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Time control is now behind a RwLock, making recording config access non-mutable everywhere #4389

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merged 4 commits into from Nov 30, 2023

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@Wumpf Wumpf commented Nov 29, 2023

What

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  • I have read and agree to Contributor Guide and the Code of Conduct
  • I've included a screenshot or gif (if applicable)
  • I have tested app.rerun.io (if applicable)
  • The PR title and labels are set such as to maximize their usefulness for the next release's CHANGELOG

@Wumpf Wumpf added 🚜 refactor Change the code, not the functionality include in changelog labels Nov 29, 2023
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👍🏻

Comment on lines 69 to 71
// Naturally, many parts of the time panel need the time control.
// Copy it once, read/edit, and then write back at the end.
let mut time_ctrl = ctx.rec_cfg.time_ctrl.read().clone();
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I've tried very hard to figure out if this could lead to a race, e.g. some other place could write the current time that would the be overwritten (timeseries space view or play feature comes to mind), but I can't think of one really 🤷🏻‍♂️

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Yeah you're right, this is technically a very racy strategy 🤔

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Hmm I'm a bit torn now actually. If we have several parts of the viewer run in parallel and one of them is making any modifications to the time ctrl we would loose them.

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Too worried now that at some point someone does a secondary time affecting panel and gets ugly surprises. Pushed stuff to make it better, please have a look.

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Yeah, any kind of viewer-wide state behind a mutex is going to inevitably end up with nasty race conditions imo/ime.

We shouldn't ever modify anything beyond a system's local/private state while in the middle of a frame: we need a way to schedule these kinds of modifications so they run at the start of next frame imo.

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Yeah I fear your right, but I don't want to go through all of the necessary steps to go there for the time panel right now. Also double buffering like we do on selection/hover now is a good alternative, that's still very well behaved in all situations IF you're ok with reading potentially outdated data at all callsites

edit: okay yes double buffering is one of two strategies that does exactly what you promote, the other being to send messages that are queued up for the end of the frame

@Wumpf Wumpf requested a review from abey79 November 29, 2023 18:05
Base automatically changed from andreas/non-mut-ctx to main November 29, 2023 18:07
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Yeah, that change makes sense 👍🏻

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An alternative to making it a lock is to do all mutations with commands sent over CommandSender, i.e. postponing them to the end of the frame.

It has some advantages: no need for .read() everywhere, no chance of deadlock, and the state of the world won't change during a frame.

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Wumpf commented Nov 30, 2023

An alternative to making it a lock is to do all mutations with commands sent over CommandSender, i.e. postponing them to the end of the frame.

Yes, this was already pointed out :). I'm leaning towards keeping the PR as is though in the interest of moving quickly

@Wumpf Wumpf merged commit 3f11639 into main Nov 30, 2023
39 of 42 checks passed
@Wumpf Wumpf deleted the andreas/non-mut-rec_cfg branch November 30, 2023 10:09
Wumpf added a commit that referenced this pull request Dec 5, 2023
…peline/Shader/Layouts/etc.) (#4421)

### What

* Prerequisite for #1325
* Followed by #4422

The dynamic resource pool (textures, buffers, bindgroups) was already
interior mutable. The static resource pool (mostly append only pool)
however, still required mutable access. This PR addresses this.

The actual tricky part is the implications this has on the draw step:
`wgpu::RenderPass<'a>` expects all passed in references to live for
`'a`. This isn't much of a problem we have with resources from the
dynamic resource pool since there the handles are actually Arcs to the
underlying wgpu resources. However we can't do this with RenderPipelines
(the only relevant static resource for this case) though since we want
to be able to swap out what the handle points to for shader reloading.
This means we need to hold the lock read lock on render pipelines for
the entirety of the pass recording.
This is quite nice and easy for our ViewBuilder draws (== individual
space views), but hard for the "compositing step" where we draw into
egui's render pass. This is solved by taking out all render pipelines of
the lock and putting them back in at the start of the frame.
Once wgpu lifts this restrictions we can simplify things a bit!

(to be continued with follow-up PRs!)


### Checklist
* [x] I have read and agree to [Contributor
Guide](https://github.com/rerun-io/rerun/blob/main/CONTRIBUTING.md) and
the [Code of
Conduct](https://github.com/rerun-io/rerun/blob/main/CODE_OF_CONDUCT.md)
* [x] I've included a screenshot or gif (if applicable)
* [x] I have tested the web demo (if applicable):
  * Full build: [app.rerun.io](https://app.rerun.io/pr/4421/index.html)
* Partial build:
[app.rerun.io](https://app.rerun.io/pr/4421/index.html?manifest_url=https://app.rerun.io/version)
* [x] The PR title and labels are set such as to maximize their
usefulness for the next release's CHANGELOG

