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@lightningjs/renderer

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/* * If not stated otherwise in this file or this component's LICENSE file the * following copyright and licenses apply: * * Copyright 2024 Comcast Cable Communications Management, LLC. * * Licensed under the Apache License, Version 2.0 (the License); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ import { isProductionEnvironment } from '../utils.js'; import type { Stage } from './Stage.js'; import { Texture, TextureType } from './textures/Texture.js'; import { bytesToMb } from './utils.js'; export interface TextureMemoryManagerSettings { /** * Critical Threshold (in bytes) * * @remarks * When the amount of memory used by textures exceeds this threshold, * the Renderer will immediately trigger a Texture Cleanup towards the * Target Threshold Level. * * When set to `0`, the Texture Memory Manager is disabled. * * @defaultValue `124e6` (118 MB) */ criticalThreshold: number; /** * Target Threshold Level (as fraction of Critical Threshold) * * @remarks * This value is the fractional level of the Critical Threshold that the * Texture Memory Manager will attempt to maintain by cleaning up textures. * The Texture Memory Manager will attempt to keep the memory usage below * this level by freeing up non-renderable textures. * * Valid Range: 0.0 - 1.0 * * @defaultValue `0.5` */ targetThresholdLevel: number; /** * Interval between non-aggressive Texture Cleanups (in milliseconds) * * @remarks * Texture Memory Manager will perform a non aggressive Texture Cleanup no more * frequently than this interval when the scene becomes idle. * * @defaultValue `5,000` (5 seconds) */ cleanupInterval: number; /** * Whether or not to log debug information * * @defaultValue `false` */ debugLogging: boolean; /** * Baseline memory allocation for the Texture Memory Manager * * @remarks * Baseline texture memory is an allocation of memory by simply having a 1080p WebGL context. * This will be used on top of the memory used by textures to determine when to trigger a cleanup. * * @defaultValue `25e6` (25 MB) */ baselineMemoryAllocation: number; /** * Do not exceed critical threshold * * @defaultValue `false` */ doNotExceedCriticalThreshold: boolean; } export interface MemoryInfo { criticalThreshold: number; targetThreshold: number; renderableMemUsed: number; memUsed: number; renderableTexturesLoaded: number; loadedTextures: number; baselineMemoryAllocation: number; } /** * LRU (Least Recently Used) style memory manager for textures * * @remarks * This class is responsible for managing the memory usage of textures * in the Renderer. It keeps track of the memory used by each texture * and triggers a cleanup when the memory usage exceeds a critical * threshold (`criticalThreshold`). * * The cleanup process will free up non-renderable textures until the * memory usage is below a target threshold (`targetThresholdLevel`). * * The memory manager's clean up process will also be triggered when the * scene is idle for a certain amount of time (`cleanupInterval`). */ export class TextureMemoryManager { private memUsed = 0; private loadedTextures: (Texture | null)[] = []; private criticalThreshold: number; private targetThreshold: number; private cleanupInterval: number; private debugLogging: boolean; private lastCleanupTime = 0; private baselineMemoryAllocation: number; private hasWarnedAboveCritical = false; public criticalCleanupRequested = false; public doNotExceedCriticalThreshold: boolean; /** * The current frame time in milliseconds * * @remarks * This is used to determine when to perform Idle Texture Cleanups. * * Set by stage via `updateFrameTime` method. */ public frameTime = 0; constructor(private stage: Stage, settings: TextureMemoryManagerSettings) { const { criticalThreshold, doNotExceedCriticalThreshold } = settings; this.doNotExceedCriticalThreshold = doNotExceedCriticalThreshold || false; this.criticalThreshold = Math.round(criticalThreshold); const targetFraction = Math.max( 0, Math.min(1, settings.targetThresholdLevel), ); this.cleanupInterval = settings.cleanupInterval; this.debugLogging = settings.debugLogging; this.baselineMemoryAllocation = Math.round( settings.baselineMemoryAllocation, ); this.targetThreshold = Math.max( Math.round(criticalThreshold * targetFraction), this.baselineMemoryAllocation, ); this.memUsed = Math.round(settings.baselineMemoryAllocation); if (settings.debugLogging) { let lastMemUse = 0; setInterval(() => { if (lastMemUse !