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/*
* Copyright (C) 2012, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE INC. AND ITS CONTRIBUTORS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
* ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "CCPrioritizedTextureManager.h"
#include "CCPrioritizedTexture.h"
#include "CCPriorityCalculator.h"
#include "LayerRendererChromium.h"
#include "TraceEvent.h"
#include <algorithm>
using namespace std;
namespace WebCore {
CCPrioritizedTextureManager::CCPrioritizedTextureManager(size_t maxMemoryLimitBytes, int)
: m_maxMemoryLimitBytes(maxMemoryLimitBytes)
, m_memoryUseBytes(0)
, m_memoryAboveCutoffBytes(0)
, m_memoryAvailableBytes(0)
{
}
CCPrioritizedTextureManager::~CCPrioritizedTextureManager()
{
while (m_textures.size() > 0)
unregisterTexture(*m_textures.begin());
// Each remaining backing is a leaked opengl texture. We don't have the allocator
// to delete the textures at this time so clearMemory() needs to be called before this.
while (m_backings.size() > 0)
destroyBacking(*m_backings.begin(), 0);
}
void CCPrioritizedTextureManager::prioritizeTextures(size_t renderSurfacesMemoryBytes)
{
TRACE_EVENT0("cc", "CCPrioritizedTextureManager::prioritizeTextures");
#if !ASSERT_DISABLED
assertInvariants();
#endif
// 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;
BackingVector& sortedBackings = m_tempBackingVector;
sortedTextures.clear();
sortedBackings.clear();
// Copy all textures into a vector and sort them.
for (TextureSet::iterator it = m_textures.begin(); it != m_textures.end(); ++it)
sortedTextures.append(*it);
std::sort(sortedTextures.begin(), sortedTextures.end(), compareTextures);
m_memoryAvailableBytes = m_maxMemoryLimitBytes;
m_priorityCutoff = CCPriorityCalculator::lowestPriority();
bool reservedRenderSurfaces = false;
size_t memoryBytes = 0;
for (TextureVector::iterator it = sortedTextures.begin(); it != sortedTextures.end(); ++it) {
if ((*it)->requestPriority() == CCPriorityCalculator::lowestPriority())
break;
// FIXME: We can make placeholder objects similar to textures to represent the render surface memory request.
if (!reservedRenderSurfaces && CCPriorityCalculator::priorityIsLower((*it)->requestPriority(), CCPriorityCalculator::renderSurfacePriority())) {
size_t newMemoryBytes = memoryBytes + renderSurfacesMemoryBytes;
if (newMemoryBytes > m_memoryAvailableBytes) {
m_priorityCutoff = (*it)->requestPriority();
m_memoryAvailableBytes = memoryBytes;
break;
}
m_memoryAvailableBytes -= renderSurfacesMemoryBytes;
reservedRenderSurfaces = true;
}
size_t newMemoryBytes = memoryBytes + (*it)->memorySizeBytes();
if (newMemoryBytes > m_memoryAvailableBytes) {
m_priorityCutoff = (*it)->requestPriority();
break;
}
memoryBytes = newMemoryBytes;
}
// 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 = CCPriorityCalculator::priorityIsHigher((*it)->requestPriority(), m_priorityCutoff);
(*it)->setAbovePriorityCutoff(isAbovePriorityCutoff);
if (isAbovePriorityCutoff)
m_memoryAboveCutoffBytes += (*it)->memorySizeBytes();
}
ASSERT(m_memoryAboveCutoffBytes <= m_memoryAvailableBytes);
// Put backings in eviction/recycling order.
for (BackingSet::iterator it = m_backings.begin(); it != m_backings.end(); ++it)
sortedBackings.append(*it);
std::sort(sortedBackings.begin(), sortedBackings.end(), compareBackings);
for (BackingVector::iterator it = sortedBackings.begin(); it != sortedBackings.end(); ++it) {
m_backings.remove(*it);
m_backings.add(*it);
}
sortedTextures.clear();
sortedBackings.clear();
#if !ASSERT_DISABLED
assertInvariants();
ASSERT(memoryAboveCutoffBytes() <= maxMemoryLimitBytes());
#endif
}
void CCPrioritizedTextureManager::clearPriorities()
{
for (TextureSet::iterator it = m_textures.begin(); it != m_textures.end(); ++it) {
// FIXME: We should remove this and just set all priorities to
// CCPriorityCalculator::lowestPriority() once we have priorities
// for all textures (we can't currently calculate distances for
// off-screen textures).