- [PR Build Summary](https://build.rerun.io/pr/4421)
- [Docs
preview](https://rerun.io/preview/8e4b0d88d9d01df8121a84850b251c1840494695/docs)
<!--DOCS-PREVIEW-->
- [Examples
preview](https://rerun.io/preview/8e4b0d88d9d01df8121a84850b251c1840494695/examples)
<!--EXAMPLES-PREVIEW-->
- [Recent benchmark results](https://build.rerun.io/graphs/crates.html)
- [Wasm size tracking](https://build.rerun.io/graphs/sizes.html)


---
Part of series towards more multithreading in the viewer!
* #4387
* #4404
* #4389
* You are here ➡️ #4421
* #4422
* #4430
Wumpf added a commit that referenced this pull request Dec 5, 2023
…xt (#4422)

### What

* Prerequisite for #1325
* Follow-up of #4421
* Followed by #4430

Make draw data (this is in essence resource submission to GPU! e.g. make
pointcloud ready to render) an operation that doesn't require a mutable
renderer context.

Two pieces to this:
* `FileResolver` resolve needs to be non-mut, this turned out to be
trivial
* `Renderer::get_or_create` had to be streamlined. Renderer creation is
now done directly on the context and holding a renderer implies holding
a read lock. Since Renderers are added **very** rarely, this isn't much
of a limitation!

This causes a large trickle of removing `&mut` and gets us _almost_ to
having a non-mutable render context reference on the Viewer context!

### Checklist
* [x] I have read and agree to [Contributor
Guide](https://github.com/rerun-io/rerun/blob/main/CONTRIBUTING.md) and
the [Code of
Conduct](https://github.com/rerun-io/rerun/blob/main/CODE_OF_CONDUCT.md)
* [x] I've included a screenshot or gif (if applicable)
* [x] I have tested the web demo (if applicable):
  * Full build: [app.rerun.io](https://app.rerun.io/pr/4422/index.html)
* Partial build:
[app.rerun.io](https://app.rerun.io/pr/4422/index.html?manifest_url=https://app.rerun.io/version
* [x] The PR title and labels are set such as to maximize their
usefulness for the next release's CHANGELOG

- [PR Build Summary](https://build.rerun.io/pr/4422)
- [Docs
preview](https://rerun.io/preview/5a1ad48f35f4cd28bb4dc4cd56f56ac289a50ab3/docs)
<!--DOCS-PREVIEW-->
- [Examples
preview](https://rerun.io/preview/5a1ad48f35f4cd28bb4dc4cd56f56ac289a50ab3/examples)
<!--EXAMPLES-PREVIEW-->
- [Recent benchmark results](https://build.rerun.io/graphs/crates.html)
- [Wasm size tracking](https://build.rerun.io/graphs/sizes.html)

---
Part of series towards more multithreading in the viewer!
* #4387
* #4404
* #4389
* #4421
* You are here ➡️ #4422
* #4430
Wumpf added a commit that referenced this pull request Dec 5, 2023
### What

* Prerequisite for #1325
* Follow-up of #4422

Makes `ViewBuilder`'s draw method no longer require a mutable render
context, thus no longer requiring a mutable frame state on the render
context (which previously held the mutable viewbuilder!), thus finally
lifting the need to store mutable references to the render context from
the viewer context!

Having a non-mut draw method on ViewBuilder is _mostly_ straight forward
at this point. The main hurdle are render phases that so far consumed
themselves on drawing because of readback textures (which are still
self-consuming for good reasons).

### Checklist
* [x] I have read and agree to [Contributor
Guide](https://github.com/rerun-io/rerun/blob/main/CONTRIBUTING.md) and
the [Code of
Conduct](https://github.com/rerun-io/rerun/blob/main/CODE_OF_CONDUCT.md)
* [x] I've included a screenshot or gif (if applicable)
* [x] I have tested the web demo (if applicable):
  * Full build: [app.rerun.io](https://app.rerun.io/pr/4430/index.html)
* Partial build:
[app.rerun.io](https://app.rerun.io/pr/4430/index.html?manifest_url=https://app.rerun.io/version/nightly/examples_manifest.json)
- Useful for quick testing when changes do not affect examples in any
way
* [x] The PR title and labels are set such as to maximize their
usefulness for the next release's CHANGELOG

- [PR Build Summary](https://build.rerun.io/pr/4430)
- [Docs
preview](https://rerun.io/preview/965d71c3723e74947e2d063372d51d9ae89cc9dd/docs)
<!--DOCS-PREVIEW-->
- [Examples
preview](https://rerun.io/preview/965d71c3723e74947e2d063372d51d9ae89cc9dd/examples)
<!--EXAMPLES-PREVIEW-->
- [Recent benchmark results](https://build.rerun.io/graphs/crates.html)
- [Wasm size tracking](https://build.rerun.io/graphs/sizes.html)


