/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ //! Overview of the GPU cache. //! //! The main goal of the GPU cache is to allow on-demand //! allocation and construction of GPU resources for the //! vertex shaders to consume. //! //! Every item that wants to be stored in the GPU cache //! should create a GpuCacheHandle that is used to refer //! to a cached GPU resource. Creating a handle is a //! cheap operation, that does *not* allocate room in the //! cache. //! //! On any frame when that data is required, the caller //! must request that handle, via ```request```. If the //! data is not in the cache, the user provided closure //! will be invoked to build the data. //! //! After ```end_frame``` has occurred, callers can //! use the ```get_address``` API to get the allocated //! address in the GPU cache of a given resource slot //! for this frame. use api::{DebugFlags, DocumentId, PremultipliedColorF}; #[cfg(test)] use api::IdNamespace; use api::units::*; use euclid::{HomogeneousVector, Rect}; use crate::internal_types::{FastHashMap, FastHashSet}; use crate::profiler::{self, TransactionProfile}; use crate::render_backend::{FrameStamp, FrameId}; use crate::prim_store::VECS_PER_SEGMENT; use crate::renderer::MAX_VERTEX_TEXTURE_WIDTH; use crate::util::VecHelper; use std::{u16, u32}; use std::num::NonZeroU32; use std::ops::Add; use std::time::{Duration, Instant}; /// At the time of this writing, Firefox uses about 15 GPU cache rows on /// startup, and then gradually works its way up to the mid-30s with normal /// browsing. pub const GPU_CACHE_INITIAL_HEIGHT: i32 = 20; const NEW_ROWS_PER_RESIZE: i32 = 10; /// The number of frames an entry can go unused before being evicted. const FRAMES_BEFORE_EVICTION: usize = 10; /// The ratio of utilized blocks to total blocks for which we start the clock /// on reclaiming memory. const RECLAIM_THRESHOLD: f32 = 0.2; /// The amount of time utilization must be below the above threshold before we /// blow away the cache and rebuild it. const RECLAIM_DELAY_S: u64 = 5; #[derive(Debug, Copy, Clone, Eq, MallocSizeOf, PartialEq)] #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] struct Epoch(u32); impl Epoch { fn next(&mut self) { *self = Epoch(self.0.wrapping_add(1)); } } #[derive(Debug, Copy, Clone, MallocSizeOf)] #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] struct CacheLocation { block_index: BlockIndex, epoch: Epoch, } /// A single texel in RGBAF32 texture - 16 bytes. #[derive(Copy, Clone, Debug, MallocSizeOf)] #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct GpuBlockData { data: [f32; 4], } impl GpuBlockData { pub const EMPTY: Self = GpuBlockData { data: [0.0; 4] }; } /// Conversion helpers for GpuBlockData impl From for GpuBlockData { fn from(c: PremultipliedColorF) -> Self { GpuBlockData { data: [c.r, c.g, c.b, c.a], } } } impl From<[f32; 4]> for GpuBlockData { fn from(data: [f32; 4]) -> Self { GpuBlockData { data } } } impl

From> for GpuBlockData { fn from(r: Rect) -> Self { GpuBlockData { data: [ r.origin.x, r.origin.y, r.size.width, r.size.height, ], } } } impl

From> for GpuBlockData { fn from(v: HomogeneousVector) -> Self { GpuBlockData { data: [ v.x, v.y, v.z, v.w, ], } } } impl From for GpuBlockData { fn from(tr: TexelRect) -> Self { GpuBlockData { data: [tr.uv0.x, tr.uv0.y, tr.uv1.x, tr.uv1.y], } } } // A handle to a GPU resource. #[derive(Debug, Copy, Clone, MallocSizeOf)] #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct GpuCacheHandle { location: Option, } impl GpuCacheHandle { pub fn new() -> Self { GpuCacheHandle { location: None } } pub fn as_int(self, gpu_cache: &GpuCache) -> i32 { gpu_cache.get_address(&self).as_int() } } // A unique address in the GPU cache. These are uploaded // as part of the primitive instances, to allow the vertex // shader to fetch the specific data. #[derive(Copy, Debug, Clone, MallocSizeOf, Eq, PartialEq)] #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] pub struct GpuCacheAddress { pub u: u16, pub v: u16, } impl GpuCacheAddress { fn new(u: usize, v: usize) -> Self { GpuCacheAddress { u: u as u16, v: v as u16, } } pub const INVALID: GpuCacheAddress = GpuCacheAddress { u: u16::MAX, v: u16::MAX, }; pub fn as_int(self) -> i32 { // TODO(gw): Temporarily encode GPU Cache addresses as a single int. // In the future, we can change the PrimitiveInstanceData struct // to use 2x u16 for the vertex