1beca61650
First crack at hooking up pools with the GpuBufferStorage system. Will most likely be superseded later, but for now this works with minimal code impact: just overwrite the factory for a storage type with one that uses the pool. PiperOrigin-RevId: 488783854
234 lines
8.6 KiB
C++
234 lines
8.6 KiB
C++
// Copyright 2019 The MediaPipe Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "mediapipe/gpu/gpu_shared_data_internal.h"
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#include "mediapipe/framework/deps/no_destructor.h"
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#include "mediapipe/framework/port/ret_check.h"
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#include "mediapipe/gpu/gl_context.h"
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#include "mediapipe/gpu/gl_context_options.pb.h"
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#include "mediapipe/gpu/graph_support.h"
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#if __APPLE__
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#import "mediapipe/gpu/MPPGraphGPUData.h"
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#endif // __APPLE__
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namespace mediapipe {
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#if __APPLE__
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static constexpr bool kGlContextUseDedicatedThread = false;
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#elif defined(__EMSCRIPTEN__)
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// Since we're forcing single-threaded execution, we just run everything
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// in-place.
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static constexpr bool kGlContextUseDedicatedThread = false;
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#else
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// TODO: in theory this is only needed on Android. In practice,
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// when using SwiftShader on Linux, we get memory leaks if we attempt to get
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// the current GL context on a random thread. For now let's keep the
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// single-thread approach on Linux as a workaround.
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static constexpr bool kGlContextUseDedicatedThread = true;
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#endif // __APPLE__
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// If true, use a single GL context shared by all calculators.
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// If false, create a separate context per calculator.
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// Context-per-calculator (i.e. setting this to false) is not fully supported,
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// and it is only known to work on iOS.
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static constexpr bool kGlCalculatorShareContext = true;
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// Allow a GlContext to be used as an Executor. This makes it possible to run
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// GPU-based calculators directly on the GlContext thread, avoiding two thread
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// switches.
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class GlContextExecutor : public Executor {
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public:
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explicit GlContextExecutor(GlContext* gl_context) : gl_context_(gl_context) {}
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~GlContextExecutor() override {}
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void Schedule(std::function<void()> task) override {
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gl_context_->RunWithoutWaiting(std::move(task));
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}
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private:
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GlContext* const gl_context_;
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};
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static const std::string& SharedContextKey() {
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static const mediapipe::NoDestructor<std::string> kSharedContextKey("");
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return *kSharedContextKey;
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}
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GpuResources::StatusOrGpuResources GpuResources::Create() {
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return Create(kPlatformGlContextNone);
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}
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GpuResources::StatusOrGpuResources GpuResources::Create(
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PlatformGlContext external_context) {
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ASSIGN_OR_RETURN(
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std::shared_ptr<GlContext> context,
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GlContext::Create(external_context, kGlContextUseDedicatedThread));
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std::shared_ptr<GpuResources> gpu_resources(
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new GpuResources(std::move(context)));
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return gpu_resources;
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}
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GpuResources::GpuResources(std::shared_ptr<GlContext> gl_context)
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#if MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
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: texture_caches_(std::make_shared<CvTextureCacheManager>()),
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gpu_buffer_pool_(
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[tc = texture_caches_](const internal::GpuBufferSpec& spec,
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const MultiPoolOptions& options) {
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return CvPixelBufferPoolWrapper::Create(spec, options, tc.get());
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})
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#endif // MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
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{
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gl_key_context_[SharedContextKey()] = gl_context;
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named_executors_[kGpuExecutorName] =
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std::make_shared<GlContextExecutor>(gl_context.get());
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#if __APPLE__
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#if MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
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texture_caches_->RegisterTextureCache(gl_context->cv_texture_cache());
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#endif // MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
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ios_gpu_data_ = [[MPPGraphGPUData alloc] initWithContext:gl_context.get()
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multiPool:&gpu_buffer_pool_];
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#endif // __APPLE__
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}
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GpuResources::~GpuResources() {
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#if __APPLE__
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// Note: on Apple platforms, this object contains Objective-C objects. The
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// destructor will release them, but ARC must be on.
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#if !__has_feature(objc_arc)
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#error This file must be built with ARC.
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#endif
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#if MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
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for (auto& kv : gl_key_context_) {
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texture_caches_->UnregisterTextureCache(kv.second->cv_texture_cache());
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}
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#endif // MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
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#endif // __APPLE__
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}
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absl::Status GpuResources::PrepareGpuNode(CalculatorNode* node) {
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CHECK(ContainsKey(node->Contract().ServiceRequests(), kGpuService.key));
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std::string node_id = node->GetCalculatorState().NodeName();
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std::string node_type = node->GetCalculatorState().CalculatorType();
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std::string context_key;
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#ifndef __EMSCRIPTEN__
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// TODO Allow calculators to request a separate context.
