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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "flutter/display_list/display_list_complexity_metal.h"
// The numbers and weightings used in this file stem from taking the
// data from the DisplayListBenchmarks suite run on an iPhone 12 and
// applying very rough analysis on them to identify the approximate
// trends.
//
// See the comments in display_list_complexity_helper.h for details on the
// process and rationale behind coming up with these numbers.
namespace flutter {
DisplayListMetalComplexityCalculator*
DisplayListMetalComplexityCalculator::instance_ = nullptr;
DisplayListMetalComplexityCalculator*
DisplayListMetalComplexityCalculator::GetInstance() {
if (instance_ == nullptr) {
instance_ = new DisplayListMetalComplexityCalculator();
}
return instance_;
}
unsigned int
DisplayListMetalComplexityCalculator::MetalHelper::BatchedComplexity() {
// Calculate the impact of saveLayer.
unsigned int save_layer_complexity;
if (save_layer_count_ == 0) {
save_layer_complexity = 0;
} else {
// saveLayer seems to have two trends; if the count is < 200,
// then the individual cost of a saveLayer is higher than if
// the count is > 200.
//
// However, the trend is strange and we should gather more data to
// get a better idea of how to represent the trend. That being said, it's
// very unlikely we'll ever hit a DisplayList with 200+ saveLayer calls
// in it, so we will calculate based on the more reasonably anticipated
// range of less than 200, with the trend line more weighted towards the
// lower end of that range (as the data itself doesn't present as a straight
// line). Further, we will easily hit our cache thresholds with such a
// large number of saveLayer calls.
//
// m = 1/2
// c = 1
save_layer_complexity = (save_layer_count_ + 2) * 100000;
}
unsigned int draw_text_blob_complexity;
if (draw_text_blob_count_ == 0) {
draw_text_blob_complexity = 0;
} else {
// m = 1/240
// c = 0.75
draw_text_blob_complexity = (draw_text_blob_count_ + 180) * 2500 / 3;
}
return save_layer_complexity + draw_text_blob_complexity;
}
void DisplayListMetalComplexityCalculator::MetalHelper::saveLayer(
const SkRect* bounds,
const SaveLayerOptions options,
const DlImageFilter* backdrop) {
if (IsComplex()) {
return;
}
if (backdrop) {
// Flutter does not offer this operation so this value can only ever be
// non-null for a frame-wide builder which is not currently evaluated for
// complexity.
AccumulateComplexity(Ceiling());
}
save_layer_count_++;
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawLine(
const SkPoint& p0,
const SkPoint& p1) {
if (IsComplex()) {
return;
}
// The curve here may be log-linear, although it doesn't really match up that
// well. To avoid costly computations, try and do a best fit of the data onto
// a linear graph as a very rough first order approximation.
float non_hairline_penalty = 1.0f;
float aa_penalty = 1.0f;
if (!IsHairline()) {
non_hairline_penalty = 1.15f;
}
if (IsAntiAliased()) {
aa_penalty = 1.4f;
}
// Use an approximation for the distance to avoid floating point or
// sqrt() calls.
SkScalar distance = abs(p0.x() - p1.x()) + abs(p0.y() - p1.y());
// The baseline complexity is for a hairline stroke with no AA.
// m = 1/45
// c = 5
unsigned int complexity =
((distance + 225) * 4 / 9) * non_hairline_penalty * aa_penalty;
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawRect(
const SkRect& rect) {
if (IsComplex()) {
return;
}
unsigned int complexity;
// If stroked, cost scales linearly with the rectangle width/height.
// If filled, it scales with the area.
//
// Hairline stroke vs non hairline has no real penalty at smaller lengths,
// but it increases at larger lengths. There isn't enough data to get a good
// idea of the penalty at lengths > 1000px.
//
// There is also a kStrokeAndFill_Style that Skia exposes, but we do not
// currently use it anywhere in Flutter.
if (Style() == SkPaint::Style::kFill_Style) {
// No real difference for AA with filled styles.
unsigned int area = rect.width() * rect.height();
// m = 1/9000
// c = 0
complexity = area / 225;
} else {
// Take the average of the width and height.
unsigned int length = (rect.width() + rect.height()) / 2;
// There is a penalty for AA being *disabled*.
if (IsAntiAliased()) {
// m = 1/65
// c = 0
complexity = length * 8 / 13;
} else {
// m = 1/35
// c = 0
complexity = length * 8 / 7;
}
}
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawOval(
const SkRect& bounds) {
if (IsComplex()) {
return;
}
// DrawOval scales very roughly linearly with the bounding box width/height
// (not area) for stroked styles without AA.
