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// Copyright 2012 The Chromium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "config.h"
#include "cc/prioritized_texture_manager.h"
#include "base/debug/trace_event.h"
#include "base/stl_util.h"
#include "cc/prioritized_texture.h"
#include "cc/priority_calculator.h"
#include "cc/proxy.h"
#include <algorithm>
using namespace std;
namespace cc {
PrioritizedTextureManager::PrioritizedTextureManager(size_t maxMemoryLimitBytes, int, int pool)
: m_maxMemoryLimitBytes(maxMemoryLimitBytes)
, m_externalPriorityCutoff(PriorityCalculator::allowEverythingCutoff())
, m_memoryUseBytes(0)
, m_memoryAboveCutoffBytes(0)
, m_memoryAvailableBytes(0)
, m_pool(pool)
, m_backingsTailNotSorted(false)
, m_memoryVisibleBytes(0)
, m_memoryVisibleAndNearbyBytes(0)
, m_memoryVisibleLastPushedBytes(0)
, m_memoryVisibleAndNearbyLastPushedBytes(0)
{
}
PrioritizedTextureManager::~PrioritizedTextureManager()
{
while (m_textures.size() > 0)
unregisterTexture(*m_textures.begin());
deleteUnlinkedEvictedBackings();
DCHECK(m_evictedBackings.empty());
// Each remaining backing is a leaked opengl texture. There should be none.
DCHECK(m_backings.empty());
}
size_t PrioritizedTextureManager::memoryVisibleBytes() const
{
DCHECK(Proxy::isImplThread());
return m_memoryVisibleLastPushedBytes;
}
size_t PrioritizedTextureManager::memoryVisibleAndNearbyBytes() const
{
DCHECK(Proxy::isImplThread());
return m_memoryVisibleAndNearbyLastPushedBytes;
}
void PrioritizedTextureManager::prioritizeTextures()
{
TRACE_EVENT0("cc", "PrioritizedTextureManager::prioritizeTextures");
DCHECK(Proxy::isMainThread());
// Sorting textures in this function could be replaced by a slightly
// modified O(n) quick-select to partition textures rather than
// sort them (if performance of the sort becomes an issue).
TextureVector& sortedTextures = m_tempTextureVector;
sortedTextures.clear();
// Copy all textures into a vector, sort them, and collect memory requirements statistics.
m_memoryVisibleBytes = 0;
m_memoryVisibleAndNearbyBytes = 0;
for (TextureSet::iterator it = m_textures.begin(); it != m_textures.end(); ++it) {
PrioritizedTexture* texture = (*it);
sortedTextures.push_back(texture);
if (PriorityCalculator::priorityIsHigher(texture->requestPriority(), PriorityCalculator::allowVisibleOnlyCutoff()))
m_memoryVisibleBytes += texture->bytes();
if (PriorityCalculator::priorityIsHigher(texture->requestPriority(), PriorityCalculator::allowVisibleAndNearbyCutoff()))
m_memoryVisibleAndNearbyBytes += texture->bytes();
}
std::sort(sortedTextures.begin(), sortedTextures.end(), compareTextures);
// Compute a priority cutoff based on memory pressure
m_memoryAvailableBytes = m_maxMemoryLimitBytes;
m_priorityCutoff = m_externalPriorityCutoff;
size_t memoryBytes = 0;
for (TextureVector::iterator it = sortedTextures.begin(); it != sortedTextures.end(); ++it) {
if ((*it)->isSelfManaged()) {
// Account for self-managed memory immediately by reducing the memory
// available (since it never gets acquired).
size_t newMemoryBytes = memoryBytes + (*it)->bytes();
if (newMemoryBytes > m_memoryAvailableBytes) {
m_priorityCutoff = (*it)->requestPriority();
m_memoryAvailableBytes = memoryBytes;
break;
}
m_memoryAvailableBytes -= (*it)->bytes();
} else {
size_t newMemoryBytes = memoryBytes + (*it)->bytes();
if (newMemoryBytes > m_memoryAvailableBytes) {
m_priorityCutoff = (*it)->requestPriority();
break;
}
memoryBytes = newMemoryBytes;
}
}
// Disallow any textures with priority below the external cutoff to have backings.
