Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

v3.0 #643

Merged
merged 37 commits into from
Jan 15, 2024
Merged

v3.0 #643

merged 37 commits into from
Jan 15, 2024

Conversation

systemed
Copy link
Owner

Release candidate for tilemaker 3.0. See #622 for release planning.

cldellow and others added 30 commits December 28, 2023 16:42
Currently, Tilemaker uses member functions for interop:

```lua
function node_function(node)
    node:Layer(...)
```

This PR changes Tilemaker to use global functions:

```lua
function node_function()
    Layer(...)
```

The chief rationale is performance. Every member function call needs to
push an extra pointer onto the stack when crossing the Lua/C++ boundary.

Kaguya serializes this pointer as a Lua userdata. That means every
call into Lua has to malloc some memory, and every call back from Lua
has to dereference through this pointer.

And there are a lot of calls! For OMT on the GB extract, I counted
~1.4B calls from Lua into C++.

A secondary rationale is that a global function is a bit more honest.
A user might believe that this is currently permissible:

```lua
last_node = nil
function node_function(node)
    if last_node ~= nil
        -- do something with last_node
    end

    -- save the current node for later, for some reason
    last_node = node
```

But in reality, the OSM objects we pass into Lua don't behave quite
like Lua objects. They're backed by OsmLuaProcessing, who will move
on, invalidating whatever the user thinks they've got a reference to.

This PR has a noticeable decrease in reading time for me, measured
on the OMT profile for GB, on a 16-core computer:

Before:
```
real	1m28.230s
user	19m30.281s
sys	0m29.610s
```

After:
```
real	1m21.728s
user	17m27.150s
sys	0m32.668s
```

The tradeoffs:

- anyone with a custom Lua profile will need to update it, although the
  changes are fairly mechanical

- Tilemaker now reserves several functions in the global namespace,
  causing the potential for conflicts
Cherry-picked from
b322166,
5c807a9,
13b3465
and fixed up to work with protozero's data_view structure.

Original commit messages below, the timings will vary but the idea is
the same:

Faster tagmap
=====

Building a std::map for tags is somewhat expensive, especially when
we know that the number of tags is usually quite small.

Instead, use a custom structure that does a crappy-but-fast hash
to put the keys/values in one of 16 buckets, then linear search
the bucket.

For GB, before:
```
real 1m11.507s
user 16m49.604s
sys 0m17.381s
```

After:
```
real	1m9.557s
user	16m28.826s
sys	0m17.937s
```

Saving 2 seconds of wall clock and 20 seconds of user time doesn't
seem like much, but (a) it's not nothing and (b) having the tags
in this format will enable us to thwart some of Lua's defensive
copies in a subsequent commit.

A note about the hash function: hashing each letter of the string
using boost::hash_combine eliminated the time savings.

Faster Find()/Holds()
=====

We (ab?)use kaguya's parameter serialization machinery. Rather than
take a `std::string`, we take a `KnownTagKey` and teach Lua how to
convert a Lua string into a `KnownTagKey`.

This avoids the need to do a defensive copy of the string when coming
from Lua.

It provides a modest boost:

```
real 1m8.859s
user 16m13.292s
sys 0m18.104s
```

Most keys are short enough to fit in the small-string optimization, so
this doesn't help us avoid mallocs. An exception is `addr:housenumber`,
which, at 16 bytes, exceeds g++'s limit of 15 bytes.

It should be possible to also apply a similar trick to the `Attribute(...)`
functions, to avoid defensive copies of strings that we've seen as keys
or values.

avoid malloc for Attribute with long strings
=====

After:

```
real	1m8.124s
user	16m6.620s
sys	0m16.808s
```

Looks like we're solidly into diminishing returns at this point.
On a 48-core machine, I still see lots of lock contention.
AttributeStore:add is one place.

Add a thread-local cache that can be consulted without taking the shared
lock. The intuition here is that there are 1.3B objects, and 40M
attribute sets. Thus, on average, an attribute set is reused 32 times.

However, average is probably misleading -- the distribution is likely not
uniform, e.g. the median attribute set is probably reused 1-2 times, and
some exceptional attribute sets (e.g. `natural=tree` are reused thousands of times).