//
// Filled styles and stroked styles with AA scale linearly with the bounding
// box area.
unsigned int area = bounds.width() * bounds.height();
unsigned int complexity;
// There is also a kStrokeAndFill_Style that Skia exposes, but we do not
// currently use it anywhere in Flutter.
if (Style() == SkPaint::Style::kFill_Style) {
// With filled styles, there is no significant AA penalty.
// m = 1/16000
// c = 0
complexity = area / 80;
} else {
if (IsAntiAliased()) {
// m = 1/7500
// c = 0
complexity = area * 2 / 75;
} else {
// Take the average of the width and height.
unsigned int length = (bounds.width() + bounds.height()) / 2;
// m = 1/80
// c = 0
complexity = length * 5 / 2;
}
}
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawCircle(
const SkPoint& center,
SkScalar radius) {
if (IsComplex()) {
return;
}
unsigned int complexity;
// There is also a kStrokeAndFill_Style that Skia exposes, but we do not
// currently use it anywhere in Flutter.
if (Style() == SkPaint::Style::kFill_Style) {
// We can ignore pi here.
unsigned int area = radius * radius;
// m = 1/1300
// c = 5
complexity = (area + 6500) * 2 / 65;
// Penalty of around 5% when AA is disabled.
if (!IsAntiAliased()) {
complexity *= 1.05f;
}
} else {
// Hairline vs non-hairline has no significant performance difference.
if (IsAntiAliased()) {
// m = 1/7
// c = 7
complexity = (radius + 49) * 40 / 7;
} else {
// m = 1/16
// c = 8
complexity = (radius + 128) * 5 / 2;
}
}
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawRRect(
const SkRRect& rrect) {
if (IsComplex()) {
return;
}
// RRects scale linearly with the area of the bounding rect.
unsigned int area = rrect.width() * rrect.height();
// Drawing RRects is split into two performance tiers; an expensive
// one and a less expensive one. Both scale linearly with area.
//
// Expensive: All filled style, symmetric w/AA.
bool expensive =
(Style() == SkPaint::Style::kFill_Style) ||
((rrect.getType() == SkRRect::Type::kSimple_Type) && IsAntiAliased());
unsigned int complexity;
// These values were worked out by creating a straight line graph (y=mx+c)
// approximately matching the measured data, normalising the data so that
// 0.0005ms resulted in a score of 100 then simplifying down the formula.
if (expensive) {
// m = 1/25000
// c = 2
// An area of 7000px^2 ~= baseline timing of 0.0005ms.
complexity = (area + 10500) / 175;
} else {
// m = 1/7000
// c = 1.5
// An area of 16000px^2 ~= baseline timing of 0.0005ms.
complexity = (area + 50000) / 625;
}
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawDRRect(
const SkRRect& outer,
const SkRRect& inner) {
if (IsComplex()) {
return;
}
// There are roughly four classes here:
// a) Filled style with AA enabled.
// b) Filled style with AA disabled.
// c) Complex RRect type with AA enabled and filled style.
// d) Everything else.
//
// a) and c) scale linearly with the area, b) and d) scale linearly with
// a single dimension (length). In all cases, the dimensions refer to
// the outer RRect.
unsigned int length = (outer.width() + outer.height()) / 2;
unsigned int complexity;
// These values were worked out by creating a straight line graph (y=mx+c)
// approximately matching the measured data, normalising the data so that
// 0.0005ms resulted in a score of 100 then simplifying down the formula.
//
// There is also a kStrokeAndFill_Style that Skia exposes, but we do not
// currently use it anywhere in Flutter.
if (Style() == SkPaint::Style::kFill_Style) {
unsigned int area = outer.width() * outer.height();
if (outer.getType() == SkRRect::Type::kComplex_Type) {
// m = 1/1000
// c = 1
complexity = (area + 1000) / 10;
} else {
if (IsAntiAliased()) {
// m = 1/3500
// c = 1.5
complexity = (area + 5250) / 35;
} else {
// m = 1/30
// c = 1
complexity = (300 + (10 * length)) / 3;
}
}
} else {
// m = 1/60
// c = 1.75
complexity = ((10 * length) + 1050) / 6;
}
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawPath(
const SkPath& path) {
if (IsComplex()) {
return;
}
// There is negligible effect on the performance for hairline vs. non-hairline
// stroke widths.