size_t memoryLinkedTexturesBytes = 0;
for (TextureVector::iterator it = sortedTextures.begin(); it != sortedTextures.end(); ++it) {
PrioritizedTexture* texture = (*it);
if (!PriorityCalculator::priorityIsHigher(texture->requestPriority(), m_externalPriorityCutoff) &&
texture->haveBackingTexture())
texture->unlink();
}
DCHECK(memoryLinkedTexturesBytes <= m_memoryAvailableBytes);
// Only allow textures if they are higher than the cutoff. All textures
// of the same priority are accepted or rejected together, rather than
// being partially allowed randomly.
m_memoryAboveCutoffBytes = 0;
for (TextureVector::iterator it = sortedTextures.begin(); it != sortedTextures.end(); ++it) {
bool isAbovePriorityCutoff = PriorityCalculator::priorityIsHigher((*it)->requestPriority(), m_priorityCutoff);
(*it)->setAbovePriorityCutoff(isAbovePriorityCutoff);
if (isAbovePriorityCutoff && !(*it)->isSelfManaged())
m_memoryAboveCutoffBytes += (*it)->bytes();
}
sortedTextures.clear();
DCHECK(m_memoryAboveCutoffBytes <= m_memoryAvailableBytes);
DCHECK(memoryAboveCutoffBytes() <= maxMemoryLimitBytes());
}
void PrioritizedTextureManager::pushTexturePrioritiesToBackings()
{
TRACE_EVENT0("cc", "PrioritizedTextureManager::pushTexturePrioritiesToBackings");
DCHECK(Proxy::isImplThread() && Proxy::isMainThreadBlocked());
assertInvariants();
for (BackingList::iterator it = m_backings.begin(); it != m_backings.end(); ++it)
(*it)->updatePriority();
sortBackings();
assertInvariants();
// Push memory requirements to the impl thread structure.
m_memoryVisibleLastPushedBytes = m_memoryVisibleBytes;
m_memoryVisibleAndNearbyLastPushedBytes = m_memoryVisibleAndNearbyBytes;
}
void PrioritizedTextureManager::updateBackingsInDrawingImplTree()
{
TRACE_EVENT0("cc", "PrioritizedTextureManager::updateBackingsInDrawingImplTree");
DCHECK(Proxy::isImplThread() && Proxy::isMainThreadBlocked());
assertInvariants();
for (BackingList::iterator it = m_backings.begin(); it != m_backings.end(); ++it) {
PrioritizedTexture::Backing* backing = (*it);
backing->updateInDrawingImplTree();
}
sortBackings();
assertInvariants();
}
void PrioritizedTextureManager::sortBackings()
{
TRACE_EVENT0("cc", "PrioritizedTextureManager::sortBackings");
DCHECK(Proxy::isImplThread());
// Put backings in eviction/recycling order.
m_backings.sort(compareBackings);
m_backingsTailNotSorted = false;
}
void PrioritizedTextureManager::clearPriorities()
{
DCHECK(Proxy::isMainThread());
for (TextureSet::iterator it = m_textures.begin(); it != m_textures.end(); ++it) {
// FIXME: We should remove this and just set all priorities to
// PriorityCalculator::lowestPriority() once we have priorities
// for all textures (we can't currently calculate distances for
// off-screen textures).