attribute instead of an i32. self.v as i32 * MAX_VERTEX_TEXTURE_WIDTH as i32 + self.u as i32 } } impl Add for GpuCacheAddress { type Output = GpuCacheAddress; fn add(self, other: usize) -> GpuCacheAddress { GpuCacheAddress { u: self.u + other as u16, v: self.v, } } } // An entry in a free-list of blocks in the GPU cache. #[derive(Debug, MallocSizeOf)] #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] struct Block { // The location in the cache of this block. address: GpuCacheAddress, // The current epoch (generation) of this block. epoch: Epoch, // Index of the next free block in the list it // belongs to (either a free-list or the // occupied list). next: Option, // The last frame this block was referenced. last_access_time: FrameId, } impl Block { fn new( address: GpuCacheAddress, next: Option, frame_id: FrameId, epoch: Epoch, ) -> Self { Block { address, next, last_access_time: frame_id, epoch, } } fn advance_epoch(&mut self, max_epoch: &mut Epoch) { self.epoch.next(); if max_epoch.0 < self.epoch.0 { max_epoch.0 = self.epoch.0; } } /// Creates an invalid dummy block ID. pub const INVALID: Block = Block { address: GpuCacheAddress { u: 0, v: 0 }, epoch: Epoch(0), next: None, last_access_time: FrameId::INVALID, }; } /// Represents the index of a Block in the block array. We only create such /// structs for blocks that represent the start of a chunk. /// /// Because we use Option in a lot of places, we use a NonZeroU32 /// here and avoid ever using the index zero. #[derive(Debug, Copy, Clone, MallocSizeOf)] #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] struct BlockIndex(NonZeroU32); impl BlockIndex { fn new(idx: usize) -> Self { debug_assert!(idx <= u32::MAX as usize); BlockIndex(NonZeroU32::new(idx as u32).expect("Index zero forbidden")) } fn get(&self) -> usize { self.0.get() as usize } } // A row in the cache texture. #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] #[derive(MallocSizeOf)] struct Row { // The fixed size of blocks that this row supports. // Each row becomes a slab allocator for a fixed block size. // This means no dealing with fragmentation within a cache // row as items are allocated and freed. block_count_per_item: usize, } impl Row { fn new(block_count_per_item: usize) -> Self { Row { block_count_per_item, } } } // A list of update operations that can be applied on the cache // this frame. The list of updates is created by the render backend // during frame construction. It's passed to the render thread // where GL commands can be applied. #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] #[derive(MallocSizeOf)] pub enum GpuCacheUpdate { Copy { block_index: usize, block_count: usize, address: GpuCacheAddress, }, } /// Command to inform the debug display in the renderer when chunks are allocated /// or freed. #[derive(MallocSizeOf)] pub enum GpuCacheDebugCmd { /// Describes an allocated chunk. Alloc(GpuCacheDebugChunk), /// Describes a freed chunk. Free(GpuCacheAddress), } #[derive(Clone, MallocSizeOf)] pub struct GpuCacheDebugChunk { pub address: GpuCacheAddress, pub size: usize, } #[must_use] #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] #[derive(MallocSizeOf)] pub struct GpuCacheUpdateList { /// The frame current update list was generated from. pub frame_id: FrameId, /// Whether the texture should be cleared before updates /// are applied. pub clear: bool, /// The current height of the texture. The render thread /// should resize the texture if required. pub height: i32, /// List of updates to apply. pub updates: Vec, /// A flat list of GPU blocks that are pending upload /// to GPU memory. pub blocks: Vec, /// Whole state GPU block metadata for debugging. #[cfg_attr(feature = "serde", serde(skip))] pub debug_commands: Vec, } // Holds the free lists of fixed size blocks. Mostly // just serves to work around the borrow checker. #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] #[derive(MallocSizeOf)] struct FreeBlockLists { free_list_1: Option, free_list_2: Option, free_list_4: Option, free_list_8: Option, free_list_16: Option, free_list_32: Option, free_list_64: Option, free_list_128: Option, free_list_256: Option, free_list_341: Option, free_list_512: Option, free_list_1024: Option, } impl FreeBlockLists { fn new() -> Self { FreeBlockLists { free_list_1: None, free_list_2: None, free_list_4: None, free_list_8: None, free_list_16: None, free_list_32: None, free_list_64: None, free_list_128: None, free_list_256: None, free_list_341: None, free_list_512: None, free_list_1024: None, } } fn get_actual_block_count_and_free_list( &mut self, block_count: usize, ) -> (usize, &mut Option) { // Find the appropriate free list to use based on the block size. // // Note that we cheat a bit with the 341 bucket, since it's not quite // a divisor of 1024, because purecss-francine allocates many 260-block // chunks, and there's no reason we shouldn't pack these three to a row. // This means the allocation statistics will under-report by one block // for each row using 341-block buckets, which is fine. debug_assert_eq!(MAX_VERTEX_TEXTURE_WIDTH, 1024, "Need to update bucketing"); match block_count { 0 => panic!("Can't allocate zero sized blocks!"), 1 => (1, &mut self.free_list_1), 2 => (2, &mut self.free_list_2), 3..=4 => (4, &mut self.free_list_4), 5..=8 => (8, &mut self.free_list_8), 9..=16 => (16, &mut self.free_list_16), 17..=32 => (32, &mut self.free_list_32), 33..=64 => (64, &mut self.free_list_64), 65..=128 => (128, &mut self.free_list_128), 129..=256 => (256, &mut self.free_list_256), 257..=341 => (341, &mut self.free_list_341), 342..=512 => (512, &mut self.free_list_512), 513..=1024 => (1024, &mut self.free_list_1024), _ => panic!("Can't allocate > MAX_VERTEX_TEXTURE_WIDTH per resource!"), } } } // CPU-side representation of the GPU resource cache texture. #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] #[derive(MallocSizeOf)] struct Texture { // Current texture height height: i32, // All blocks that have been created for this texture blocks: Vec, // Metadata about each allocated row. rows: Vec, // The base Epoch for this texture. base_epoch: Epoch, // The maximum epoch reached. We track this along with the above so // that we can rebuild the Texture and avoid collisions with handles // allocated for the old texture. max_epoch: Epoch, // Free lists of available blocks for each supported // block size in the texture. These are intrusive // linked lists. free_lists: FreeBlockLists, // Linked list of currently occupied blocks. This // makes it faster to iterate blocks looking for // candidates to be evicted from the cache. occupied_list_heads: FastHashMap, // Pending blocks that have been written this frame // and will need to be sent to the GPU. pending_blocks: Vec, // Pending update commands. updates: Vec, // Profile stats allocated_block_count: usize, // The stamp at which we first reached our threshold for reclaiming `GpuCache` // memory, or `None` if the threshold hasn't been reached. #[cfg_attr(feature = "serde", serde(skip))] reached_reclaim_threshold: Option, // List of debug commands to be sent to the renderer when the GPU cache // debug display is enabled. #[cfg_attr(feature = "serde", serde(skip))] debug_commands: Vec, // The current debug flags for the system. debug_flags: DebugFlags, } impl Texture { fn new(base_epoch: Epoch, debug_flags: DebugFlags) -> Self { // Pre-fill the block array with one invalid block so that we never use // 0 for a BlockIndex. This lets us use NonZeroU32 for BlockIndex, which // saves memory. let blocks = vec![Block::INVALID]; Texture { height: GPU_CACHE_INITIAL_HEIGHT, blocks, rows: Vec::new(), base_epoch, max_epoch: base_epoch, free_lists: FreeBlockLists::new(), pending_blocks: Vec::new(), updates: Vec::new(), occupied_list_heads: FastHashMap::default(), allocated_block_count: 0, reached_reclaim_threshold: None, debug_commands: Vec::new(), debug_flags, } } // Push new data into the cache. The ```pending_block_index``` field represents // where the data was pushed into the texture ```pending_blocks``` array. // Return the allocated address for this data. fn push_data( &mut self, pending_block_index: Option, block_count: usize, frame_stamp: FrameStamp ) -> CacheLocation { debug_assert!