== this.memUsed) { lastMemUse = this.memUsed; console.log( `[TextureMemoryManager] Memory used: ${bytesToMb( this.memUsed, )} mb / ${bytesToMb(this.criticalThreshold)} mb (${( (this.memUsed / this.criticalThreshold) * 100 ).toFixed(1)}%)`, ); } }, 1000); } // If the threshold is 0, we disable the memory manager by replacing the // setTextureMemUse method with a no-op function. if (criticalThreshold === 0) { this.setTextureMemUse = () => {}; } } /** * Set the memory usage of a texture * * @param texture - The texture to set memory usage for * @param byteSize - The size of the texture in bytes */ setTextureMemUse(texture: Texture, byteSize: number) { // Update global memory counter by subtracting old value this.memUsed -= texture.memUsed; if (byteSize === 0) { // PERFORMANCE: Mark for deletion, slot will be reused later const index = this.loadedTextures.indexOf(texture); if (index !== -1) { this.loadedTextures[index] = null; } texture.memUsed = 0; return; } else { // Update texture memory and add to tracking if not already present texture.memUsed = byteSize; this.memUsed += byteSize; if (this.loadedTextures.indexOf(texture) === -1) { // PERFORMANCE: Reuse empty slots before appending const emptyIndex = this.loadedTextures.indexOf(null); if (emptyIndex !== -1) { this.loadedTextures[emptyIndex] = texture; } else { this.loadedTextures.push(texture); } } } if (this.memUsed > this.criticalThreshold) { this.criticalCleanupRequested = true; } } checkCleanup() { return ( this.criticalCleanupRequested || (this.memUsed > this.targetThreshold && this.frameTime - this.lastCleanupTime >= this.cleanupInterval) ); } checkCriticalCleanup() { return this.memUsed > this.criticalThreshold; } /** * Destroy a texture and null out its array position * * @param texture - The texture to destroy */ destroyTexture(texture: Texture) { if (this.debugLogging === true) { console.log( `[TextureMemoryManager] Destroying texture. State: ${texture.state}`, ); } // PERFORMANCE: Null out array position, slot will be reused later const index = this.loadedTextures.indexOf(texture); if (index !== -1) { this.loadedTextures[index] = null; } // Destroy texture and update memory counters const txManager = this.stage.txManager; txManager.removeTextureFromCache(texture); texture.destroy(); // Update memory counters this.memUsed -= texture.memUsed; texture.memUsed = 0; } cleanup() { const critical = this.criticalCleanupRequested; this.lastCleanupTime = this.frameTime; if (critical === true) { this.stage.queueFrameEvent('criticalCleanup', { memUsed: this.memUsed, criticalThreshold: this.criticalThreshold, }); } if (this.debugLogging === true) { console.log( `[TextureMemoryManager] Cleaning up textures. Critical: ${critical}.`, ); } // Free non-renderable textures until we reach the target threshold const memTarget = critical ? this.criticalThreshold : this.targetThreshold; // PERFORMANCE: Zero-overhead cleanup with null marking // Skip null entries, mark cleaned textures as null for later defrag let currentMemUsed = this.memUsed; for (let i = 0; i < this.loadedTextures.length; i++) { // Early exit: target memory reached if (currentMemUsed < memTarget) { break; } const texture = this.loadedTextures[i]; if (!texture) continue; // Skip null entries from previous deletions // Fast type check for cleanable textures const isCleanableType = texture.type === TextureType.image || texture.type === TextureType.noise || texture.type === TextureType.renderToTexture; // Immediate cleanup if eligible if (isCleanableType && texture.canBeCleanedUp() === true) { // Get memory before destroying const textureMemory = texture.memUsed; // Destroy texture (which will null out the array position) this.destroyTexture(texture); currentMemUsed -= textureMemory; } } if (this.memUsed >= this.criticalThreshold) { this.stage.queueFrameEvent('criticalCleanupFailed', { memUsed: this.memUsed, criticalThreshold: this.criticalThreshold, }); // Only emit the warning once per over-threshold period if ( !this.hasWarnedAboveCritical && (this.debugLogging === true || isProductionEnvironment === false) ) { console.warn( `[TextureMemoryManager] Memory usage above critical threshold after cleanup: ${this.memUsed}`, ); this.hasWarnedAboveCritical = true; } } else { this.criticalCleanupRequested = false; this.hasWarnedAboveCritical = false; } } /** * Get the current texture memory usage information * * @remarks * This method is for debugging purposes and returns information about the * current memory usage of the textures in the Renderer. */ getMemoryInfo(): MemoryInfo { let renderableTexturesLoaded = 0; let renderableMemUsed = this.baselineMemoryAllocation; for (const texture of this.loadedTextures) { if (texture && texture.renderable) { renderableTexturesLoaded += 1; renderableMemUsed += texture.memUsed; } } // Count non-null entries for accurate loaded texture count const actualLoadedTextures = this.loadedTextures.filter( (t) => t !== null, ).length; return { criticalThreshold: this.criticalThreshold, targetThreshold: this.targetThreshold, renderableMemUsed, memUsed: this.memUsed, renderableTexturesLoaded, loadedTextures: actualLoadedTextures, baselineMemoryAllocation: this.baselineMemoryAllocation, }; } }