(*it)->setRequestPriority(PriorityCalculator::lingeringPriority((*it)->requestPriority()));
}
}
bool PrioritizedTextureManager::requestLate(PrioritizedTexture* texture)
{
DCHECK(Proxy::isMainThread());
// This is already above cutoff, so don't double count it's memory below.
if (texture->isAbovePriorityCutoff())
return true;
// Allow textures that have priority equal to the cutoff, but not strictly lower.
if (PriorityCalculator::priorityIsLower(texture->requestPriority(), m_priorityCutoff))
return false;
// Disallow textures that do not have a priority strictly higher than the external cutoff.
if (!PriorityCalculator::priorityIsHigher(texture->requestPriority(), m_externalPriorityCutoff))
return false;
size_t newMemoryBytes = m_memoryAboveCutoffBytes + texture->bytes();
if (newMemoryBytes > m_memoryAvailableBytes)
return false;
m_memoryAboveCutoffBytes = newMemoryBytes;
texture->setAbovePriorityCutoff(true);
return true;
}
void PrioritizedTextureManager::acquireBackingTextureIfNeeded(PrioritizedTexture* texture, ResourceProvider* resourceProvider)
{
DCHECK(Proxy::isImplThread() && Proxy::isMainThreadBlocked());
DCHECK(!texture->isSelfManaged());
DCHECK(texture->isAbovePriorityCutoff());
if (texture->backing() || !texture->isAbovePriorityCutoff())
return;
// Find a backing below, by either recycling or allocating.
PrioritizedTexture::Backing* backing = 0;
// First try to recycle
for (BackingList::iterator it = m_backings.begin(); it != m_backings.end(); ++it) {
if (!(*it)->canBeRecycled())
break;
if ((*it)->size() == texture->size() && (*it)->format() == texture->format()) {
backing = (*it);
m_backings.erase(it);
break;
}
}
// Otherwise reduce memory and just allocate a new backing texures.
if (!backing) {
evictBackingsToReduceMemory(m_memoryAvailableBytes - texture->bytes(), PriorityCalculator::allowEverythingCutoff(), EvictOnlyRecyclable, resourceProvider);
backing = createBacking(texture->size(), texture->format(), resourceProvider);
}
// Move the used backing to the end of the eviction list, and note that
// the tail is not sorted.
if (backing->owner())
backing->owner()->unlink();
texture->link(backing);
m_backings.push_back(backing);
m_backingsTailNotSorted = true;
// Update the backing's priority from its new owner.
backing->updatePriority();
}
bool PrioritizedTextureManager::evictBackingsToReduceMemory(size_t limitBytes, int priorityCutoff, EvictionPolicy evictionPolicy, ResourceProvider* resourceProvider)
{
DCHECK(Proxy::isImplThread());
if (memoryUseBytes() <= limitBytes && PriorityCalculator::allowEverythingCutoff() == priorityCutoff)
return false;
// Destroy backings until we are below the limit,
// or until all backings remaining are above the cutoff.
while (m_backings.size() > 0) {
PrioritizedTexture::Backing* backing = m_backings.front();
if (memoryUseBytes() <= limitBytes &&
PriorityCalculator::priorityIsHigher(backing->requestPriorityAtLastPriorityUpdate(), priorityCutoff))
break;
if (evictionPolicy == EvictOnlyRecyclable && !backing->canBeRecycled())
break;
evictFirstBackingResource(resourceProvider);
}
return true;
}
void PrioritizedTextureManager::reduceMemory(ResourceProvider* resourceProvider)
{
DCHECK(Proxy::isImplThread() && Proxy::isMainThreadBlocked());
// Note that it will not always be the case that memoryUseBytes() <= maxMemoryLimitBytes(),
// because we are not at liberty to delete textures that are referenced by the impl tree to
// get more space.
evictBackingsToReduceMemory(m_memoryAvailableBytes, PriorityCalculator::allowEverythingCutoff(), EvictOnlyRecyclable, resourceProvider);
// We currently collect backings from deleted textures for later recycling.
