mediapipe/mediapipe/gpu/gpu_shared_data_internal.cc
Camillo Lugaresi 54d1744c8f Remove DrishtiGraphGPUData, add MetalSharedResources
This class is unused except by the Metal helper; let's narrow it down and simplify gpu_shared_data.

PiperOrigin-RevId: 490531767
2022-11-23 10:15:17 -08:00

229 lines
8.4 KiB
C++

// Copyright 2019 The MediaPipe Authors.
//
// 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.
#include "mediapipe/gpu/gpu_shared_data_internal.h"
#include "mediapipe/framework/deps/no_destructor.h"
#include "mediapipe/framework/port/ret_check.h"
#include "mediapipe/gpu/gl_context.h"
#include "mediapipe/gpu/gl_context_options.pb.h"
#include "mediapipe/gpu/graph_support.h"
#if __APPLE__
#include "mediapipe/gpu/metal_shared_resources.h"
#endif // __APPLE__
namespace mediapipe {
#if __APPLE__
static constexpr bool kGlContextUseDedicatedThread = false;
#elif defined(__EMSCRIPTEN__)
// Since we're forcing single-threaded execution, we just run everything
// in-place.
static constexpr bool kGlContextUseDedicatedThread = false;
#else
// TODO: in theory this is only needed on Android. In practice,
// when using SwiftShader on Linux, we get memory leaks if we attempt to get
// the current GL context on a random thread. For now let's keep the
// single-thread approach on Linux as a workaround.
static constexpr bool kGlContextUseDedicatedThread = true;
#endif // __APPLE__
// If true, use a single GL context shared by all calculators.
// If false, create a separate context per calculator.
// Context-per-calculator (i.e. setting this to false) is not fully supported,
// and it is only known to work on iOS.
static constexpr bool kGlCalculatorShareContext = true;
// Allow a GlContext to be used as an Executor. This makes it possible to run
// GPU-based calculators directly on the GlContext thread, avoiding two thread
// switches.
class GlContextExecutor : public Executor {
public:
explicit GlContextExecutor(GlContext* gl_context) : gl_context_(gl_context) {}
~GlContextExecutor() override {}
void Schedule(std::function<void()> task) override {
gl_context_->RunWithoutWaiting(std::move(task));
}
private:
GlContext* const gl_context_;
};
static const std::string& SharedContextKey() {
static const mediapipe::NoDestructor<std::string> kSharedContextKey("");
return *kSharedContextKey;
}
GpuResources::StatusOrGpuResources GpuResources::Create() {
return Create(kPlatformGlContextNone);
}
GpuResources::StatusOrGpuResources GpuResources::Create(
PlatformGlContext external_context) {
ASSIGN_OR_RETURN(
std::shared_ptr<GlContext> context,
GlContext::Create(external_context, kGlContextUseDedicatedThread));
std::shared_ptr<GpuResources> gpu_resources(
new GpuResources(std::move(context)));
return gpu_resources;
}
GpuResources::GpuResources(std::shared_ptr<GlContext> gl_context)
#if MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
: texture_caches_(std::make_shared<CvTextureCacheManager>()),
gpu_buffer_pool_(
[tc = texture_caches_](const internal::GpuBufferSpec& spec,
const MultiPoolOptions& options) {
return CvPixelBufferPoolWrapper::Create(spec, options, tc.get());
})
#endif // MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
{
gl_key_context_[SharedContextKey()] = gl_context;
named_executors_[kGpuExecutorName] =
std::make_shared<GlContextExecutor>(gl_context.get());
#if __APPLE__
#if MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
texture_caches_->RegisterTextureCache(gl_context->cv_texture_cache());
#endif // MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
metal_shared_ = std::make_unique<MetalSharedResources>();
#endif // __APPLE__
}
GpuResources::~GpuResources() {
#if __APPLE__
// Note: on Apple platforms, this object contains Objective-C objects.
// The destructor will release them, but ARC must be on.
#if !__has_feature(objc_arc)
#error This file must be built with ARC.
#endif
#if MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
for (auto& kv : gl_key_context_) {
texture_caches_->UnregisterTextureCache(kv.second->cv_texture_cache());
