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Rework image & texture management to use concurrent message queues. #9486
Rework image & texture management to use concurrent message queues. #9486
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This does appear to make flutter/flutter#32143 better (if I slow down enough, things catch up and we get back to a better place). However, it's still fairly easy to cause the app to crash due to memory usage when you have a large list/grid of images and you scroll rapidly back and forth. |
I believe we're missing a flush somewhere in here that could help. Doesn't necessarily have to be part of this patch - but similar to what I was attempting in #9004 |
fml/concurrent_message_loop.cc
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} | ||
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ConcurrentMessageLoop::ConcurrentMessageLoop(size_t worker_count) { | ||
const auto worker_threads = std::max(worker_count, 1ul); |
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Nit: c++ readability would ask for this not to be auto.
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We don't have those reviews and this pattern is prevalent. FWIW, I don't think this is unreadable.
fml/concurrent_message_loop.cc
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workers_.emplace_back([i, this]() { | ||
fml::Thread::SetCurrentThreadName( | ||
std::string{"io.flutter.worker." + std::to_string(i + 1)}); | ||
WorkerMain(); | ||
}); | ||
} | ||
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worker_count_ = worker_threads; |
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Shouldn't you be using the initializer?
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Done.
wait_condition_.notify_all(); | ||
void ConcurrentMessageLoop::PostTask(fml::closure task) { | ||
if (!task) { | ||
return; |
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You should probably log this in debug cases since asking for a task to post and nothing happening is probably a logical error.
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The task does not exist. So the call not doing anything makes sense I think.
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void ConcurrentTaskRunner::PostTask(fml::closure task) { | ||
if (!task) { | ||
return; |
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Probably should log in debug build here too.
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Same reasoning as above.
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private: | ||
const std::unique_ptr<SkCodec> codec_; | ||
const int frameCount_; |
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Shouldn't these ivars be underscored, not camel case?
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This class was moved as-is from codec.cc to its own file. The dubious naming scheme is present because this component was originally in blink. None of the original code remains but the still stuck around. I'll change the this file and other to match engine style in a subsequent patch.
void GetNextFrameAndInvokeCallback( | ||
std::unique_ptr<DartPersistentValue> callback, | ||
fml::RefPtr<fml::TaskRunner> ui_task_runner, | ||
fml::WeakPtr<GrContext> resourceContext, |
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resourceContext inconsistent variable naming, shouldn't it be underscored?
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Ditto about inheriting this style from blink. I just moved this file. Will change the names in a subsequent patch.
lib/ui/painting/multi_frame_codec.cc
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FML_LOG(ERROR) << "Frame " << nextFrameIndex_ << " depends on frame " | ||
<< requiredFrameIndex | ||
<< " and no required frames are cached."; | ||
return NULL; |
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nullptr
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Done.
int repetitionCount() const override; | ||
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// |Codec| | ||
Dart_Handle getNextFrame(Dart_Handle args) override; |
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Docstring to talk about what thread is involved.
} | ||
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size_t SingleFrameCodec::GetAllocationSize() { | ||
const auto& data = descriptor_.data; |
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Remove auto?
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Why?
The images in that case are strongly held in the cache. As mentioned in the concluding paragraph, this patch does not affect strongly referenced images. Only fixes issues and reduces memory use on the engine side as I was reworking those caches.