//
// The data for filled styles is currently suspicious, so for now we are going
// to assign scores based on stroked styles.
unsigned int line_verb_cost, quad_verb_cost, conic_verb_cost, cubic_verb_cost;
if (IsAntiAliased()) {
line_verb_cost = 75;
quad_verb_cost = 100;
conic_verb_cost = 160;
cubic_verb_cost = 210;
} else {
line_verb_cost = 67;
quad_verb_cost = 80;
conic_verb_cost = 140;
cubic_verb_cost = 210;
}
// There seems to be a fixed cost of around 1ms for calling drawPath.
unsigned int complexity =
200000 + CalculatePathComplexity(path, line_verb_cost, quad_verb_cost,
conic_verb_cost, cubic_verb_cost);
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawArc(
const SkRect& oval_bounds,
SkScalar start_degrees,
SkScalar sweep_degrees,
bool use_center) {
if (IsComplex()) {
return;
}
// Hairline vs non-hairline makes no difference to the performance.
// Stroked styles without AA scale linearly with the diameter.
// Stroked styles with AA scale linearly with the area except for small
// values. Filled styles scale linearly with the area.
unsigned int diameter = (oval_bounds.width() + oval_bounds.height()) / 2;
unsigned int area = oval_bounds.width() * oval_bounds.height();
unsigned int complexity;
// These values were worked out by creating a straight line graph (y=mx+c)
// approximately matching the measured data, normalising the data so that
// 0.0005ms resulted in a score of 100 then simplifying down the formula.
//
// There is also a kStrokeAndFill_Style that Skia exposes, but we do not
// currently use it anywhere in Flutter.
if (Style() == SkPaint::Style::kStroke_Style) {
if (IsAntiAliased()) {
// m = 1/8500
// c = 16
complexity = (area + 136000) * 2 / 765;
} else {
// m = 1/60
// c = 3
complexity = (diameter + 180) * 10 / 27;
}
} else {
if (IsAntiAliased()) {
// m = 1/20000
// c = 20
complexity = (area + 400000) / 900;
} else {
// m = 1/2100
// c = 8
complexity = (area + 16800) * 2 / 189;
}
}
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawPoints(
SkCanvas::PointMode mode,
uint32_t count,
const SkPoint points[]) {
if (IsComplex()) {
return;
}
unsigned int complexity;
// If AA is off then they all behave similarly, and scale
// linearly with the point count.
if (!IsAntiAliased()) {
// m = 1/16000
// c = 0.75
complexity = (count + 12000) * 25 / 2;
} else {
if (mode == SkCanvas::kPolygon_PointMode) {
// m = 1/1250
// c = 1
complexity = (count + 1250) * 160;
} else {
if (IsHairline() && mode == SkCanvas::kPoints_PointMode) {
// This is a special case, it triggers an extremely fast path.
// m = 1/14500
// c = 0
complexity = count * 400 / 29;
} else {
// m = 1/2200
// c = 0.75
complexity = (count + 1650) * 1000 / 11;
}
}
}
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawSkVertices(
const sk_sp<SkVertices> vertices,
SkBlendMode mode) {
// There is currently no way for us to get the VertexMode from the SkVertices
// object, but for future reference:
//
// TriangleStrip is roughly 25% more expensive than TriangleFan.
// TriangleFan is roughly 5% more expensive than Triangles.
// There is currently no way for us to get the vertex count from an SkVertices
// object, so we have to estimate it from the approximate size.
//
// Approximate size returns the sum of the sizes of the positions (SkPoint),
// texs (SkPoint), colors (SkColor) and indices (uint16_t) arrays multiplied
// by sizeof(type). As a very, very rough estimate, divide that by 20 to get
// an idea of the vertex count.
unsigned int approximate_vertex_count = vertices->approximateSize() / 20;
// For the baseline, it's hard to identify the trend. It might be O(n^1/2).
// For now, treat it as linear as an approximation.
//
// m = 1/4000
// c = 1
unsigned int complexity = (approximate_vertex_count + 4000) * 50;
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawVertices(
const DlVertices* vertices,
DlBlendMode mode) {
// There is currently no way for us to get the VertexMode from the SkVertices
// object, but for future reference:
//
// TriangleStrip is roughly 25% more expensive than TriangleFan.
// TriangleFan is roughly 5% more expensive than Triangles.
// For the baseline, it's hard to identify the trend. It might be O(n^1/2).
// For now, treat it as linear as an approximation.
//
// m = 1/4000
// c = 1
unsigned int complexity = (vertices->vertex_count() + 4000) * 50;
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawImage(
const sk_sp<DlImage> image,
const SkPoint point,
DlImageSampling sampling,
bool render_with_attributes) {
if (IsComplex()) {
return;
}
// AA vs non-AA has a cost but it's dwarfed by the overall cost of the
// drawImage call.
//
// The main difference is if the image is backed by a texture already or not
// If we don't need to upload, then the cost scales linearly with the
// area of the image. If it needs uploading, the cost scales linearly
// with the square of the area (!!!).