For GB on a 16-core machine, this avoids 27M of 36M locks.
On a 48-core machine, this phase currently achieves only 400% CPU usage,
I think due to these locks
This PR generalizes the idea of `node_keys`, adds `way_keys`, and fixes #402.

I'm not too sure if this is generally useful - it's useful for one of my
use cases, and I see someone asking about it in #190
and, elsewhere, in onthegomap/planetiler#99

If you feel it complicates the maintainer story too much, please reject.

The goal is to reduce memory usage for users doing thematic extracts by
not indexing nodes that are only used by uninteresting ways.

For example, North America has ~1.8B nodes, needing 9.7GB of RAM for its node
store. By contrast, if your interest is only to build a railway map, you
require only ~8M nodes, needing 70MB of RAM. Or, to build a map of
national/provincial parks, 12M nodes and ~120MB of RAM.

Currently, a user can achieve this by pre-filtering their PBF using
osmium-tool. If you know exactly what you want, this is a good
long-term solution. But if you're me, flailing about in the OSM data
model, it's convenient to be able to tweak something in the Lua script
and observe the results without having to re-filter the PBF and update
your tilemaker command to use the new PBF.

Sample use cases:

```lua
-- Building a map without building polygons, ~ excludes ways whose
-- only tags are matched by the filter.
way_keys = {"~building"}
```

```lua
-- Building a railway map
way_keys = {"railway"}
```

```lua
-- Building a map of major roads
way_keys = {"highway=motorway", "highway=trunk", "highway=primary", "highway=secondary"}`
```

Nodes used in ways which are used in relations (as identified by
`relation_scan_function`) will always be indexed, regardless of
`node_keys` and `way_keys` settings that might exclude them.

A concrete example, given a Lua script like:

```lua
function way_function()
  if Find("railway") ~= "" then
    Layer("lines", false)
  end
end
```

it takes 13GB of RAM and 100 seconds to process North America.

If you add:

```lua
way_keys = {"railway"}
```

It takes 2GB of RAM and 47 seconds.

Notes:

1. This is based on `lua-interop-3`, as it interacts with files that are
   changed by that. I can rebase against master after lua-interop-3 is
   merged.

2. The names `node_keys` and `way_keys` are perhaps out of date, as they
   can now express conditions on the values of tags in addition to their
   keys. Leaving them as-is is nice, as it's not a breaking change.
   But if breaking changes are OK, maybe these should be
   `node_filters` and `way_filters` ?

3. Maybe the value for `node_keys` in the OMT profile should be
   expressed in terms of a negation, e.g. `node_keys = {"~created_by"}`?
   This would avoid issues like #337

4. This also adds a SIGUSR1 handler during OSM processing, which prints
   the ID of the object currently being processed. This is helpful for
   tracking down slow geometries.
D'oh, I thought this could be handled with fewer cases, but I don't
think that's the case.

If it's a multipolygon: whether to accept or not is a function of
wayKeys filtering.

If it's not a multipolygon: whether to accept or not is the result of
relation_scan_function.
When I replaced #604 with #626, I botched extracting this part of the
code. I had the trait, which taught kaguya how to serialize
`PossiblyKnownTagValue`, but I missed updating the parameter type
of `Attribute` to actually use it, so it was a no-op.

This PR restores the behaviour of avoiding string copies, but now that
we have protozero's data_view class, we can use that rather than
our own weirdo struct.
Eep, two fixes here as well:

- I had rejigged how the skipping of LayerAsCentroid's algorithm
  argument worked; this rejigging ultimately broke it entirely, as `i`
  would never get incremented.

- If `way_keys` is provided, we are no longer guaranteed that we'll have
  stored the `label` node of the  relation
Previousy, we were excluding the last row and column when searching the
bitmap. Most obvious with nodes, as they'd always be skipped.
- apply off-by-one fix to indexing phase (not just querying phase)
- make both phases robust against invalid input coordinates
This changes the default to lazy geometries for both in-memory and on-disk.
--fast selects materialized geometries when running in memory, and unsharded
stores when running on disk.
This changes the default to lazy geometries for both in-memory and on-disk.
--fast selects materialized geometries when running in memory, and unsharded
stores when running on disk.
@systemed systemed linked an issue Jan 14, 2024 that may be closed by this pull request
18 tasks
@systemed systemed merged commit 67c3b45 into master Jan 15, 2024
5 checks passed
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3.0 release planning
2 participants