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Diffstat (limited to 'gfx/wr/webrender/src/gpu_cache.rs')
-rw-r--r-- | gfx/wr/webrender/src/gpu_cache.rs | 937 |
1 files changed, 937 insertions, 0 deletions
diff --git a/gfx/wr/webrender/src/gpu_cache.rs b/gfx/wr/webrender/src/gpu_cache.rs new file mode 100644 index 0000000000..69219243d0 --- /dev/null +++ b/gfx/wr/webrender/src/gpu_cache.rs @@ -0,0 +1,937 @@ +/* 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"); +} |