),
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tile_path.str(),
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tile_bucket,
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this, obj_trans );
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this, obj_trans );
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FGTileMgr::model_ready( dm );
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FGTileMgr::model_ready( dm );
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@ -70,21 +70,25 @@ private:
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string texture_path;
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string texture_path;
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FGTileEntry *tile;
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FGTileEntry *tile;
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ssgTransform *obj_trans;
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ssgTransform *obj_trans;
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SGBucket bucket;
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public:
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public:
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inline FGDeferredModel() { }
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inline FGDeferredModel() { }
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inline FGDeferredModel( const string mp, const string tp,
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inline FGDeferredModel( const string mp, const string tp, SGBucket b,
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FGTileEntry *t, ssgTransform *ot )
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FGTileEntry *t, ssgTransform *ot )
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{
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{
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model_path = mp;
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model_path = mp;
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texture_path = tp;
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texture_path = tp;
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bucket = b;
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tile = t;
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tile = t;
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obj_trans = ot;
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obj_trans = ot;
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}
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}
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inline ~FGDeferredModel() { }
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inline ~FGDeferredModel() { }
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inline string get_model_path() const { return model_path; }
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inline string get_model_path() const { return model_path; }
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inline string get_texture_path() const { return texture_path; }
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inline string get_texture_path() const { return texture_path; }
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inline SGBucket get_bucket() const { return bucket; }
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inline FGTileEntry *get_tile() const { return tile; }
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inline FGTileEntry *get_tile() const { return tile; }
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inline ssgTransform *get_obj_trans() const { return obj_trans; }
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inline ssgTransform *get_obj_trans() const { return obj_trans; }
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};
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};
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@ -279,36 +279,51 @@ void FGTileMgr::update_queues()
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{
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{
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// load the next model in the load queue. Currently this must
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// load the next model in the load queue. Currently this must
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// happen in the render thread because model loading can trigger
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// happen in the render thread because model loading can trigger
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// texture loading which involves use of the opengl api.
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// texture loading which involves use of the opengl api. Skip any
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// models belonging to not loaded tiles (i.e. the tile was removed
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// before we were able to load some of the associated models.)
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if ( !model_queue.empty() ) {
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if ( !model_queue.empty() ) {
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// cout << "loading next model ..." << endl;
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bool processed_one = false;
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// load the next tile in the queue
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while ( model_queue.size() > 200 || processed_one == false ) {
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processed_one = true;
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if ( model_queue.size() > 200 ) {
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SG_LOG( SG_TERRAIN, SG_INFO,
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"Alert: catching up on model load queue" );
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}
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// cout << "loading next model ..." << endl;
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// load the next tile in the queue
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#if defined(ENABLE_THREADS) && ENABLE_THREADS
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#if defined(ENABLE_THREADS) && ENABLE_THREADS
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FGDeferredModel* dm = model_queue.pop();
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FGDeferredModel* dm = model_queue.pop();
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#else
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#else
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FGDeferredModel* dm = model_queue.front();
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FGDeferredModel* dm = model_queue.front();
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model_queue.pop();
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model_queue.pop();
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#endif
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#endif
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ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
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// only load the model if the tile still exists in the
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try
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// tile cache
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{
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FGTileEntry *t = tile_cache.get_tile( dm->get_bucket() );
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ssgEntity *obj_model =
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if ( t != NULL ) {
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globals->get_model_lib()->load_model( ".",
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ssgTexturePath( (char *)(dm->get_texture_path().c_str()) );
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dm->get_model_path(),
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try {
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globals->get_props(),
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ssgEntity *obj_model =
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globals->get_sim_time_sec() );
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globals->get_model_lib()->load_model( ".",
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if ( obj_model != NULL ) {
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dm->get_model_path(),
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dm->get_obj_trans()->addKid( obj_model );
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globals->get_props(),
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globals->get_sim_time_sec() );
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if ( obj_model != NULL ) {
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dm->get_obj_trans()->addKid( obj_model );
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}
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} catch (const sg_exception& exc) {
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SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
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}
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dm->get_tile()->dec_pending_models();
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}
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}
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delete dm;
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}
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}
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catch (const sg_exception& exc)
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{
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SG_LOG( SG_ALL, SG_ALERT, exc.getMessage() );
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}
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dm->get_tile()->dec_pending_models();
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delete dm;
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}
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}
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// cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
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// cout << "current elevation (ssg) == " << scenery.get_cur_elev() << endl;
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@ -333,26 +348,26 @@ void FGTileMgr::update_queues()
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if ( !delete_queue.empty() ) {
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if ( !delete_queue.empty() ) {
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// cout << "delete queue = " << delete_queue.size() << endl;
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// cout << "delete queue = " << delete_queue.size() << endl;
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bool processed_one = false;
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while ( delete_queue.size() > 30 ) {
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while ( delete_queue.size() > 30 || processed_one == false ) {
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// uh oh, delete queue is blowing up, we aren't clearing
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processed_one = true;
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// it fast enough. Let's just panic, well not panic, but
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// get real serious and agressively free up some tiles so
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// we don't explode our memory usage.
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SG_LOG( SG_TERRAIN, SG_ALERT,
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if ( delete_queue.size() > 30 ) {
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"Alert: catching up on tile delete queue" );
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// uh oh, delete queue is blowing up, we aren't clearing
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// it fast enough. Let's just panic, well not panic, but
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// get real serious and agressively free up some tiles so
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// we don't explode our memory usage.
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SG_LOG( SG_TERRAIN, SG_ALERT,
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"Alert: catching up on tile delete queue" );
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}
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FGTileEntry* e = delete_queue.front();
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FGTileEntry* e = delete_queue.front();
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while ( !e->free_tile() );
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if ( e->free_tile() ) {
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delete_queue.pop();
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delete_queue.pop();
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delete e;
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delete e;
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}
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}
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FGTileEntry* e = delete_queue.front();
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if ( e->free_tile() ) {
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delete_queue.pop();
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delete e;
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}
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}
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}
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}
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}
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}
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