SkISize dimensions = image->dimensions();
unsigned int area = dimensions.width() * dimensions.height();
// m = 1/17000
// c = 3
unsigned int complexity = (area + 51000) * 4 / 170;
if (!image->isTextureBacked()) {
// We can't square the area here as we'll overflow, so let's approximate
// by taking the calculated complexity score and applying a multiplier to
// it.
//
// (complexity * area / 35000) + 1200 gives a reasonable approximation.
float multiplier = area / 35000.0f;
complexity = complexity * multiplier + 1200;
}
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::ImageRect(
const SkISize& size,
bool texture_backed,
bool render_with_attributes,
SkCanvas::SrcRectConstraint constraint) {
if (IsComplex()) {
return;
}
// Two main groups here - texture-backed and non-texture-backed images.
//
// Within each group, they all perform within a few % of each other *except*
// when we have a strict constraint and anti-aliasing enabled.
unsigned int area = size.width() * size.height();
// These values were worked out by creating a straight line graph (y=mx+c)
// approximately matching the measured data, normalising the data so that
// 0.0005ms resulted in a score of 100 then simplifying down the formula.
unsigned int complexity;
if (texture_backed) {
// Baseline for texture-backed SkImages.
// m = 1/23000
// c = 2.3
complexity = (area + 52900) * 2 / 115;
if (render_with_attributes &&
constraint == SkCanvas::SrcRectConstraint::kStrict_SrcRectConstraint &&
IsAntiAliased()) {
// There's about a 30% performance penalty from the baseline.
complexity *= 1.3f;
}
} else {
if (render_with_attributes &&
constraint == SkCanvas::SrcRectConstraint::kStrict_SrcRectConstraint &&
IsAntiAliased()) {
// m = 1/12200
// c = 2.75
complexity = (area + 33550) * 2 / 61;
} else {
// m = 1/14500
// c = 2.5
complexity = (area + 36250) * 4 / 145;
}
}
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawImageNine(
const sk_sp<DlImage> image,
const SkIRect& center,
const SkRect& dst,
DlFilterMode filter,
bool render_with_attributes) {
if (IsComplex()) {
return;
}
// Whether uploading or not, the performance is comparable across all
// variations.
SkISize dimensions = image->dimensions();
unsigned int area = dimensions.width() * dimensions.height();
// m = 1/8000
// c = 3
unsigned int complexity = (area + 24000) / 20;
AccumulateComplexity(complexity);
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawDisplayList(
const sk_sp<DisplayList> display_list) {
if (IsComplex()) {
return;
}
MetalHelper helper(Ceiling() - CurrentComplexityScore());
display_list->Dispatch(helper);
AccumulateComplexity(helper.ComplexityScore());
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawTextBlob(
const sk_sp<SkTextBlob> blob,
SkScalar x,
SkScalar y) {
if (IsComplex()) {
return;
}
// DrawTextBlob has a high fixed cost, but if we call it multiple times
// per frame, that fixed cost is greatly reduced per subsequent call. This
// is likely because there is batching being done in SkCanvas.
// Increment draw_text_blob_count_ and calculate the cost at the end.
draw_text_blob_count_++;
}
void DisplayListMetalComplexityCalculator::MetalHelper::drawShadow(
const SkPath& path,
const DlColor color,
const SkScalar elevation,
bool transparent_occluder,
SkScalar dpr) {
if (IsComplex()) {
return;
}
// Elevation has no significant effect on the timings. Whether the shadow
// is cast by a transparent occluder or not has a small impact of around 5%.
//
// The path verbs do have an effect but only if the verb type is cubic; line,
// quad and conic all perform similarly.
float occluder_penalty = 1.0f;
if (transparent_occluder) {
occluder_penalty = 1.05f;
}
// The benchmark uses a test path of around 10 path elements. This is likely
// to be similar to what we see in real world usage, but we should benchmark
// different path lengths to see how much impact there is from varying the
// path length.
//
// For now, we will assume that there is no fixed overhead and that the time
// spent rendering the shadow for a path is split evenly amongst all the verbs
// enumerated.
unsigned int line_verb_cost = 20000; // 0.1ms
unsigned int quad_verb_cost = 20000; // 0.1ms
unsigned int conic_verb_cost = 20000; // 0.1ms
unsigned int cubic_verb_cost = 80000; // 0.4ms
unsigned int complexity =
0 + CalculatePathComplexity(path, line_verb_cost, quad_verb_cost,
conic_verb_cost, cubic_verb_cost);
AccumulateComplexity(complexity * occluder_penalty);
}
} // namespace flutter