diff --git a/Cesium3DTilesSelection/include/Cesium3DTilesSelection/Tileset.h b/Cesium3DTilesSelection/include/Cesium3DTilesSelection/Tileset.h index 49e9c0a3f..b0108c222 100644 --- a/Cesium3DTilesSelection/include/Cesium3DTilesSelection/Tileset.h +++ b/Cesium3DTilesSelection/include/Cesium3DTilesSelection/Tileset.h @@ -516,6 +516,7 @@ class CESIUM3DTILESSELECTION_API Tileset final { std::vector _mainThreadLoadQueue; std::vector _workerThreadLoadQueue; + std::vector _heightQueryLoadQueue; Tile::LoadedLinkedList _loadedTiles; diff --git a/Cesium3DTilesSelection/src/Tileset.cpp b/Cesium3DTilesSelection/src/Tileset.cpp index a6c920b4f..13bf861b2 100644 --- a/Cesium3DTilesSelection/src/Tileset.cpp +++ b/Cesium3DTilesSelection/src/Tileset.cpp @@ -338,7 +338,15 @@ bool Tileset::tryCompleteHeightRequest( // If any candidates need loading, add to return set for (Tile* pTile : query.candidateTiles) { - if (pTile->getState() <= TileLoadState::Unloaded) { + TileLoadState state = pTile->getState(); + if (state == TileLoadState::Unloading) { + // This tile is in the process of unloading, which must complete before + // we can load it again. + this->_pTilesetContentManager->unloadTileContent(*pTile); + tileStillNeedsLoading = true; + } else if ( + state == TileLoadState::Unloaded || + state == TileLoadState::FailedTemporarily) { tilesNeedingLoading.insert(pTile); tileStillNeedsLoading = true; } @@ -403,24 +411,9 @@ void Tileset::visitHeightRequests() { } } - // Add a load request for tiles that are needed, and haven't started - TileLoadPriorityGroup priorityGroup = TileLoadPriorityGroup::Urgent; - double priority = 0.0; - for (Tile* pTile : tilesNeedingLoading) { - TileLoadState loadState = pTile->getState(); - - CESIUM_ASSERT(loadState <= TileLoadState::Unloaded); - if (loadState > TileLoadState::Unloaded) - continue; - - int32_t currentFrameNumber = this->_previousFrameNumber + 1; - if (pTile->getLastSelectionState().getResult(currentFrameNumber) == - TileSelectionState::Result::None) { - // This tile wasn't visited during the visualization traversal, so it - // hasn't been added to the load queue yet. - addTileToLoadQueue(*pTile, priorityGroup, priority); - } - } + this->_heightQueryLoadQueue.assign( + tilesNeedingLoading.begin(), + tilesNeedingLoading.end()); } const ViewUpdateResult& @@ -1586,17 +1579,52 @@ void Tileset::_processWorkerThreadLoadQueue() { return; } - std::vector& queue = this->_workerThreadLoadQueue; - std::sort(queue.begin(), queue.end()); + std::sort( + this->_workerThreadLoadQueue.begin(), + this->_workerThreadLoadQueue.end()); + + // Select tiles alternately from the two queues. Each frame, switch which + // queue we pull the first tile from. The goal is to schedule both height + // query and visualization tile loads fairly. + auto visIt = this->_workerThreadLoadQueue.begin(); + auto queryIt = this->_heightQueryLoadQueue.begin(); + + bool nextIsVis = (this->_previousFrameNumber % 2) == 0; + + while (this->_pTilesetContentManager->getNumberOfTilesLoading() < + maximumSimultaneousTileLoads) { + // Tell tiles from the current queue to load until one of them actually + // does. Calling loadTileContent might not actually start the loading + // process + int32_t originalNumberOfTilesLoading = + this->_pTilesetContentManager->getNumberOfTilesLoading(); + if (nextIsVis) { + while (visIt != this->_workerThreadLoadQueue.end() && + originalNumberOfTilesLoading == + this->_pTilesetContentManager->getNumberOfTilesLoading()) { + this->_pTilesetContentManager->loadTileContent(*visIt->pTile, _options); + ++visIt; + } + } else { + while (queryIt != this->_heightQueryLoadQueue.end() && + originalNumberOfTilesLoading == + this->_pTilesetContentManager->getNumberOfTilesLoading()) { + this->_pTilesetContentManager->loadTileContent(**queryIt, _options); + ++queryIt; + } + } - for (TileLoadTask& task : queue) { - this->_pTilesetContentManager->loadTileContent(*task.pTile, _options); - if (this->_pTilesetContentManager->getNumberOfTilesLoading() >= - maximumSimultaneousTileLoads) { + if (visIt == this->_workerThreadLoadQueue.end() && + queryIt == this->_heightQueryLoadQueue.end()) { + // No more work in either queue break; } + + // Get the next tile from the other queue. + nextIsVis = !nextIsVis; } } + void Tileset::_processMainThreadLoadQueue() { CESIUM_TRACE("Tileset::_processMainThreadLoadQueue"); // Process deferred main-thread load tasks with a time budget.