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Texture lifecycle improvements (#497)
This PR introduces several improvements and fixes related to the handling of textures in the rendering pipeline. * Addressed Texture Reloading Issues: Resolved inconsistencies that occurred when textures transitioned back to a renderable state after being previously marked non-renderable. * Preserve Source Data: Adjusted the cleanup process to ensure only the GPU texture is cleared when a texture becomes non-renderable, retaining the source data for potential reuse. * Propagate SubTexture Events: Added functionality to forward SubTexture freed events if the parent texture undergoes cleanup, ensuring proper event handling and lifecycle alignment. * Introduced comprehensive tests to validate the entire texture lifecycle, ensuring robustness and preventing regressions in future updates. (See screenshot below for test validation details.) ![texture-reload-1](https://github.com/user-attachments/assets/c3cf46bb-2fb5-47ad-b3e4-76febbc2b5cb)
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/* | ||
* If not stated otherwise in this file or this component's LICENSE file the | ||
* following copyright and licenses apply: | ||
* | ||
* Copyright 2023 Comcast Cable Communications Management, LLC. | ||
* | ||
* 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. | ||
*/ | ||
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import type { INode, RendererMainSettings } from '@lightningjs/renderer'; | ||
import type { ExampleSettings } from '../common/ExampleSettings.js'; | ||
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import rockoPng from '../assets/rocko.png'; | ||
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export function customSettings(): Partial<RendererMainSettings> { | ||
return { | ||
textureMemory: { | ||
cleanupInterval: 5000, | ||
debugLogging: true, | ||
}, | ||
}; | ||
} | ||
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const COLORS = [ | ||
0xff0000ff, // Red | ||
0x00ff00ff, // Green | ||
0x0000ffff, // Blue | ||
0xffff00ff, // Yellow | ||
0xff00ffff, // Magenta | ||
0x00ffffff, // Cyan | ||
0xffffffff, // White | ||
]; | ||
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/** | ||
* Function that chooses a random color from the `COLORS` array | ||
*/ | ||
function randomColor() { | ||
return COLORS[Math.floor(Math.random() * COLORS.length)]; | ||
} | ||
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function delay(ms: number) { | ||
return new Promise((resolve) => setTimeout(resolve, ms)); | ||
} | ||
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export default async function test({ renderer, testRoot }: ExampleSettings) { | ||
const screenWidth = renderer.settings.appWidth; | ||
const screenHeight = renderer.settings.appHeight; | ||
const nodeSize = 128; // Each node will be 128x128 pixels | ||
const memoryThreshold = 130 * 1024 * 1024; // 130 MB | ||
const textureSize = nodeSize * nodeSize * 3; // RGBA bytes per pixel | ||
const maxNodes = Math.ceil(memoryThreshold / textureSize); | ||
const nodes: INode[] = []; | ||
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const header = renderer.createTextNode({ | ||
fontFamily: 'Ubuntu', | ||
text: `Texture Reload Test`, | ||
fontSize: 45, | ||
parent: testRoot, | ||
x: 500, | ||
y: 50, | ||
}); | ||
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const finalStatus = renderer.createTextNode({ | ||
fontFamily: 'Ubuntu', | ||
text: `Running...`, | ||
fontSize: 30, | ||
parent: testRoot, | ||
color: 0xffff00ff, | ||
x: 500, | ||
y: 100, | ||
}); | ||
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// Create nodes with unique noise textures until the memory threshold is reached | ||
for (let i = 0; i < maxNodes; i++) { | ||
const x = (i % 27) * 10; | ||
const y = ~~(i / 27) * 10; | ||
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const node = renderer.createNode({ | ||
x, | ||
y, | ||
width: nodeSize, | ||
height: nodeSize, | ||
parent: testRoot, | ||
color: randomColor(), | ||
texture: renderer.createTexture('NoiseTexture', { | ||
width: nodeSize, | ||
height: nodeSize, | ||
cacheId: i, | ||
}), | ||
}); | ||
nodes.push(node); | ||
} | ||
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console.log(`Created ${nodes.length} nodes. Memory threshold reached.`); | ||
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const testNode = async function (testNode: INode) { | ||
let textureFreed = false; | ||
let textureLoaded = false; | ||
let timedOut = false; | ||
let timeOutTimer: NodeJS.Timeout | null = null; | ||
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function resetTimeout() { | ||
if (timeOutTimer) { | ||
clearTimeout(timeOutTimer); | ||
} | ||
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timeOutTimer = setTimeout(() => { | ||
timedOut = true; | ||
}, 10000); | ||
} | ||
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testNode.on('freed', () => { | ||
console.log('Texture freed event received.'); | ||
textureFreed = true; | ||
textureLoaded = false; | ||
}); | ||
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testNode.on('loaded', () => { | ||
console.log('Texture loaded event received.'); | ||
textureLoaded = true; | ||
textureFreed = false; | ||
}); | ||
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// Wait for the texture to be freed | ||
console.log('Waiting for texture to be loaded...'); | ||
while (!textureLoaded && !timedOut) { | ||
await delay(100); | ||
} | ||
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if (timedOut) { | ||
console.error('Texture failed to load within 10 seconds.'); | ||
return false; | ||
} | ||
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resetTimeout(); | ||
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// Move the node offscreen | ||
console.log('Moving node offscreen...'); | ||
// Move the node out of bounds | ||
queueMicrotask(() => { | ||
testNode.x = -screenWidth * 2; | ||
testNode.y = -screenHeight * 2; | ||
}); | ||