(frame_stamp.is_valid()); // Find the appropriate free list to use based on the block size. let (alloc_size, free_list) = self.free_lists .get_actual_block_count_and_free_list(block_count); // See if we need a new row (if free-list has nothing available) if free_list.is_none() { if self.rows.len() as i32 == self.height { self.height += NEW_ROWS_PER_RESIZE; } // Create a new row. let items_per_row = MAX_VERTEX_TEXTURE_WIDTH / alloc_size; let row_index = self.rows.len(); self.rows.push(Row::new(alloc_size)); // Create a ```Block``` for each possible allocation address // in this row, and link it in to the free-list for this // block size. let mut prev_block_index = None; for i in 0 .. items_per_row { let address = GpuCacheAddress::new(i * alloc_size, row_index); let block_index = BlockIndex::new(self.blocks.len()); let block = Block::new(address, prev_block_index, frame_stamp.frame_id(), self.base_epoch); self.blocks.push(block); prev_block_index = Some(block_index); } *free_list = prev_block_index; } // Given the code above, it's now guaranteed that there is a block // available in the appropriate free-list. Pull a block from the // head of the list. let free_block_index = free_list.take().unwrap(); let block = &mut self.blocks[free_block_index.get()]; *free_list = block.next; // Add the block to the occupied linked list. block.next = self.occupied_list_heads.get(&frame_stamp.document_id()).cloned(); block.last_access_time = frame_stamp.frame_id(); self.occupied_list_heads.insert(frame_stamp.document_id(), free_block_index); self.allocated_block_count += alloc_size; if let Some(pending_block_index) = pending_block_index { // Add this update to the pending list of blocks that need // to be updated on the GPU. self.updates.push(GpuCacheUpdate::Copy { block_index: pending_block_index, block_count, address: block.address, }); } // If we're using the debug display, communicate the allocation to the // renderer thread. Note that we do this regardless of whether or not // pending_block_index is None (if it is, the renderer thread will fill // in the data via a deferred resolve, but the block is still considered // allocated). if self.debug_flags.contains(DebugFlags::GPU_CACHE_DBG) { self.debug_commands.push(GpuCacheDebugCmd::Alloc(GpuCacheDebugChunk { address: block.address, size: block_count, })); } CacheLocation { block_index: free_block_index, epoch: block.epoch, } } // Run through the list of occupied cache blocks and evict // any old blocks that haven't been referenced for a while. fn evict_old_blocks(&mut self, frame_stamp: FrameStamp) { debug_assert!(frame_stamp.is_valid()); // Prune any old items from the list to make room. // Traverse the occupied linked list and see // which items have not been used for a long time. let mut current_block = self.occupied_list_heads.get(&frame_stamp.document_id()).map(|x| *x); let mut prev_block: Option = None; while let Some(index) = current_block { let (next_block, should_unlink) = { let block = &mut self.blocks[index.get()]; let next_block = block.next; let mut should_unlink = false; // If this resource has not been used in the last // few frames, free it from the texture and mark // as empty. if block.last_access_time + FRAMES_BEFORE_EVICTION < frame_stamp.frame_id() { should_unlink = true; // Get the row metadata from the address. let row = &mut self.rows[block.address.v as usize]; // Use the row metadata to determine which free-list // this block belongs to. let (_, free_list) = self.free_lists .get_actual_block_count_and_free_list(row.block_count_per_item); block.advance_epoch(&mut self.max_epoch); block.next = *free_list; *free_list = Some(index); self.allocated_block_count -= row.block_count_per_item; if self.debug_flags.contains(DebugFlags::GPU_CACHE_DBG) { let cmd = GpuCacheDebugCmd::Free(block.address); self.debug_commands.push(cmd); } }; (next_block, should_unlink) }; // If the block was released, we will need to remove it // from the occupied linked list. if should_unlink { match prev_block { Some(prev_block) => { self.blocks[prev_block.get()].next = next_block; } None => { match next_block { Some(next_block) => { self.occupied_list_heads.insert(frame_stamp.document_id(), next_block); } None => { self.occupied_list_heads.remove(&frame_stamp.document_id()); } } } } } else { prev_block = current_block; } current_block = next_block; } } /// Returns the ratio of utilized blocks. fn utilization(&self) -> f32 { let total_blocks = self.rows.len() * MAX_VERTEX_TEXTURE_WIDTH; debug_assert!(total_blocks > 0); let ratio = self.allocated_block_count as f32 / total_blocks as f32; debug_assert!