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@lightningtv/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 { getTimeStamp } from './platform.js'; import type { Stage } from './Stage.js'; import { TextureType, type Texture } 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: Map<Texture, number> = new Map(); private orphanedTextures: Texture[] = []; private criticalThreshold: number; private targetThreshold: number; private cleanupInterval: number; private debugLogging: boolean; private lastCleanupTime = 0; private baselineMemoryAllocation: number; 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 = () => {}; } } /** * Add a texture to the orphaned textures list * * @param texture - The texture to add to the orphaned textures list */ addToOrphanedTextures(texture: Texture) { // if the texture is already in the orphaned textures list add it at the end if (this.orphanedTextures.includes(texture)) { this.removeFromOrphanedTextures(texture); } // If the texture can be cleaned up, add it to the orphaned textures list if (texture.preventCleanup === false) { this.orphanedTextures.push(texture); } } /** * Remove a texture from the orphaned textures list * * @param texture - The texture to remove from the orphaned textures list */ removeFromOrphanedTextures(texture: Texture) { const index = this.orphanedTextures.indexOf(texture); if (index !== -1) { this.orphanedTextures.splice(index, 1); } } /** * 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) { if (this.loadedTextures.has(texture)) { // eslint-disable-next-line @typescript-eslint/no-non-null-assertion this.memUsed -= this.loadedTextures.get(texture)!; } if (byteSize === 0) { this.loadedTextures.delete(texture); return; } else { this.memUsed += byteSize; this.loadedTextures.set(texture, byteSize); } 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; } cleanupQuick(critical: boolean) { // Free non-renderable textures until we reach the target threshold const memTarget = this.targetThreshold; const txManager = this.stage.txManager; const timestamp = getTimeStamp(); while ( this.memUsed >= memTarget && this.orphanedTextures.length > 0 && (critical || getTimeStamp() - timestamp < 10) ) { const texture = this.orphanedTextures.shift(); if (texture === undefined) { continue; } if (texture.renderable === true) { // If the texture is renderable, we can't free it up continue; } texture.free(); txManager.removeTextureFromCache(texture); } } cleanupDeep(critical: boolean) { // Free non-renderable textures until we reach the target threshold const memTarget = critical ? this.criticalThreshold : this.targetThreshold; const txManager = this.stage.txManager; // sort by renderability const filteredAndSortedTextures: Texture[] = []; const textures = [...this.loadedTextures.keys()]; for (let i = 0; i < textures.length; i++) { const texture = textures[i]; if (texture === undefined) { continue; } if ( texture.type === TextureType.image || texture.type === TextureType.noise || texture.type === TextureType.renderToTexture ) { if (texture.renderable === true) { filteredAndSortedTextures.push(texture); } else { filteredAndSortedTextures.unshift(texture); } } } while (this.memUsed >= memTarget && filteredAndSortedTextures.length > 0) { const texture = filteredAndSortedTextures.shift(); if (texture === undefined) { continue; } if (texture.preventCleanup === true) { continue; } if (texture.renderable === true) { break; } texture.free(); this.removeFromOrphanedTextures(texture); txManager.removeTextureFromCache(texture); txManager.removeTextureFromQueue(texture); } } cleanup(aggressive: boolean = false) { 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}. Aggressive: ${aggressive}`, ); } // try a quick cleanup first this.cleanupQuick(critical); // if we're still above the target threshold, do a deep cleanup if (aggressive === true && this.memUsed >= this.criticalThreshold) { this.cleanupDeep(critical); } if (this.memUsed >= this.criticalThreshold) { this.stage.queueFrameEvent('criticalCleanupFailed', { memUsed: this.memUsed, criticalThreshold: this.criticalThreshold, }); if (this.debugLogging === true || isProductionEnvironment() === false) { console.warn( `[TextureMemoryManager] Memory usage above critical threshold after cleanup: ${this.memUsed}`, ); } } else { this.criticalCleanupRequested = 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; const renderableMemUsed = [...this.loadedTextures.keys()].reduce( (acc, texture) => { renderableTexturesLoaded += texture.renderable ? 1 : 0; return ( acc + (texture.renderable ? this.loadedTextures.get(texture)! : 0) ); }, this.baselineMemoryAllocation, ); return { criticalThreshold: this.criticalThreshold, targetThreshold: this.targetThreshold, renderableMemUsed, memUsed: this.memUsed, renderableTexturesLoaded, loadedTextures: this.loadedTextures.size, baselineMemoryAllocation: this.baselineMemoryAllocation, }; } }