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// For now, allow a few calculators to run in their own context.
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bool gets_own_context = (node_type == "ImageFrameToGpuBufferCalculator") ||
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(node_type == "GpuBufferToImageFrameCalculator") ||
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(node_type == "GlSurfaceSinkCalculator");
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const auto& options =
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node->GetCalculatorState().Options<mediapipe::GlContextOptions>();
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if (options.has_gl_context_name() && !options.gl_context_name().empty()) {
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context_key = absl::StrCat("user:", options.gl_context_name());
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} else if (gets_own_context) {
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context_key = absl::StrCat("auto:", node_type);
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} else if (kGlCalculatorShareContext) {
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context_key = SharedContextKey();
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} else {
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context_key = absl::StrCat("auto:", node_id);
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}
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#else
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// On Emscripten we currently do not support multiple contexts.
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context_key = SharedContextKey();
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#endif // !__EMSCRIPTEN__
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node_key_[node_id] = context_key;
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ASSIGN_OR_RETURN(std::shared_ptr<GlContext> context,
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GetOrCreateGlContext(context_key));
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if (kGlContextUseDedicatedThread) {
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std::string executor_name =
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absl::StrCat(kGpuExecutorName, "_", context_key);
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node->SetExecutor(executor_name);
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if (!ContainsKey(named_executors_, executor_name)) {
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named_executors_.emplace(
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executor_name, std::make_shared<GlContextExecutor>(context.get()));
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}
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}
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context->SetProfilingContext(
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node->GetCalculatorState().GetSharedProfilingContext());
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return OkStatus();
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}
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// TODO: expose and use an actual ID instead of using the
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// canonicalized name.
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const std::shared_ptr<GlContext>& GpuResources::gl_context(
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CalculatorContext* cc) {
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if (cc) {
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auto it = gl_key_context_.find(node_key_[cc->NodeName()]);
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if (it != gl_key_context_.end()) {
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return it->second;
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}
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}
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return gl_key_context_[SharedContextKey()];
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}
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GlContext::StatusOrGlContext GpuResources::GetOrCreateGlContext(
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const std::string& key) {
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auto it = gl_key_context_.find(key);
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if (it == gl_key_context_.end()) {
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ASSIGN_OR_RETURN(std::shared_ptr<GlContext> new_context,
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GlContext::Create(*gl_key_context_[SharedContextKey()],
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kGlContextUseDedicatedThread));
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it = gl_key_context_.emplace(key, new_context).first;
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#if MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
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texture_caches_->RegisterTextureCache(it->second->cv_texture_cache());
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#endif // MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
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}
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return it->second;
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}
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GpuSharedData::GpuSharedData() : GpuSharedData(kPlatformGlContextNone) {}
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#if __APPLE__
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MPPGraphGPUData* GpuResources::ios_gpu_data() { return ios_gpu_data_; }
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#endif // __APPLE__
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extern const GraphService<GpuResources> kGpuService;
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#if !MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
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static std::shared_ptr<GlTextureBuffer> GetGlTextureBufferFromPool(
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int width, int height, GpuBufferFormat format) {
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std::shared_ptr<GlTextureBuffer> texture_buffer;
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const auto cc = LegacyCalculatorSupport::Scoped<CalculatorContext>::current();
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if (cc && cc->Service(kGpuService).IsAvailable()) {
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GpuBufferMultiPool* pool =
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&cc->Service(kGpuService).GetObject().gpu_buffer_pool();
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// Note that the "gpu_buffer_pool" serves GlTextureBuffers on non-Apple
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// platforms. TODO: refactor into storage pools.
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texture_buffer = pool->GetBuffer(width, height, format)
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.internal_storage<GlTextureBuffer>();
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} else {
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texture_buffer = GlTextureBuffer::Create(width, height, format);
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}
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return texture_buffer;
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}
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static auto kGlTextureBufferPoolRegistration = [] {
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// Ensure that the GlTextureBuffer's own factory is already registered, so we
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// can override it.
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GlTextureBuffer::RegisterOnce();
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return internal::GpuBufferStorageRegistry::Get()
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.RegisterFactory<GlTextureBuffer>(GetGlTextureBufferFromPool);
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}();
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#endif // !MEDIAPIPE_GPU_BUFFER_USE_CV_PIXEL_BUFFER
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} // namespace mediapipe
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