I haven't investigated or setup benchmarks for those allocations yet. Will take a look. |
Here's the diff that I think makes sense: diff --git a/flow/skia_gpu_object.cc b/flow/skia_gpu_object.cc
index fa0de8d05c..0cf242d940 100644
--- a/flow/skia_gpu_object.cc
+++ b/flow/skia_gpu_object.cc
@@ -6,12 +6,16 @@
#include "flutter/fml/message_loop.h"
+#include <chrono>
+
namespace flutter {
SkiaUnrefQueue::SkiaUnrefQueue(fml::RefPtr<fml::TaskRunner> task_runner,
- fml::TimeDelta delay)
+ fml::TimeDelta delay,
+ fml::WeakPtr<GrContext> context)
: task_runner_(std::move(task_runner)),
drain_delay_(delay),
+ context_(context),
drain_pending_(false) {}
SkiaUnrefQueue::~SkiaUnrefQueue() {
@@ -39,6 +43,9 @@ void SkiaUnrefQueue::Drain() {
for (SkRefCnt* skia_object : skia_objects) {
skia_object->unref();
}
+ if (context_) {
+ context_->performDeferredCleanup(std::chrono::milliseconds(8));
+ }
}
} // namespace flutter
diff --git a/flow/skia_gpu_object.h b/flow/skia_gpu_object.h
index 4c079af96e..77de3d7522 100644
--- a/flow/skia_gpu_object.h
+++ b/flow/skia_gpu_object.h
@@ -12,6 +12,7 @@
#include "flutter/fml/memory/weak_ptr.h"
#include "flutter/fml/task_runner.h"
#include "third_party/skia/include/core/SkRefCnt.h"
+#include "third_party/skia/include/gpu/GrContext.h"
namespace flutter {
@@ -31,12 +32,14 @@ class SkiaUnrefQueue : public fml::RefCountedThreadSafe<SkiaUnrefQueue> {
private:
const fml::RefPtr<fml::TaskRunner> task_runner_;
const fml::TimeDelta drain_delay_;
+ const fml::WeakPtr<GrContext> context_;
std::mutex mutex_;
std::deque<SkRefCnt*> objects_;
bool drain_pending_;
SkiaUnrefQueue(fml::RefPtr<fml::TaskRunner> task_runner,
- fml::TimeDelta delay);
+ fml::TimeDelta delay,
+ fml::WeakPtr<GrContext> context);
~SkiaUnrefQueue();
diff --git a/shell/common/shell_io_manager.cc b/shell/common/shell_io_manager.cc
index d01c23a890..3a028695af 100644
--- a/shell/common/shell_io_manager.cc
+++ b/shell/common/shell_io_manager.cc
@@ -52,7 +52,8 @@ ShellIOManager::ShellIOManager(
: nullptr),
unref_queue_(fml::MakeRefCounted<flutter::SkiaUnrefQueue>(
std::move(unref_queue_task_runner),
- fml::TimeDelta::FromMilliseconds(8))),
+ fml::TimeDelta::FromMilliseconds(8),
+ resource_context_weak_factory_->GetWeakPtr())),
weak_factory_(this) {
if (!resource_context_) {
#ifndef OS_FUCHSIA |
With that patched in, this allows cleanup of objects much more quickly, but doesn't reduce peak memory usage (but perhaps we can look at the caching strategy a bit). |
fml/message_loop_unittests.cc
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TEST(MessageLoop, CanCreateAndShutdownConcurrentMessageLoopsOverAndOver) { | ||
for (size_t i = 0; i < 10; ++i) { | ||
auto loop = fml::ConcurrentMessageLoop::Create(); | ||
ASSERT_EQ(loop->GetWorkerCount(), std::thread::hardware_concurrency()); |
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Should this check for a worker count of 1 if std::thread::hardware_concurrency
returns zero?
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Good point. I should not depend on the hardware concurrency of the test platform anyway. Fixed to use a specified worker count.
lib/ui/painting/image_decoder.cc
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// Get the updated dimensions of the image. If both dimensions are specified, | ||
// use them. If one of them is specified, respect the one that is is and use the | ||
// aspect ratio to calculate the other. If neither dimensions are specified, use |
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change to "neither dimension is specified"
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Done.
lib/ui/painting/image_decoder.cc
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} | ||
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// Get the updated dimensions of the image. If both dimensions are specified, | ||
// use them. If one of them is specified, respect the one that is is and use the |
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typo: "is is"
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Done.
return tonic::ToDart("Callback must be a function"); | ||
} | ||
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// This to be valid because this method is called from Dart. |
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typo: "This to be valid"
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Done.
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Address comments.
fml/concurrent_message_loop.cc
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} | ||
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ConcurrentMessageLoop::ConcurrentMessageLoop(size_t worker_count) { | ||
const auto worker_threads = std::max(worker_count, 1ul); |
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We don't have those reviews and this pattern is prevalent. FWIW, I don't think this is unreadable.
fml/concurrent_message_loop.cc
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workers_.emplace_back([i, this]() { | ||
fml::Thread::SetCurrentThreadName( | ||
std::string{"io.flutter.worker." + std::to_string(i + 1)}); | ||
WorkerMain(); | ||
}); | ||
} | ||
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worker_count_ = worker_threads; |
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Done.
wait_condition_.notify_all(); | ||
void ConcurrentMessageLoop::PostTask(fml::closure task) { | ||
if (!task) { | ||
return; |
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The task does not exist. So the call not doing anything makes sense I think.