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// Wait for the texture to be freed | ||
console.log('Waiting for texture to be freed...'); | ||
while (!textureFreed && !timedOut) { | ||
renderer.rerender(); | ||
await delay(100); | ||
} | ||
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if (timedOut) { | ||
console.error('Texture failed to free within 10 seconds.'); | ||
return false; | ||
} | ||
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resetTimeout(); | ||
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// Move the node back into bounds | ||
console.log('Moving node back into view...'); | ||
testNode.x = 0; | ||
testNode.y = 0; | ||
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// Wait for the texture to be reloaded | ||
console.log('Waiting for texture to be reloaded...'); | ||
while (!textureLoaded && !timedOut) { | ||
await delay(100); | ||
} | ||
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if (timedOut) { | ||
console.error('Texture failed to reload within 10 seconds.'); | ||
return false; | ||
} | ||
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if (timeOutTimer) { | ||
clearTimeout(timeOutTimer); | ||
} | ||
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if (textureLoaded) { | ||
return true; | ||
} else { | ||
return false; | ||
} | ||
}; | ||
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const image = renderer.createTexture('ImageTexture', { | ||
src: rockoPng, | ||
}); | ||
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image.on('loaded', () => { | ||
console.warn('Parent Image texture loaded.'); | ||
}); | ||
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image.on('freed', () => { | ||
console.warn('Parent Image texture freed.'); | ||
}); | ||
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const nodeSpawnX = 1100; | ||
const nodeSpawnY = 30; | ||
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const testCases: Record<string, () => INode> = { | ||
'Noise Texture': () => | ||
renderer.createNode({ | ||
texture: renderer.createTexture('NoiseTexture', { | ||
width: nodeSize, | ||
height: nodeSize, | ||
cacheId: Math.random(), | ||
}), | ||
x: nodeSpawnX, | ||
y: nodeSpawnY, | ||
width: nodeSize, | ||
height: nodeSize, | ||
parent: testRoot, | ||
}), | ||
// No need to test color textures, they all sample from the same 1x1 pixel texture | ||
// and are not subject to the same memory constraints as other textures | ||
// "Color Texture": () => renderer.createNode({ | ||
// color: 0xff00ff, // Magenta | ||
// x: nodeSpawnX, | ||
// y: nodeSpawnY, | ||
// width: nodeSize, | ||
// height: nodeSize, | ||
// parent: testRoot, | ||
// }), | ||
SubTexture: () => | ||
renderer.createNode({ | ||
texture: renderer.createTexture('SubTexture', { | ||
texture: image, | ||
x: 30, | ||
y: 0, | ||
width: 50, | ||
height: 50, | ||
}), | ||
x: nodeSpawnX, | ||
y: nodeSpawnY, | ||
width: nodeSize, | ||
height: nodeSize, | ||
parent: testRoot, | ||
}), | ||
'Image Texture': () => | ||
renderer.createNode({ | ||
x: nodeSpawnX, | ||
y: nodeSpawnY, | ||
width: nodeSize, | ||
height: nodeSize, | ||
src: rockoPng, | ||
parent: testRoot, | ||
}), | ||
'RTT Node': () => { | ||
const rtt = renderer.createNode({ | ||
rtt: true, | ||
x: nodeSpawnX, | ||
y: nodeSpawnY, | ||
width: nodeSize, | ||
height: nodeSize, | ||
parent: testRoot, | ||
}); | ||
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const child = renderer.createNode({ | ||
x: 0, | ||
y: 0, | ||
width: 100, | ||
height: 100, | ||
color: 0xff0000ff, | ||
parent: rtt, | ||
}); | ||
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const child2 = renderer.createNode({ | ||
x: 0, | ||
y: 20, | ||
width: 100, | ||
height: 100, | ||
src: rockoPng, | ||
parent: rtt, | ||
}); | ||
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return rtt; | ||
}, | ||
}; | ||
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// Run all tests | ||
let allTestsPassed = true; | ||
let lastStatusOffSet = 30; | ||
let testIdx = 1; | ||
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for (const [name, createNode] of Object.entries(testCases)) { | ||
console.log(`${testIdx}. Running test for: ${name}`); | ||
finalStatus.text = `${testIdx}. Running test for: ${name}`; | ||
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const testNodeInstance = createNode(); // Create the test node dynamically | ||
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const result = await testNode(testNodeInstance); | ||
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if (!result) { | ||
finalStatus.text = `Test failed for: ${name}`; | ||
finalStatus.color = 0xff0000ff; | ||
allTestsPassed = false; | ||
} | ||
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const status = result ? 'passed' : 'failed'; | ||
console.log(`${testIdx}. Test ${result} for: ${name}`); | ||
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testNodeInstance.x = 500; | ||
testNodeInstance.y = lastStatusOffSet + 128; | ||
testNodeInstance.width = 128; | ||
testNodeInstance.height = 128; | ||
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renderer.createTextNode({ | ||
fontFamily: 'Ubuntu', | ||
text: `${testIdx}. Test ${status} for: ${name}`, | ||
fontSize: 30, | ||
parent: testRoot, | ||
color: result ? 0x00ff00ff : 0xff0000ff, | ||
x: 630, | ||
y: lastStatusOffSet + 128 + 128 / 2, | ||
}); | ||
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lastStatusOffSet += 130; | ||
testIdx++; | ||
} | ||
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if (allTestsPassed) { | ||
console.log('All tests passed successfully!'); | ||
finalStatus.text = `All tests passed successfully!`; | ||
finalStatus.color = 0x00ff00ff; | ||
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return true; | ||
} else { | ||
console.error('One or more tests failed.'); | ||
finalStatus.text = `One or more tests failed.`; | ||
finalStatus.color = 0xff0000ff; | ||
return false; | ||
} | ||
} |
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