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+/* 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, Box2D};
+use crate::internal_types::{FastHashMap, FastHashSet, FrameStamp, FrameId};
+use crate::profiler::{self, TransactionProfile};
+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: u64 = 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<PremultipliedColorF> 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<P> From<Box2D<f32, P>> for GpuBlockData {
+ fn from(r: Box2D<f32, P>) -> Self {
+ GpuBlockData {
+ data: [
+ r.min.x,
+ r.min.y,
+ r.max.x,
+ r.max.y,
+ ],
+ }
+ }
+}
+
+impl<P> From<HomogeneousVector<f32, P>> for GpuBlockData {
+ fn from(v: HomogeneousVector<f32, P>) -> Self {
+ GpuBlockData {
+ data: [
+ v.x,
+ v.y,
+ v.z,
+ v.w,
+ ],
+ }
+ }
+}
+
+impl From<TexelRect> 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<CacheLocation>,
+}
+
+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<usize> 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<BlockIndex>,
+ // The last frame this block was referenced.
+ last_access_time: FrameId,
+}
+
+impl Block {
+ fn new(
+ address: GpuCacheAddress,
+ next: Option<BlockIndex>,
+ 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<BlockIndex> 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<GpuCacheUpdate>,
+ /// A flat list of GPU blocks that are pending upload
+ /// to GPU memory.
+ pub blocks: Vec<GpuBlockData>,
+ /// Whole state GPU block metadata for debugging.
+ #[cfg_attr(feature = "serde", serde(skip))]
+ pub debug_commands: Vec<GpuCacheDebugCmd>,
+}
+
+// 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<BlockIndex>,
+ free_list_2: Option<BlockIndex>,
+ free_list_4: Option<BlockIndex>,
+ free_list_8: Option<BlockIndex>,
+ free_list_16: Option<BlockIndex>,
+ free_list_32: Option<BlockIndex>,
+ free_list_64: Option<BlockIndex>,
+ free_list_128: Option<BlockIndex>,
+ free_list_256: Option<BlockIndex>,
+ free_list_341: Option<BlockIndex>,
+ free_list_512: Option<BlockIndex>,
+ free_list_1024: Option<BlockIndex>,
+}
+
+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<BlockIndex>) {
+ // 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<Block>,
+ // Metadata about each allocated row.
+ rows: Vec<Row>,
+ // 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<DocumentId, BlockIndex>,
+ // Pending blocks that have been written this frame
+ // and will need to be sent to the GPU.
+ pending_blocks: Vec<GpuBlockData>,
+ // Pending update commands.
+ updates: Vec<GpuCacheUpdate>,
+ // 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<Instant>,
+ // 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<GpuCacheDebugCmd>,
+ // 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<usize>,
+ 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<BlockIndex> = 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> {
+ //TODO: remove this, see
+ // https://bugzilla.mozilla.org/show_bug.cgi?id=1690546
+ #[allow(dead_code)]
+ 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<B>(&mut self, block: B)
+ where
+ B: Into<GpuBlockData>,
+ {
+ 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<DocumentId>,
+}
+
+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<GpuDataRequest<'a>> {
+ 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::<Block>(), 24, "Block size changed");
+}