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void ConcurrentTaskRunner::PostTask(fml::closure task) { | ||
if (!task) { | ||
return; |
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Same reasoning as above.
lib/ui/painting/multi_frame_codec.cc
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FML_LOG(ERROR) << "Frame " << nextFrameIndex_ << " depends on frame " | ||
<< requiredFrameIndex | ||
<< " and no required frames are cached."; | ||
return NULL; |
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Done.
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private: | ||
const std::unique_ptr<SkCodec> codec_; | ||
const int frameCount_; |
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This class was moved as-is from codec.cc to its own file. The dubious naming scheme is present because this component was originally in blink. None of the original code remains but the still stuck around. I'll change the this file and other to match engine style in a subsequent patch.
void GetNextFrameAndInvokeCallback( | ||
std::unique_ptr<DartPersistentValue> callback, | ||
fml::RefPtr<fml::TaskRunner> ui_task_runner, | ||
fml::WeakPtr<GrContext> resourceContext, |
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Ditto about inheriting this style from blink. I just moved this file. Will change the names in a subsequent patch.
return tonic::ToDart("Callback must be a function"); | ||
} | ||
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// This to be valid because this method is called from Dart. |
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Done.
} | ||
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size_t SingleFrameCodec::GetAllocationSize() { | ||
const auto& data = descriptor_.data; |
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Why?
@@ -709,6 +714,7 @@ DartIsolate::CreateDartVMAndEmbedderObjectPair( | |||
null_task_runners, // task_runners | |||
fml::WeakPtr<SnapshotDelegate>{}, // snapshot_delegate | |||
fml::WeakPtr<IOManager>{}, // io_manager | |||
fml::WeakPtr<ImageDecoder>{}, // io_manager |
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nit: comment seems wrong
@@ -52,7 +52,7 @@ ShellIOManager::ShellIOManager( | |||
: nullptr), | |||
unref_queue_(fml::MakeRefCounted<flutter::SkiaUnrefQueue>( | |||
std::move(unref_queue_task_runner), | |||
fml::TimeDelta::FromMilliseconds(250))), | |||
fml::TimeDelta::FromMilliseconds(8))), |
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Can you add a comment about why we have this value here? I seem to recall head scratching about why we had 250 and whether we could change it. Might help future us.
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@chinmaygarde @dnfield
I'm facing a time racing problem related to this value in release build when supporting another platform.(In debug build, it runs as excepted)
UnrefQueue#Unref
post a delayed task but ends when invoked later, causing the loop in io_runner
not terminated, and callingpthread_join
in flutter/fml/thread.cc
got stuck.
When I change the value from 8
to 0
, it runs as excepted.
So I'm wondering whether the value 8
has any potential meaning?
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Couple small nits. LGTM as long as everything is resolved from the other review(s)
I'd just add that we know we have at least two more problems to tackle beyond this:
|
runtime/dart_isolate.cc
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@@ -62,6 +63,7 @@ std::weak_ptr<DartIsolate> DartIsolate::CreateRootIsolate( | |||
task_runners, // task runners | |||
std::move(snapshot_delegate), // snapshot delegate | |||
std::move(io_manager), // IO manager | |||
std::move(image_decoder), // IO manager |
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typo: not IO manager
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Fixed
../../flutter/fml/concurrent_message_loop.cc:21:21: error: no matching function for call to 'max'. |
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This patch reworks image decompression and collection in the following ways because of misbehavior in the described edge cases. The current flow for realizing a texture on the GPU from a blob of compressed bytes is to first pass it to the IO thread for image decompression and then upload to the GPU. The handle to the texture on the GPU is then passed back to the UI thread so that it can be included in subsequent layer trees for rendering. The GPU contexts on the Render & IO threads are in the same sharegroup so the texture ends up being visible to the Render Thread context during rendering. This works fine and does not block the UI thread. All references to the image are owned on UI thread by Dart objects. When the final reference to the image is dropped, the texture cannot be collected on the UI thread (because it has not GPU context). Instead, it must be passed to either the GPU or IO threads. The GPU thread is usually in the middle of a frame workload so we redirect the same to the IO thread for eventual collection. While texture collections are usually (comparatively) fast, texture decompression and upload are slow (order of magnitude of frame intervals). For application that end up creating (by not necessarily using) numerous large textures in straight-line execution, it could be the case that texture collection tasks are pending on the IO task runner after all the image decompressions (and upload) are done. Put simply, the collection of the first image could be waiting for the decompression and upload of the last image in the queue. This is exacerbated by two other hacks added to workaround unrelated issues. * First, creating a codec with a single image frame immediately kicks of decompression and upload of that frame image (even if the frame was never request from the codec). This hack was added because we wanted to get rid of the compressed image allocation ASAP. The expectation was codecs would only be created with the sole purpose of getting the decompressed image bytes. However, for applications that only create codecs to get image sizes (but never actually decompress the same), we would end up replacing the compressed image allocation with a larger allocation (device resident no less) for no obvious use. This issue is particularly insidious when you consider that the codec is usually asked for the native image size first before the frame is requested at a smaller size (usually using a new codec with same data but new targetsize). This would cause the creation of a whole extra texture (at 1:1) when the caller was trying to “optimize” for memory use by requesting a texture of a smaller size. * Second, all image collections we delayed in by the unref queue by 250ms because of observations that the calling thread (the UI thread) was being descheduled unnecessarily when a task with a timeout of zero was posted from the same (recall that a task has to be posted to the IO thread for the collection of that texture). 250ms is multiple frame intervals worth of potentially unnecessary textures. The net result of these issues is that we may end up creating textures when all that the application needs is to ask it’s codec for details about the same (but not necessarily access its bytes). Texture collection could also be delayed behind other jobs to decompress the textures on the IO thread. Also, all texture collections are delayed for an arbitrary amount of time. These issues cause applications to be susceptible to OOM situations. These situations manifest in various ways. Host memory exhaustion causes the usual OOM issues. Device memory exhaustion seems to manifest in different ways on iOS and Android. On Android, allocation of a new texture seems to be causing an assertion (in the driver). On iOS, the call hangs (presumably waiting for another thread to release textures which we won’t do because those tasks are blocked behind the current task completing). To address peak memory usage, the following changes have been made: * Image decompression and upload/collection no longer happen on the same thread. All image decompression will now be handled on a workqueue. The number of worker threads in this workqueue is equal to the number of processors on the device. These threads have a lower priority that either the UI or Render threads. These workers are shared between all Flutter applications in the process. * Both the images and their codec now report the correct allocation size to Dart for GC purposes. The Dart VM uses this to pick objects for collection. Earlier the image allocation was assumed to 32bpp with no mipmapping overhead reported. Now, the correct image size is reported and the mipmapping overhead is accounted for. Image codec sizes were not reported to the VM earlier and now are. Expect “External” VM allocations to be higher than previously reported and the numbers in Observatory to line up more closely with actual memory usage (device and host). * Decoding images to a specific size used to decode to 1:1 before performing a resize to the correct dimensions before texture upload. This has now been reworked so that images are first decompressed to a smaller size supported natively by the codec before final resizing to the requested target size. The intermediate copy is now smaller and more promptly collected. Resizing also happens on the workqueue worker. * The drain interval of the unref queue is now sub-frame-interval. I am hesitant to remove the delay entirely because I have not been able to instrument the performance overhead of the same. That is next on my list. But now, multiple frame intervals worth of textures no longer stick around. The following issues have been addressed: * flutter/flutter#34070 Since this was the first usage of the concurrent message loops, the number of idle wakes were determined to be too high and this component has been rewritten to be simpler and not use the existing task runner and MessageLoopImpl interface. * Image decoding had no tests. The new `ui_uniteests` harness has been added that sets up a GPU test harness on the host using SwiftShader. Tests have been added for image decompression, upload and resizing. * The device memory exhaustion in this benchmark has been addressed. That benchmark is still not viable for inclusion in any harness however because it creates 9 million codecs in straight-line execution. Because these codecs are destroyed in the microtask callbacks, these are referenced till those callbacks are executed. So now, instead of device memory exhaustion, this will lead to (slower) exhaustion of host memory. This is expected and working as intended. This patch only addresses peak memory use and makes collection of unused images and textures more prompt. It does NOT address memory use by images referenced strongly by the application or framework.