// However, if we do that forever we will always use the max limit even if
// we really need very little memory. This should probably be solved by reducing the
// limit externally, but until then this just does some "clean up" of unused
// backing textures (any more than 10%).
size_t wastedMemory = 0;
for (BackingList::iterator it = m_backings.begin(); it != m_backings.end(); ++it) {
if ((*it)->owner())
break;
wastedMemory += (*it)->bytes();
}
size_t tenPercentOfMemory = m_memoryAvailableBytes / 10;
if (wastedMemory > tenPercentOfMemory)
evictBackingsToReduceMemory(memoryUseBytes() - (wastedMemory - tenPercentOfMemory), PriorityCalculator::allowEverythingCutoff(), EvictOnlyRecyclable, resourceProvider);
// Unlink all evicted backings
for (BackingList::const_iterator it = m_evictedBackings.begin(); it != m_evictedBackings.end(); ++it) {
if ((*it)->owner())
(*it)->owner()->unlink();
}
// And clear the list of evicted backings
deleteUnlinkedEvictedBackings();
}
void PrioritizedTextureManager::clearAllMemory(ResourceProvider* resourceProvider)
{
DCHECK(Proxy::isImplThread() && Proxy::isMainThreadBlocked());
DCHECK(resourceProvider);
evictBackingsToReduceMemory(0, PriorityCalculator::allowEverythingCutoff(), EvictAnything, resourceProvider);
}
bool PrioritizedTextureManager::reduceMemoryOnImplThread(size_t limitBytes, int priorityCutoff, ResourceProvider* resourceProvider)
{
DCHECK(Proxy::isImplThread());
DCHECK(resourceProvider);
// If we are in the process of uploading a new frame then the backings at the very end of
// the list are not sorted by priority. Sort them before doing the eviction.
if (m_backingsTailNotSorted)
sortBackings();
return evictBackingsToReduceMemory(limitBytes, priorityCutoff, EvictAnything, resourceProvider);
}
void PrioritizedTextureManager::getEvictedBackings(BackingList& evictedBackings)
{
DCHECK(Proxy::isImplThread());
evictedBackings.clear();
evictedBackings.insert(evictedBackings.begin(), m_evictedBackings.begin(), m_evictedBackings.end());
}
void PrioritizedTextureManager::unlinkEvictedBackings(const BackingList& evictedBackings)
{
DCHECK(Proxy::isMainThread());
for (BackingList::const_iterator it = evictedBackings.begin(); it != evictedBackings.end(); ++it) {
PrioritizedTexture::Backing* backing = (*it);
if (backing->owner())
backing->owner()->unlink();
}
}
void PrioritizedTextureManager::deleteUnlinkedEvictedBackings()
{
DCHECK(Proxy::isMainThread() || (Proxy::isImplThread() && Proxy::isMainThreadBlocked()));
BackingList newEvictedBackings;
for (BackingList::const_iterator it = m_evictedBackings.begin(); it != m_evictedBackings.end(); ++it) {
PrioritizedTexture::Backing* backing = (*it);
if (backing->owner())
newEvictedBackings.push_back(backing);
else
delete backing;
}
m_evictedBackings.swap(newEvictedBackings);
}
bool PrioritizedTextureManager::linkedEvictedBackingsExist() const
{
for (BackingList::const_iterator it = m_evictedBackings.begin(); it != m_evictedBackings.end(); ++it) {
if ((*it)->owner())
return true;
}
return false;
}
void PrioritizedTextureManager::registerTexture(PrioritizedTexture* texture)
{
DCHECK(Proxy::isMainThread());
DCHECK(texture);
DCHECK(!texture->textureManager());
DCHECK(!texture->backing());
DCHECK(!ContainsKey(m_textures, texture));
texture->setManagerInternal(this);
m_textures.insert(texture);
}
void PrioritizedTextureManager::unregisterTexture(PrioritizedTexture* texture)
{
DCHECK(Proxy::isMainThread() || (Proxy::isImplThread() && Proxy::isMainThreadBlocked()));
DCHECK(texture);
DCHECK(ContainsKey(m_textures, texture));
returnBackingTexture(texture);
