Table of Contents

Namespace LansMap.Core.TileCache

Classes

MipsUploadAdmission

Caps mip-chain tile uploads per frame at the slower flat-path rate (FlatSubmitMsPerTile) because mips-on GPU-decode submission is cheaper on the stopwatch and would otherwise admit more tiles. The pipeline uses this; most apps never call it.

PackedTileStore

Packed on-disk cache for downloaded tiles: one data file and one append-only index instead of a file per tile. The pipeline uses this; most apps never call it.

TileCacheBlob

On-disk envelope around a tile payload: a magic and a format tag so the cache can store more than one encoding. The pipeline uses this; most apps never call it.

TileLayerCache

Least-recently-used map from packed tile keys to Texture2DArray layer indices, with a pinned set that eviction never takes. The pipeline uses this; most apps never call it.

TileMemoryBudget

Converts a memory budget in bytes into how many Texture2DArray layers that budget can hold. The pipeline uses this; most apps never call it.

Structs

TileCacheSettings

Disk tile cache configuration. Validated at construction so illegal combinations cannot reach the store.

TileCacheStats

Snapshot of disk-cache occupancy and hit counters for inspectors and telemetry.

Interfaces

ITilePersistentStore

Where the tile pipeline keeps downloaded tile bytes between sessions. Implement it to put your own storage behind TilePipelineDependencies.StoreFactory; the shipped implementation is PackedTileStore.

ITileResidency

Looks up which GPU array layer currently holds a tile. The pipeline uses this; most apps never call it.

Enums

TileCacheBlob.Format

Encoding of the bytes after the header.