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flutter/engine@75387db...49445ce git log 75387db..49445ce --no-merges --oneline 49445ce FLEViewController/Engine API changes (flutter/engine#9750) 2a79462 Add Fuchsia build CI presubmit steps (flutter/engine#9736) 67cebdb Roll fuchsia/sdk/core/linux-amd64 from KGmm_RIJoXS19zTm2crjM3RYpmp5Y03-fLUeVdylbTYC to ehWVT9QJbC-vFMM6SkkQM9HJ9oITFCws7FC9JnrFq2gC (flutter/engine#9765) 089c740 Roll fuchsia/sdk/core/mac-amd64 from lCQWEeR_Ert7t_qAbMRycwrRyZC-dIprYPyPJzwPmg4C to EYnRdXFT9l-d8Qkz4zeTRXnqfV3KQzpQhoPs1r0-740C (flutter/engine#9759) b22410e Include SkParagraph headers only when the enable-skshaper flag is on (flutter/engine#9758) 2cd650d Minimal integration with the Skia text shaper module (flutter/engine#9556) f775f5e Re-enable the Wuffs GIF decoder (flutter/engine#9466) aca0482 Make all shell unit tests use the OpenGL rasterizer. (flutter/engine#9746) bc57291 Make FLEViewController's view an internal detail (flutter/engine#9741) 9776043 Synchronize main thread and gpu thread for first render frame (flutter/engine#9506) f600ae8 Use libc++ variant of string view and remove the FML variant. (flutter/engine#9737) 564f53f Revert "Improve caching limits for Skia (#9503)" (flutter/engine#9740) b453d3c libtxt: fix reference counting of SkFontStyleSets held by font asset providers (flutter/engine#9561) fa7627d Fix backspace crash on Chinese devices (flutter/engine#9734) 56885f7 Let pushColorFilter accept all types of ColorFilters (flutter/engine#9641) 6dccb21 Roll src/third_party/skia 96fdfe0fe88e..af4e7b6cf616 (1 commits) (flutter/engine#9735) 8511d9b Roll fuchsia/sdk/core/mac-amd64 from byM-kyxL4bemlTYNqhKUfJfZoIUrCSzS6XzsFr4n9-MC to lCQWEeR_Ert7t_qAbMRycwrRyZC-dIprYPyPJzwPmg4C (flutter/engine#9742) b3bf0a1 Roll fuchsia/sdk/core/linux-amd64 from I2Qe1zxgckzIzMBTztvzeWYsDgcb9Fw-idSI16oIlx8C to KGmm_RIJoXS19zTm2crjM3RYpmp5Y03-fLUeVdylbTYC (flutter/engine#9743) 7e56823 Fix windows test by not attempting to open a directory as a file. (flutter/engine#9745) 6cf0d13 Roll src/third_party/skia a3ffaabcc4f2..96fdfe0fe88e (5 commits) (flutter/engine#9731) 49a00ae Fix Fuchsia build. (flutter/engine#9730) b3bb39b Roll src/third_party/dart 06c3d7ad3a...09fc76bc51 (flutter/engine#9728) 2284210 Make the license script compatible with recently changed Dart I/O stream APIs (flutter/engine#9725) ad582b5 Rework image & texture management to use concurrent message queues. (flutter/engine#9486) 1dcd5f5 Roll src/third_party/skia 6b82cf638682..a3ffaabcc4f2 (24 commits) (flutter/engine#9726) 129979c Revert "Roll src/third_party/dart 06c3d7ad3a..7acecda2cc (12 commits)" (flutter/engine#9724) 8020d7e Roll src/third_party/skia 56065d9b875f..6b82cf638682 (3 commits) (flutter/engine#9718) e24bd78 Roll src/third_party/dart 06c3d7ad3a..7acecda2cc (12 commits) 3d2668c Reland isolate group changes 802bd15 iOS platform view opacity (flutter/engine#9667) 3b6265b Roll src/third_party/dart b5aeaa6796..06c3d7ad3a (44 commits) 887e052 Refactor ColorFilter to have a native wrapper (flutter/engine#9668) The AutoRoll server is located here: https://autoroll.skia.org/r/flutter-engine-flutter-autoroll Documentation for the AutoRoller is here: https://skia.googlesource.com/buildbot/+/master/autoroll/README.md If the roll is causing failures, please contact the current sheriff ([email protected]), and stop the roller if necessary.