(0.0 <= ratio && ratio <= 1.0, "Bad ratio: {}", ratio); ratio } } /// A wrapper object for GPU data requests, /// works as a container that can only grow. #[must_use] pub struct GpuDataRequest<'a> { handle: &'a mut GpuCacheHandle, frame_stamp: FrameStamp, start_index: usize, max_block_count: usize, texture: &'a mut Texture, } impl<'a> GpuDataRequest<'a> { pub fn push(&mut self, block: B) where B: Into, { self.texture.pending_blocks.push(block.into()); } // Write the GPU cache data for an individual segment. pub fn write_segment( &mut self, local_rect: LayoutRect, extra_data: [f32; 4], ) { let _ = VECS_PER_SEGMENT; self.push(local_rect); self.push(extra_data); } pub fn current_used_block_num(&self) -> usize { self.texture.pending_blocks.len() - self.start_index } } impl<'a> Drop for GpuDataRequest<'a> { fn drop(&mut self) { // Push the data to the texture pending updates list. let block_count = self.current_used_block_num(); debug_assert!(block_count <= self.max_block_count); let location = self.texture .push_data(Some(self.start_index), block_count, self.frame_stamp); self.handle.location = Some(location); } } /// The main LRU cache interface. #[cfg_attr(feature = "capture", derive(Serialize))] #[cfg_attr(feature = "replay", derive(Deserialize))] #[derive(MallocSizeOf)] pub struct GpuCache { /// Current FrameId. now: FrameStamp, /// CPU-side texture allocator. texture: Texture, /// Number of blocks requested this frame that don't /// need to be re-uploaded. saved_block_count: usize, /// The current debug flags for the system. debug_flags: DebugFlags, /// Whether there is a pending clear to send with the /// next update. pending_clear: bool, /// Indicates that prepare_for_frames has been called for this group of frames. /// Used for sanity checks. prepared_for_frames: bool, /// This indicates that we performed a cleanup operation which requires all /// documents to build a frame. requires_frame_build: bool, /// The set of documents which have had frames built in this update. Used for /// sanity checks. document_frames_to_build: FastHashSet, } impl GpuCache { pub fn new() -> Self { let debug_flags = DebugFlags::empty(); GpuCache { now: FrameStamp::INVALID, texture: Texture::new(Epoch(0), debug_flags), saved_block_count: 0, debug_flags, pending_clear: false, prepared_for_frames: false, requires_frame_build: false, document_frames_to_build: FastHashSet::default(), } } /// Creates a GpuCache and sets it up with a valid `FrameStamp`, which /// is useful for avoiding panics when instantiating the `GpuCache` /// directly from unit test code. #[cfg(test)] pub fn new_for_testing() -> Self { let mut cache = Self::new(); let mut now = FrameStamp::first(DocumentId::new(IdNamespace(1), 1)); now.advance(); cache.prepared_for_frames = true; cache.begin_frame(now); cache } /// Drops everything in the GPU cache. Must not be called once gpu cache entries /// for the next frame have already been requested. pub fn clear(&mut self) { assert!(self.texture.updates.is_empty(), "Clearing with pending updates"); let mut next_base_epoch = self.texture.max_epoch; next_base_epoch.next(); self.texture = Texture::new(next_base_epoch, self.debug_flags); self.saved_block_count = 0; self.pending_clear = true; self.requires_frame_build = true; } pub fn requires_frame_build(&self) -> bool { self.requires_frame_build } pub fn prepare_for_frames(&mut self) { self.prepared_for_frames = true; if self.should_reclaim_memory() { self.clear(); debug_assert!(self.document_frames_to_build.is_empty()); for &document_id in self.texture.occupied_list_heads.keys() { self.document_frames_to_build.insert(document_id); } } } pub fn bookkeep_after_frames(&mut self) { assert!(self.document_frames_to_build.is_empty()); assert!(self.prepared_for_frames); self.requires_frame_build = false; self.prepared_for_frames = false; } /// Begin a new frame. pub fn begin_frame(&mut self, stamp: FrameStamp) { debug_assert!(self.texture.pending_blocks.is_empty()); assert!(self.prepared_for_frames); profile_scope!("begin_frame"); self.now = stamp; self.texture.evict_old_blocks(self.now); self.saved_block_count = 0; } // Invalidate a (possibly) existing block in the cache. // This means the next call to request() for this location // will rebuild the data and upload it to the GPU. pub fn invalidate(&mut self, handle: &GpuCacheHandle) { if let Some(ref location) = handle.location { // don't invalidate blocks that are already re-assigned if let Some(block) = self.texture.blocks.get_mut(location.block_index.get()) { if block.epoch == location.epoch { block.advance_epoch(&mut self.texture.max_epoch); } } } } /// Request a resource be added to the cache. If the resource /// is