@loaders.gl/tiles
Version:
Common components for different tiles loaders.
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text/typescript
// loaders.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
// This file is derived from the Cesium code base under Apache 2 license
// See LICENSE.md and https://github.com/AnalyticalGraphicsInc/cesium/blob/master/LICENSE.md
import type {Tileset3D} from './tileset-3d';
import type {Tile3D} from './tile-3d';
import {DoublyLinkedList} from '../utils/doubly-linked-list';
/**
* Stores tiles with content loaded.
* @private
*/
export class TilesetCache {
private _list: DoublyLinkedList;
private _sentinel: any;
private _trimTiles: boolean;
constructor() {
// [head, sentinel) -> tiles that weren't selected this frame and may be removed from the cache
// (sentinel, tail] -> tiles that were selected this frame
this._list = new DoublyLinkedList();
this._sentinel = this._list.add('sentinel');
this._trimTiles = false;
}
reset(): void {
// Move sentinel node to the tail so, at the start of the frame, all tiles
// may be potentially replaced. Tiles are moved to the right of the sentinel
// when they are selected so they will not be replaced.
this._list.splice(this._list.tail, this._sentinel);
}
touch(tile: Tile3D): void {
const node = tile._cacheNode;
if (node) {
this._list.splice(this._sentinel, node);
}
}
add(
tileset: Tileset3D,
tile: Tile3D,
addCallback?: (tileset: Tileset3D, tile: Tile3D) => void
): void {
if (!tile._cacheNode) {
tile._cacheNode = this._list.add(tile);
if (addCallback) {
addCallback(tileset, tile);
}
}
}
unloadTile(
tileset: Tileset3D,
tile: Tile3D,
unloadCallback?: (tileset: Tileset3D, tile: Tile3D) => void
): void {
const node = tile._cacheNode;
if (!node) {
return;
}
this._list.remove(node);
tile._cacheNode = null;
if (unloadCallback) {
unloadCallback(tileset, tile);
}
}
unloadTiles(tileset, unloadCallback): void {
const trimTiles = this._trimTiles;
this._trimTiles = false;
const list = this._list;
const maximumMemoryUsageInBytes = tileset.maximumMemoryUsage * 1024 * 1024;
// Traverse the list only to the sentinel since tiles/nodes to the
// right of the sentinel were used this frame.
// The sub-list to the left of the sentinel is ordered from LRU to MRU.
const sentinel = this._sentinel;
let node = list.head;
while (
node !== sentinel &&
(tileset.gpuMemoryUsageInBytes > maximumMemoryUsageInBytes || trimTiles)
) {
// @ts-expect-error
const tile = node.item;
// @ts-expect-error
node = node.next;
this.unloadTile(tileset, tile, unloadCallback);
}
}
trim(): void {
this._trimTiles = true;
}
}