(*it)->setRequestPriority(CCPriorityCalculator::lingeringPriority((*it)->requestPriority()));
}
}
bool CCPrioritizedTextureManager::requestLate(CCPrioritizedTexture* texture)
{
// This is already above cutoff, so don't double count it's memory below.
if (texture->isAbovePriorityCutoff())
return true;
if (CCPriorityCalculator::priorityIsLower(texture->requestPriority(), m_priorityCutoff))
return false;
size_t newMemoryBytes = m_memoryAboveCutoffBytes + texture->memorySizeBytes();
if (newMemoryBytes > m_memoryAvailableBytes)
return false;
m_memoryAboveCutoffBytes = newMemoryBytes;
texture->setAbovePriorityCutoff(true);
if (texture->currentBacking()) {
m_backings.remove(texture->currentBacking());
m_backings.add(texture->currentBacking());
}
return true;
}
void CCPrioritizedTextureManager::acquireBackingTextureIfNeeded(CCPrioritizedTexture* texture, TextureAllocator* allocator)
{
ASSERT(texture->isAbovePriorityCutoff());
if (texture->currentBacking() || !texture->isAbovePriorityCutoff())
return;
// Find a backing below, by either recycling or allocating.
CCPrioritizedTexture::Backing* backing = 0;
// First try to recycle
for (BackingSet::iterator it = m_backings.begin(); it != m_backings.end(); ++it) {
if ((*it)->currentTexture() && (*it)->currentTexture()->isAbovePriorityCutoff())
break;
if ((*it)->size() == texture->size() && (*it)->format() == texture->format()) {
backing = (*it);
break;
}
}
// Otherwise reduce memory and just allocate a new backing texures.
if (!backing) {
reduceMemory(m_memoryAvailableBytes - texture->memorySizeBytes(), allocator);
backing = createBacking(texture->size(), texture->format(), allocator);
}
// Move the used backing texture to the end of the eviction list.
if (backing->currentTexture())
unlink(backing->currentTexture(), backing);
link(texture, backing);
m_backings.remove(backing);
m_backings.add(backing);
}
void CCPrioritizedTextureManager::reduceMemory(size_t limitBytes, TextureAllocator* allocator)
{
if (memoryUseBytes() <= limitBytes)
return;
// Destroy backings until we are below the limit,
// or until all backings remaining are above the cutoff.
while (memoryUseBytes() > limitBytes && m_backings.size() > 0) {
BackingSet::iterator it = m_backings.begin();
if ((*it)->currentTexture() && (*it)->currentTexture()->isAbovePriorityCutoff())
break;
destroyBacking((*it), allocator);
}
}
void CCPrioritizedTextureManager::reduceMemory(TextureAllocator* allocator)
{
reduceMemory(m_memoryAvailableBytes, allocator);
ASSERT(memoryUseBytes() <= maxMemoryLimitBytes());
// 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 (BackingSet::iterator it = m_backings.begin(); it != m_backings.end(); ++it) {
if ((*it)->currentTexture())
break;
wastedMemory += (*it)->memorySizeBytes();
}
size_t tenPercentOfMemory = m_memoryAvailableBytes / 10;
if (wastedMemory <= tenPercentOfMemory)
return;
reduceMemory(memoryUseBytes() - (wastedMemory - tenPercentOfMemory), allocator);
}
void CCPrioritizedTextureManager::clearAllMemory(TextureAllocator* allocator)
{
// Unlink and destroy all backing textures.
while (m_backings.size() > 0) {
BackingSet::iterator it = m_backings.begin();
if ((*it)->currentTexture())
unlink((*it)->currentTexture(), (*it));
destroyBacking((*it), allocator);
}
}
void CCPrioritizedTextureManager::allBackingTexturesWereDeleted()
{
// Same as clearAllMemory, except all our textures were already
// deleted externally, so we don't delete them. Passing no
// allocator results in leaking the (now invalid) texture ids.