texture->setManagerInternal(0);
m_textures.erase(texture);
texture->setAbovePriorityCutoff(false);
}
void PrioritizedTextureManager::returnBackingTexture(PrioritizedTexture* texture)
{
DCHECK(Proxy::isMainThread() || (Proxy::isImplThread() && Proxy::isMainThreadBlocked()));
if (texture->backing())
texture->unlink();
}
PrioritizedTexture::Backing* PrioritizedTextureManager::createBacking(gfx::Size size, GLenum format, ResourceProvider* resourceProvider)
{
DCHECK(Proxy::isImplThread() && Proxy::isMainThreadBlocked());
DCHECK(resourceProvider);
ResourceProvider::ResourceId resourceId = resourceProvider->createResource(m_pool, size, format, ResourceProvider::TextureUsageAny);
PrioritizedTexture::Backing* backing = new PrioritizedTexture::Backing(resourceId, resourceProvider, size, format);
m_memoryUseBytes += backing->bytes();
return backing;
}
void PrioritizedTextureManager::evictFirstBackingResource(ResourceProvider* resourceProvider)
{
DCHECK(Proxy::isImplThread());
DCHECK(resourceProvider);
DCHECK(!m_backings.empty());
PrioritizedTexture::Backing* backing = m_backings.front();
// Note that we create a backing and its resource at the same time, but we
// delete the backing structure and its resource in two steps. This is because
// we can delete the resource while the main thread is running, but we cannot
// unlink backings while the main thread is running.
backing->deleteResource(resourceProvider);
m_memoryUseBytes -= backing->bytes();
m_backings.pop_front();
m_evictedBackings.push_back(backing);
}
void PrioritizedTextureManager::assertInvariants()
{
#ifndef NDEBUG
DCHECK(Proxy::isImplThread() && Proxy::isMainThreadBlocked());
// If we hit any of these asserts, there is a bug in this class. To see
// where the bug is, call this function at the beginning and end of
// every public function.
// Backings/textures must be doubly-linked and only to other backings/textures in this manager.
for (BackingList::iterator it = m_backings.begin(); it != m_backings.end(); ++it) {
if ((*it)->owner()) {
DCHECK(ContainsKey(m_textures, (*it)->owner()));
DCHECK((*it)->owner()->backing() == (*it));
}
}
for (TextureSet::iterator it = m_textures.begin(); it != m_textures.end(); ++it) {
PrioritizedTexture* texture = (*it);
PrioritizedTexture::Backing* backing = texture->backing();
if (backing) {
if (backing->resourceHasBeenDeleted()) {
DCHECK(std::find(m_backings.begin(), m_backings.end(), backing) == m_backings.end());
DCHECK(std::find(m_evictedBackings.begin(), m_evictedBackings.end(), backing) != m_evictedBackings.end());
} else {
DCHECK(std::find(m_backings.begin(), m_backings.end(), backing) != m_backings.end());
DCHECK(std::find(m_evictedBackings.begin(), m_evictedBackings.end(), backing) == m_evictedBackings.end());
}
DCHECK(backing->owner() == texture);
}
}
// At all times, backings that can be evicted must always come before
// backings that can't be evicted in the backing texture list (otherwise
// reduceMemory will not find all textures available for eviction/recycling).
bool reachedUnrecyclable = false;
PrioritizedTexture::Backing* previous_backing = NULL;
for (BackingList::iterator it = m_backings.begin(); it != m_backings.end(); ++it) {
PrioritizedTexture::Backing* backing = *it;
if (previous_backing && (!m_backingsTailNotSorted || !backing->wasAbovePriorityCutoffAtLastPriorityUpdate()))
DCHECK(compareBackings(previous_backing, backing));
if (!backing->canBeRecycled())
reachedUnrecyclable = true;
if (reachedUnrecyclable)
DCHECK(!backing->canBeRecycled());
else
DCHECK(backing->canBeRecycled());
previous_backing = backing;
}
#endif
}
} // namespace cc