---
Part of series towards more multithreading in the viewer!
* #4387
* #4404
* #4389
* #4421
* #4422 
* You are here ➡️ #4430
@Wumpf Wumpf mentioned this pull request Dec 5, 2023
4 tasks
Wumpf added a commit that referenced this pull request Dec 5, 2023
### What

* Prerequisite for #1325
* Follow-up of #4430 

What it says on the tin!
No additional review required, just waiting for rust ci to be sure :)

### Checklist
* [x] I have read and agree to [Contributor
Guide](https://github.com/rerun-io/rerun/blob/main/CONTRIBUTING.md) and
the [Code of
Conduct](https://github.com/rerun-io/rerun/blob/main/CODE_OF_CONDUCT.md)
* [x] I've included a screenshot or gif (if applicable)
* [x] I have tested the web demo (if applicable):
  * Full build: [app.rerun.io](https://app.rerun.io/pr/4430/index.html)
* Partial build:
[app.rerun.io](https://app.rerun.io/pr/4430/index.html?manifest_url=https://app.rerun.io/version/nightly/examples_manifest.json)
- Useful for quick testing when changes do not affect examples in any
way
* [x] The PR title and labels are set such as to maximize their
usefulness for the next release's CHANGELOG

- [PR Build Summary](https://build.rerun.io/pr/4430)
- [Docs
preview](https://rerun.io/preview/cc13e9becf363d9f611cfc59c61b41d1135ef411/docs)
<!--DOCS-PREVIEW-->
- [Examples
preview](https://rerun.io/preview/cc13e9becf363d9f611cfc59c61b41d1135ef411/examples)
<!--EXAMPLES-PREVIEW-->
- [Recent benchmark results](https://build.rerun.io/graphs/crates.html)
- [Wasm size tracking](https://build.rerun.io/graphs/sizes.html)


---
Part of series towards more multithreading in the viewer!
* #4387
* #4404
* #4389
* #4421
* #4422 
* #4430
* You are here ➡️  #4438
@Wumpf Wumpf mentioned this pull request Dec 7, 2023
4 tasks
Wumpf added a commit that referenced this pull request Dec 11, 2023
### What

* Fixes #1325 

Two levels of parallism actually:
* All context & part systems for a single space view each run in
parallel
* All space views now in parallel first setup their query and then kick
of their (parallized!) system execution

This gives us major speedups whenever:
* There is several heavy systems in a scene (e.g. a lot of points and a
lot of arrows)
* There is several space views

As such this is a very fundamental & widely applicable parallelization!


![image](https://github.com/rerun-io/rerun/assets/1220815/14bc6ca8-abb0-480b-91dc-2da51253dd92)
(a rather silly "points with arrows" scene duplicated a bunch of times.
Note that we still don't have any caching, so all these space views
might as well be animated individually!)

<img width="1421" alt="image"
src="https://github.com/rerun-io/rerun/assets/1220815/57e13e15-9d8f-4a30-bf74-d8174676986d">
(busy rayon worker threads!)


Related things that are not parallel yet:
* ui methods per space view (run one by one)
* draw call recording (done as part of the ui method, but we could
likely do this in parallel, only joining on these tasks when egui wants
to queue up the command buffers)
* processing _within_ a system depends on the system at hand. Today,
only point cloud has some parallization


### Checklist
* [x] I have read and agree to [Contributor
Guide](https://github.com/rerun-io/rerun/blob/main/CONTRIBUTING.md) and
the [Code of
Conduct](https://github.com/rerun-io/rerun/blob/main/CODE_OF_CONDUCT.md)
* [x] I've included a screenshot or gif (if applicable)
* [x] I have tested the web demo (if applicable):
  * Full build: [app.rerun.io](https://app.rerun.io/pr/4460/index.html)
* Partial build:
[app.rerun.io](https://app.rerun.io/pr/4460/index.html?manifest_url=https://app.rerun.io/version/nightly/examples_manifest.json)
- Useful for quick testing when changes do not affect examples in any
way
* [x] The PR title and labels are set such as to maximize their
usefulness for the next release's CHANGELOG

- [PR Build Summary](https://build.rerun.io/pr/4460)
- [Docs
preview](https://rerun.io/preview/cb7e9a9902bb9923ade41271ccc43ed01a2a4d33/docs)
<!--DOCS-PREVIEW-->
- [Examples
preview](https://rerun.io/preview/cb7e9a9902bb9923ade41271ccc43ed01a2a4d33/examples)
<!--EXAMPLES-PREVIEW-->
- [Recent benchmark results](https://build.rerun.io/graphs/crates.html)
- [Wasm size tracking](https://build.rerun.io/graphs/sizes.html)

---
End of a series on refactors leading to this parallization:
* #4387
* #4404
* #4389
* #4421
* #4422 
* #4430
* #4438
* #4460

---------

Co-authored-by: Emil Ernerfeldt <emil.ernerfeldt@gmail.com>
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