flutter/engine@75387db...49445ce git log 75387db..49445ce --no-merges --oneline 49445ce FLEViewController/Engine API changes (flutter/engine#9750) 2a79462 Add Fuchsia build CI presubmit steps (flutter/engine#9736) 67cebdb Roll fuchsia/sdk/core/linux-amd64 from KGmm_RIJoXS19zTm2crjM3RYpmp5Y03-fLUeVdylbTYC to ehWVT9QJbC-vFMM6SkkQM9HJ9oITFCws7FC9JnrFq2gC (flutter/engine#9765) 089c740 Roll fuchsia/sdk/core/mac-amd64 from lCQWEeR_Ert7t_qAbMRycwrRyZC-dIprYPyPJzwPmg4C to EYnRdXFT9l-d8Qkz4zeTRXnqfV3KQzpQhoPs1r0-740C (flutter/engine#9759) b22410e Include SkParagraph headers only when the enable-skshaper flag is on (flutter/engine#9758) 2cd650d Minimal integration with the Skia text shaper module (flutter/engine#9556) f775f5e Re-enable the Wuffs GIF decoder (flutter/engine#9466) aca0482 Make all shell unit tests use the OpenGL rasterizer. (flutter/engine#9746) bc57291 Make FLEViewController&flutter#39;s view an internal detail (flutter/engine#9741) 9776043 Synchronize main thread and gpu thread for first render frame (flutter/engine#9506) f600ae8 Use libc&flutter#43;&flutter#43; variant of string view and remove the FML variant. (flutter/engine#9737) 564f53f Revert &flutter#34;Improve caching limits for Skia (flutter#9503)&flutter#34; (flutter/engine#9740) b453d3c libtxt: fix reference counting of SkFontStyleSets held by font asset providers (flutter/engine#9561) fa7627d Fix backspace crash on Chinese devices (flutter/engine#9734) 56885f7 Let pushColorFilter accept all types of ColorFilters (flutter/engine#9641) 6dccb21 Roll src/third_party/skia 96fdfe0fe88e..af4e7b6cf616 (1 commits) (flutter/engine#9735) 8511d9b Roll fuchsia/sdk/core/mac-amd64 from byM-kyxL4bemlTYNqhKUfJfZoIUrCSzS6XzsFr4n9-MC to lCQWEeR_Ert7t_qAbMRycwrRyZC-dIprYPyPJzwPmg4C (flutter/engine#9742) b3bf0a1 Roll fuchsia/sdk/core/linux-amd64 from I2Qe1zxgckzIzMBTztvzeWYsDgcb9Fw-idSI16oIlx8C to KGmm_RIJoXS19zTm2crjM3RYpmp5Y03-fLUeVdylbTYC (flutter/engine#9743) 7e56823 Fix windows test by not attempting to open a directory as a file. (flutter/engine#9745) 6cf0d13 Roll src/third_party/skia a3ffaabcc4f2..96fdfe0fe88e (5 commits) (flutter/engine#9731) 49a00ae Fix Fuchsia build. (flutter/engine#9730) b3bb39b Roll src/third_party/dart 06c3d7ad3a...09fc76bc51 (flutter/engine#9728) 2284210 Make the license script compatible with recently changed Dart I/O stream APIs (flutter/engine#9725) ad582b5 Rework image & texture management to use concurrent message queues. (flutter/engine#9486) 1dcd5f5 Roll src/third_party/skia 6b82cf638682..a3ffaabcc4f2 (24 commits) (flutter/engine#9726) 129979c Revert &flutter#34;Roll src/third_party/dart 06c3d7ad3a..7acecda2cc (12 commits)&flutter#34; (flutter/engine#9724) 8020d7e Roll src/third_party/skia 56065d9b875f..6b82cf638682 (3 commits) (flutter/engine#9718) e24bd78 Roll src/third_party/dart 06c3d7ad3a..7acecda2cc (12 commits) 3d2668c Reland isolate group changes 802bd15 iOS platform view opacity (flutter/engine#9667) 3b6265b Roll src/third_party/dart b5aeaa6796..06c3d7ad3a (44 commits) 887e052 Refactor ColorFilter to have a native wrapper (flutter/engine#9668) The AutoRoll server is located here: https://autoroll.skia.org/r/flutter-engine-flutter-autoroll Documentation for the AutoRoller is here: https://skia.googlesource.com/buildbot/+/master/autoroll/README.md If the roll is causing failures, please contact the current sheriff ([email protected]), and stop the roller if necessary.
This patch reworks image decompression and collection in the following ways
because of misbehavior in the described edge cases.