clearAllMemory(0);
}
void CCPrioritizedTextureManager::unlink(CCPrioritizedTexture* texture, CCPrioritizedTexture::Backing* backing)
{
ASSERT(texture && backing);
ASSERT(texture->currentBacking() == backing);
ASSERT(backing->currentTexture() == texture);
texture->setCurrentBacking(0);
backing->setCurrentTexture(0);
}
void CCPrioritizedTextureManager::link(CCPrioritizedTexture* texture, CCPrioritizedTexture::Backing* backing)
{
ASSERT(texture && backing);
ASSERT(!texture->currentBacking());
ASSERT(!backing->currentTexture());
texture->setCurrentBacking(backing);
backing->setCurrentTexture(texture);
}
void CCPrioritizedTextureManager::registerTexture(CCPrioritizedTexture* texture)
{
ASSERT(texture);
ASSERT(!texture->textureManager());
ASSERT(!texture->currentBacking());
ASSERT(m_textures.find(texture) == m_textures.end());
texture->setManagerInternal(this);
m_textures.add(texture);
}
void CCPrioritizedTextureManager::unregisterTexture(CCPrioritizedTexture* texture)
{
ASSERT(texture);
ASSERT(m_textures.find(texture) != m_textures.end());
returnBackingTexture(texture);
texture->setManagerInternal(0);
m_textures.remove(texture);
texture->setAbovePriorityCutoff(false);
}
void CCPrioritizedTextureManager::returnBackingTexture(CCPrioritizedTexture* texture)
{
if (texture->currentBacking()) {
// Move the backing texture to the front for eviction/recycling and unlink it.
m_backings.remove(texture->currentBacking());
m_backings.insertBefore(m_backings.begin(), texture->currentBacking());
unlink(texture, texture->currentBacking());
}
}
CCPrioritizedTexture::Backing* CCPrioritizedTextureManager::createBacking(IntSize size, GC3Denum format, TextureAllocator* allocator)
{
ASSERT(allocator);
unsigned textureId = allocator->createTexture(size, format);
CCPrioritizedTexture::Backing* backing = new CCPrioritizedTexture::Backing(size, format, textureId);
m_memoryUseBytes += backing->memorySizeBytes();
// Put backing texture at the front for eviction, since it isn't in use yet.
m_backings.insertBefore(m_backings.begin(), backing);
return backing;
}
void CCPrioritizedTextureManager::destroyBacking(CCPrioritizedTexture::Backing* backing, TextureAllocator* allocator)
{
ASSERT(backing);
ASSERT(!backing->currentTexture() || !backing->currentTexture()->isAbovePriorityCutoff());
ASSERT(m_backings.find(backing) != m_backings.end());
if (allocator)
allocator->deleteTexture(backing->textureId(), backing->size(), backing->format());
if (backing->currentTexture())
unlink(backing->currentTexture(), backing);
m_memoryUseBytes -= backing->memorySizeBytes();
m_backings.remove(backing);
delete backing;
}
#if !ASSERT_DISABLED
void CCPrioritizedTextureManager::assertInvariants()
{
// 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 (BackingSet::iterator it = m_backings.begin(); it != m_backings.end(); ++it) {
if ((*it)->currentTexture()) {
ASSERT(m_textures.find((*it)->currentTexture()) != m_textures.end());
ASSERT((*it)->currentTexture()->currentBacking() == (*it));
}
}
for (TextureSet::iterator it = m_textures.begin(); it != m_textures.end(); ++it) {
if ((*it)->currentBacking()) {
ASSERT(m_backings.find((*it)->currentBacking()) != m_backings.end());
ASSERT((*it)->currentBacking()->currentTexture() == (*it));
}
}
// 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 reachedProtected = false;
for (BackingSet::iterator it = m_backings.begin(); it != m_backings.end(); ++it) {
if ((*it)->currentTexture() && (*it)->currentTexture()->isAbovePriorityCutoff())
reachedProtected = true;
if (reachedProtected)
ASSERT((*it)->currentTexture() && (*it)->currentTexture()->isAbovePriorityCutoff());
}
}
#endif
} // namespace WebCore
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