already in the cache, `None` will be returned. pub fn request<'a>(&'a mut self, handle: &'a mut GpuCacheHandle) -> Option> { let mut max_block_count = MAX_VERTEX_TEXTURE_WIDTH; // Check if the allocation for this handle is still valid. if let Some(ref location) = handle.location { if let Some(block) = self.texture.blocks.get_mut(location.block_index.get()) { if block.epoch == location.epoch { max_block_count = self.texture.rows[block.address.v as usize].block_count_per_item; if block.last_access_time != self.now.frame_id() { // Mark last access time to avoid evicting this block. block.last_access_time = self.now.frame_id(); self.saved_block_count += max_block_count; } return None; } } } debug_assert!(self.now.is_valid()); Some(GpuDataRequest { handle, frame_stamp: self.now, start_index: self.texture.pending_blocks.len(), texture: &mut self.texture, max_block_count, }) } // Push an array of data blocks to be uploaded to the GPU // unconditionally for this frame. The cache handle will // assert if the caller tries to retrieve the address // of this handle on a subsequent frame. This is typically // used for uploading data that changes every frame, and // therefore makes no sense to try and cache. pub fn push_per_frame_blocks(&mut self, blocks: &[GpuBlockData]) -> GpuCacheHandle { let start_index = self.texture.pending_blocks.len(); self.texture.pending_blocks.extend_from_slice(blocks); let location = self.texture .push_data(Some(start_index), blocks.len(), self.now); GpuCacheHandle { location: Some(location), } } // Reserve space in the cache for per-frame blocks that // will be resolved by the render thread via the // external image callback. pub fn push_deferred_per_frame_blocks(&mut self, block_count: usize) -> GpuCacheHandle { let location = self.texture.push_data(None, block_count, self.now); GpuCacheHandle { location: Some(location), } } /// End the frame. Return the list of updates to apply to the /// device specific cache texture. pub fn end_frame( &mut self, profile: &mut TransactionProfile, ) -> FrameStamp { profile_scope!("end_frame"); profile.set(profiler::GPU_CACHE_ROWS_TOTAL, self.texture.rows.len()); profile.set(profiler::GPU_CACHE_BLOCKS_TOTAL, self.texture.allocated_block_count); profile.set(profiler::GPU_CACHE_BLOCKS_SAVED, self.saved_block_count); let reached_threshold = self.texture.rows.len() > (GPU_CACHE_INITIAL_HEIGHT as usize) && self.texture.utilization() < RECLAIM_THRESHOLD; if reached_threshold { self.texture.reached_reclaim_threshold.get_or_insert_with(Instant::now); } else { self.texture.reached_reclaim_threshold = None; } self.document_frames_to_build.remove(&self.now.document_id()); self.now } /// Returns true if utilization has been low enough for long enough that we /// should blow the cache away and rebuild it. pub fn should_reclaim_memory(&self) -> bool { self.texture.reached_reclaim_threshold .map_or(false, |t| t.elapsed() > Duration::from_secs(RECLAIM_DELAY_S)) } /// Extract the pending updates from the cache. pub fn extract_updates(&mut self) -> GpuCacheUpdateList { let clear = self.pending_clear; self.pending_clear = false; GpuCacheUpdateList { frame_id: self.now.frame_id(), clear, height: self.texture.height, debug_commands: self.texture.debug_commands.take_and_preallocate(), updates: self.texture.updates.take_and_preallocate(), blocks: self.texture.pending_blocks.take_and_preallocate(), } } /// Sets the current debug flags for the system. pub fn set_debug_flags(&mut self, flags: DebugFlags) { self.debug_flags = flags; self.texture.debug_flags = flags; } /// Get the actual GPU address in the texture for a given slot ID. /// It's assumed at this point that the given slot has been requested /// and built for this frame. Attempting to get the address for a /// freed or pending slot will panic! pub fn get_address(&self, id: &GpuCacheHandle) -> GpuCacheAddress { let location = id.location.expect("handle not requested or allocated!"); let block = &self.texture.blocks[location.block_index.get()]; debug_assert_eq!(block.epoch, location.epoch); debug_assert_eq!(block.last_access_time, self.now.frame_id()); block.address } } #[test] #[cfg(target_pointer_width = "64")] fn test_struct_sizes() { use std::mem; // We can end up with a lot of blocks stored in the global vec, and keeping // them small helps reduce memory overhead. assert_eq!(mem::size_of::(), 24, "Block size changed"); }