The current flow for realizing a texture on the GPU from a blob of compressed
bytes is to first pass it to the IO thread for image decompression and then
upload to the GPU. The handle to the texture on the GPU is then passed back to
the UI thread so that it can be included in subsequent layer trees for
rendering. The GPU contexts on the Render & IO threads are in the same
sharegroup so the texture ends up being visible to the Render Thread context
during rendering. This works fine and does not block the UI thread. All
references to the image are owned on UI thread by Dart objects. When the final
reference to the image is dropped, the texture cannot be collected on the UI
thread (because it has not GPU context). Instead, it must be passed to either
the GPU or IO threads. The GPU thread is usually in the middle of a frame
workload so we redirect the same to the IO thread for eventual collection. While
texture collections are usually (comparatively) fast, texture decompression and
upload are slow (order of magnitude of frame intervals).
For application that end up creating (by not necessarily using) numerous large
textures in straight-line execution, it could be the case that texture
collection tasks are pending on the IO task runner after all the image
decompressions (and upload) are done. Put simply, the collection of the first
image could be waiting for the decompression and upload of the last image in the
queue.
This is exacerbated by two other hacks added to workaround unrelated issues.
decompression and upload of that frame image (even if the frame was never
request from the codec). This hack was added because we wanted to get rid of
the compressed image allocation ASAP. The expectation was codecs would only be
created with the sole purpose of getting the decompressed image bytes.
However, for applications that only create codecs to get image sizes (but
never actually decompress the same), we would end up replacing the compressed
image allocation with a larger allocation (device resident no less) for no
obvious use. This issue is particularly insidious when you consider that the
codec is usually asked for the native image size first before the frame is
requested at a smaller size (usually using a new codec with same data but new
targetsize). This would cause the creation of a whole extra texture (at 1:1)
when the caller was trying to “optimize” for memory use by requesting a
texture of a smaller size.
because of observations that the calling thread (the UI thread) was being
descheduled unnecessarily when a task with a timeout of zero was posted from
the same (recall that a task has to be posted to the IO thread for the
collection of that texture). 250ms is multiple frame intervals worth of
potentially unnecessary textures.
The net result of these issues is that we may end up creating textures when all
that the application needs is to ask it’s codec for details about the same (but
not necessarily access its bytes). Texture collection could also be delayed
behind other jobs to decompress the textures on the IO thread. Also, all texture
collections are delayed for an arbitrary amount of time.
These issues cause applications to be susceptible to OOM situations. These
situations manifest in various ways. Host memory exhaustion causes the usual OOM
issues. Device memory exhaustion seems to manifest in different ways on iOS and
Android. On Android, allocation of a new texture seems to be causing an
assertion (in the driver). On iOS, the call hangs (presumably waiting for
another thread to release textures which we won’t do because those tasks are
blocked behind the current task completing).
To address peak memory usage, the following changes have been made:
All image decompression will now be handled on a workqueue. The number of
worker threads in this workqueue is equal to the number of processors on the
device. These threads have a lower priority that either the UI or Render
threads. These workers are shared between all Flutter applications in the
process.
for GC purposes. The Dart VM uses this to pick objects for collection. Earlier
the image allocation was assumed to 32bpp with no mipmapping overhead
reported. Now, the correct image size is reported and the mipmapping overhead
is accounted for. Image codec sizes were not reported to the VM earlier and
now are. Expect “External” VM allocations to be higher than previously
reported and the numbers in Observatory to line up more closely with actual
memory usage (device and host).
resize to the correct dimensions before texture upload. This has now been
reworked so that images are first decompressed to a smaller size supported
natively by the codec before final resizing to the requested target size. The
intermediate copy is now smaller and more promptly collected. Resizing also
happens on the workqueue worker.
to remove the delay entirely because I have not been able to instrument the
performance overhead of the same. That is next on my list. But now, multiple
frame intervals worth of textures no longer stick around.
The following issues have been addressed:
of the concurrent message loops, the number of idle wakes were determined to
be too high and this component has been rewritten to be simpler and not use
the existing task runner and MessageLoopImpl interface.
ui_uniteests
harness has been addedthat sets up a GPU test harness on the host using SwiftShader. Tests have been
added for image decompression, upload and resizing.
benchmark is still not viable for inclusion in any harness however because it
creates 9 million codecs in straight-line execution. Because these codecs are
destroyed in the microtask callbacks, these are referenced till those
callbacks are executed. So now, instead of device memory exhaustion, this will
lead to (slower) exhaustion of host memory. This is expected and working as
intended.
This patch only addresses peak memory use and makes collection of unused images
and textures more prompt. It does NOT address memory use by images referenced
strongly by the application or framework.
This is work towards addressing flutter/flutter#32143