}
#endif // MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
#endif // __APPLE__
}
absl::Status GpuResources::PrepareGpuNode(CalculatorNode* node) {
CHECK(ContainsKey(node->Contract().ServiceRequests(), kGpuService.key));
std::string node_id = node->GetCalculatorState().NodeName();
std::string node_type = node->GetCalculatorState().CalculatorType();
std::string context_key;
#ifndef __EMSCRIPTEN__
// TODO Allow calculators to request a separate context.
// For now, allow a few calculators to run in their own context.
bool gets_own_context = (node_type == "ImageFrameToGpuBufferCalculator") ||
(node_type == "GpuBufferToImageFrameCalculator") ||
(node_type == "GlSurfaceSinkCalculator");
const auto& options =
node->GetCalculatorState().Options<mediapipe::GlContextOptions>();
if (options.has_gl_context_name() && !options.gl_context_name().empty()) {
context_key = absl::StrCat("user:", options.gl_context_name());
} else if (gets_own_context) {
context_key = absl::StrCat("auto:", node_type);
} else if (kGlCalculatorShareContext) {
context_key = SharedContextKey();
} else {
context_key = absl::StrCat("auto:", node_id);
}
#else
// On Emscripten we currently do not support multiple contexts.
context_key = SharedContextKey();
#endif // !__EMSCRIPTEN__
node_key_[node_id] = context_key;
ASSIGN_OR_RETURN(std::shared_ptr<GlContext> context,
GetOrCreateGlContext(context_key));
if (kGlContextUseDedicatedThread) {
std::string executor_name =
absl::StrCat(kGpuExecutorName, "_", context_key);
node->SetExecutor(executor_name);
if (!ContainsKey(named_executors_, executor_name)) {
named_executors_.emplace(
executor_name, std::make_shared<GlContextExecutor>(context.get()));
}
}
context->SetProfilingContext(
node->GetCalculatorState().GetSharedProfilingContext());
return OkStatus();
}
// TODO: expose and use an actual ID instead of using the
// canonicalized name.
const std::shared_ptr<GlContext>& GpuResources::gl_context(
CalculatorContext* cc) {
if (cc) {
auto it = gl_key_context_.find(node_key_[cc->NodeName()]);
if (it != gl_key_context_.end()) {
return it->second;
}
}
return gl_key_context_[SharedContextKey()];
}
GlContext::StatusOrGlContext GpuResources::GetOrCreateGlContext(
const std::string& key) {
auto it = gl_key_context_.find(key);
if (it == gl_key_context_.end()) {
ASSIGN_OR_RETURN(std::shared_ptr<GlContext> new_context,
GlContext::Create(*gl_key_context_[SharedContextKey()],
kGlContextUseDedicatedThread));
it = gl_key_context_.emplace(key, new_context).first;
#if MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
texture_caches_->RegisterTextureCache(it->second->cv_texture_cache());
#endif // MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
}
return it->second;
}
GpuSharedData::GpuSharedData() : GpuSharedData(kPlatformGlContextNone) {}
extern const GraphService<GpuResources> kGpuService;
#if !MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
static std::shared_ptr<GlTextureBuffer> GetGlTextureBufferFromPool(
int width, int height, GpuBufferFormat format) {
std::shared_ptr<GlTextureBuffer> texture_buffer;
const auto cc = LegacyCalculatorSupport::Scoped<CalculatorContext>::current();
if (cc && cc->Service(kGpuService).IsAvailable()) {
GpuBufferMultiPool* pool =
&cc->Service(kGpuService).GetObject().gpu_buffer_pool();
// Note that the "gpu_buffer_pool" serves GlTextureBuffers on non-Apple
// platforms. TODO: refactor into storage pools.
texture_buffer = pool->GetBuffer(width, height, format)
.internal_storage<GlTextureBuffer>();
} else {
texture_buffer = GlTextureBuffer::Create(width, height, format);
}
return texture_buffer;
}
static auto kGlTextureBufferPoolRegistration = [] {
// Ensure that the GlTextureBuffer's own factory is already registered, so we
// can override it.
GlTextureBuffer::RegisterOnce();
return internal::GpuBufferStorageRegistry::Get()
.RegisterFactory<GlTextureBuffer>(GetGlTextureBufferFromPool);
}();
#endif // !MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
} // namespace mediapipe