Cache MLGBuffers for systems that don't support constant buffer offsetting. (bug 1379714 part 2, r=bas)

This commit is contained in:
David Anderson 2017-07-11 21:18:45 -07:00
Родитель 4877a071cd
Коммит 6e75188a07
3 изменённых файлов: 120 добавлений и 5 удалений

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@ -5,14 +5,29 @@
#include "BufferCache.h"
#include "MLGDevice.h"
#include "ShaderDefinitionsMLGPU.h"
#include "mozilla/MathAlgorithms.h"
namespace mozilla {
namespace layers {
using namespace mlg;
BufferCache::BufferCache(MLGDevice* aDevice)
: mDevice(aDevice)
: mDevice(aDevice),
mFirstSizeClass(CeilingLog2(kConstantBufferElementSize)),
mFrameNumber(0),
mNextSizeClassToShrink(0)
{
// Create a cache of buffers for each size class, where each size class is a
// power of 2 between the minimum and maximum size of a constant buffer.
size_t maxBindSize = mDevice->GetMaxConstantBufferBindSize();
MOZ_ASSERT(IsPowerOfTwo(maxBindSize));
size_t lastSizeClass = CeilingLog2(maxBindSize);
MOZ_ASSERT(lastSizeClass >= mFirstSizeClass);
mCaches.resize(lastSizeClass - mFirstSizeClass + 1);
}
BufferCache::~BufferCache()
@ -22,12 +37,64 @@ BufferCache::~BufferCache()
RefPtr<MLGBuffer>
BufferCache::GetOrCreateBuffer(size_t aBytes)
{
return mDevice->CreateBuffer(MLGBufferType::Constant, aBytes, MLGUsage::Dynamic, nullptr);
size_t sizeClass = CeilingLog2(aBytes);
size_t sizeClassIndex = sizeClass - mFirstSizeClass;
if (sizeClassIndex >= mCaches.size()) {
return mDevice->CreateBuffer(MLGBufferType::Constant, aBytes, MLGUsage::Dynamic, nullptr);
}
CachePool& pool = mCaches[sizeClassIndex];
// See if we've cached a buffer that wasn't used in the past 2 frames. A buffer
// used this frame could have already been mapped and written to, and a buffer
// used the previous frame might still be in-use by the GPU. While the latter
// case is okay, it causes aliasing in the driver. Since content is double
// buffered we do not let the compositor get more than 1 frames ahead, and a
// count of 2 frames should ensure the buffer is unused.
if (!pool.empty() && mFrameNumber >= pool.front().mLastUsedFrame + 2) {
RefPtr<MLGBuffer> buffer = pool.front().mBuffer;
pool.pop_front();
pool.push_back(CacheEntry(mFrameNumber, buffer));
MOZ_RELEASE_ASSERT(buffer->GetSize() >= aBytes);
return buffer;
}
// Allocate a new buffer and cache it.
size_t bytes = (size_t(1) << sizeClass);
MOZ_ASSERT(bytes >= aBytes);
RefPtr<MLGBuffer> buffer =
mDevice->CreateBuffer(MLGBufferType::Constant, bytes, MLGUsage::Dynamic, nullptr);
if (!buffer) {
return nullptr;
}
pool.push_back(CacheEntry(mFrameNumber, buffer));
return buffer;
}
void
BufferCache::EndFrame()
{
// Consider a buffer dead after ~5 seconds assuming 60 fps.
static size_t kMaxUnusedFrameCount = 60 * 5;
// At the end of each frame we pick one size class and see if it has any
// buffers that haven't been used for many frames. If so we clear them.
// The next frame we'll search the next size class. (This is just to spread
// work over more than one frame.)
CachePool& pool = mCaches[mNextSizeClassToShrink];
while (!pool.empty()) {
// Since the deque is sorted oldest-to-newest, front-to-back, we can stop
// searching as soon as a buffer is active.
if (mFrameNumber - pool.front().mLastUsedFrame < kMaxUnusedFrameCount) {
break;
}
pool.pop_front();
}
mNextSizeClassToShrink = (mNextSizeClassToShrink + 1) % mCaches.size();
mFrameNumber++;
}
} // namespace layers

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@ -7,8 +7,8 @@
#define mozilla_gfx_layers_mlgpu_BufferCache_h
#include "mozilla/EnumeratedArray.h"
#include "nsTArray.h"
#include <deque>
#include <vector>
namespace mozilla {
namespace layers {
@ -16,7 +16,7 @@ namespace layers {
class MLGBuffer;
class MLGDevice;
// Cache buffer pools based on how long ago they were last used.
// Cache MLGBuffers based on how long ago they were last used.
class BufferCache
{
public:
@ -27,12 +27,58 @@ public:
// if none can be re-used.
RefPtr<MLGBuffer> GetOrCreateBuffer(size_t aBytes);
// Rotate buffers after a frame has been completed.
// Age out old buffers after a frame has been completed.
void EndFrame();
private:
// Not RefPtr since this would create a cycle.
MLGDevice* mDevice;
// The first size class is Log2(N), where 16 is the minimum size of a
// constant buffer (currently 16 bytes).
size_t mFirstSizeClass;
// Each size class is a power of 2. Each pool of buffers is represented as a
// deque, with the least-recently-used (i.e., oldest) buffers at the front,
// and most-recently-used (i.e., newest) buffers at the back. To re-use a
// buffer it is popped off the front and re-added to the back.
//
// This is not always efficient use of storage: if a single frame allocates
// 300 buffers of the same size, we may keep recycling through all those
// buffers for a long time, as long as at least one gets used per frame.
// But since buffers use tiny amounts of memory, and they are only mapped
// while drawing, it shouldn't be a big deal.
struct CacheEntry {
CacheEntry() : mLastUsedFrame(0)
{}
CacheEntry(const CacheEntry& aEntry)
: mLastUsedFrame(aEntry.mLastUsedFrame),
mBuffer(aEntry.mBuffer)
{}
CacheEntry(CacheEntry&& aEntry)
: mLastUsedFrame(aEntry.mLastUsedFrame),
mBuffer(Move(aEntry.mBuffer))
{}
CacheEntry(size_t aLastUsedFrame, MLGBuffer* aBuffer)
: mLastUsedFrame(aLastUsedFrame),
mBuffer(aBuffer)
{}
uint64_t mLastUsedFrame;
RefPtr<MLGBuffer> mBuffer;
};
typedef std::deque<CacheEntry> CachePool;
// We track how many frames have occurred to determine the age of cache entries.
uint64_t mFrameNumber;
// To avoid doing too much work in one frame, we only shrink one size class
// per frame.
uint64_t mNextSizeClassToShrink;
// There is one pool of buffers for each power of 2 allocation size. The
// maximum buffer size is at most 64KB on Direct3D 11.
std::vector<CachePool> mCaches;
};
} // namespace layers

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@ -409,6 +409,8 @@ public:
// Return the maximum number of elements that can be bound to a constant
// buffer. This is different than the maximum size of a buffer (there is
// no such limit on Direct3D 11.1).
//
// The return value must be a power of two.
size_t GetMaxConstantBufferBindSize() const {
return mMaxConstantBufferBindSize;
}