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1 // Copyright 2019 The libgav1 Authors
2 //
3 // Licensed under the Apache License, Version 2.0 (the "License");
4 // you may not use this file except in compliance with the License.
5 // You may obtain a copy of the License at
6 //
7 //      http://www.apache.org/licenses/LICENSE-2.0
8 //
9 // Unless required by applicable law or agreed to in writing, software
10 // distributed under the License is distributed on an "AS IS" BASIS,
11 // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12 // See the License for the specific language governing permissions and
13 // limitations under the License.
14 
15 #include "src/threading_strategy.h"
16 
17 #include <algorithm>
18 #include <cassert>
19 #include <memory>
20 
21 #include "src/frame_scratch_buffer.h"
22 #include "src/utils/constants.h"
23 #include "src/utils/logging.h"
24 #include "src/utils/vector.h"
25 
26 namespace libgav1 {
27 namespace {
28 
29 #if !defined(LIBGAV1_FRAME_PARALLEL_THRESHOLD_MULTIPLIER)
30 constexpr int kFrameParallelThresholdMultiplier = 3;
31 #else
32 constexpr int kFrameParallelThresholdMultiplier =
33     LIBGAV1_FRAME_PARALLEL_THRESHOLD_MULTIPLIER;
34 #endif
35 
36 // Computes the number of frame threads to be used based on the following
37 // heuristic:
38 //   * If |thread_count| == 1, return 0.
39 //   * If |thread_count| <= |tile_count| * kFrameParallelThresholdMultiplier,
40 //     return 0.
41 //   * Otherwise, return the largest value of i which satisfies the following
42 //     condition: i + i * tile_columns <= thread_count. This ensures that there
43 //     are at least |tile_columns| worker threads for each frame thread.
44 //   * This function will never return 1 or a value > |thread_count|.
45 //
46 //  This heuristic is based on empirical performance data. The in-frame
47 //  threading model (combination of tile multithreading, superblock row
48 //  multithreading and post filter multithreading) performs better than the
49 //  frame parallel model until we reach the threshold of |thread_count| >
50 //  |tile_count| * kFrameParallelThresholdMultiplier.
51 //
52 //  It is a function of |tile_count| since tile threading and superblock row
53 //  multithreading will scale only as a factor of |tile_count|. The threshold
54 //  kFrameParallelThresholdMultiplier is arrived at based on empirical data.
55 //  The general idea is that superblock row multithreading plateaus at 4 *
56 //  |tile_count| because in most practical cases there aren't more than that
57 //  many superblock rows and columns available to work on in parallel.
ComputeFrameThreadCount(int thread_count,int tile_count,int tile_columns)58 int ComputeFrameThreadCount(int thread_count, int tile_count,
59                             int tile_columns) {
60   assert(thread_count > 0);
61   if (thread_count == 1) return 0;
62   return (thread_count <= tile_count * kFrameParallelThresholdMultiplier)
63              ? 0
64              : std::max(2, thread_count / (1 + tile_columns));
65 }
66 
67 }  // namespace
68 
Reset(const ObuFrameHeader & frame_header,int thread_count)69 bool ThreadingStrategy::Reset(const ObuFrameHeader& frame_header,
70                               int thread_count) {
71   assert(thread_count > 0);
72   frame_parallel_ = false;
73 
74   if (thread_count == 1) {
75     thread_pool_.reset(nullptr);
76     tile_thread_count_ = 0;
77     max_tile_index_for_row_threads_ = 0;
78     return true;
79   }
80 
81   // We do work in the current thread, so it is sufficient to create
82   // |thread_count|-1 threads in the threadpool.
83   thread_count = std::min(thread_count, static_cast<int>(kMaxThreads)) - 1;
84 
85   if (thread_pool_ == nullptr || thread_pool_->num_threads() != thread_count) {
86     thread_pool_ = ThreadPool::Create("libgav1", thread_count);
87     if (thread_pool_ == nullptr) {
88       LIBGAV1_DLOG(ERROR, "Failed to create a thread pool with %d threads.",
89                    thread_count);
90       tile_thread_count_ = 0;
91       max_tile_index_for_row_threads_ = 0;
92       return false;
93     }
94   }
95 
96   // Prefer tile threads first (but only if there is more than one tile).
97   const int tile_count = frame_header.tile_info.tile_count;
98   if (tile_count > 1) {
99     // We want 1 + tile_thread_count_ <= tile_count because the current thread
100     // is also used to decode tiles. This is equivalent to
101     // tile_thread_count_ <= tile_count - 1.
102     tile_thread_count_ = std::min(thread_count, tile_count - 1);
103     thread_count -= tile_thread_count_;
104     if (thread_count == 0) {
105       max_tile_index_for_row_threads_ = 0;
106       return true;
107     }
108   } else {
109     tile_thread_count_ = 0;
110   }
111 
112 #if defined(__ANDROID__)
113   // Assign the remaining threads for each Tile. The heuristic used here is that
114   // we will assign two threads for each Tile. So for example, if |thread_count|
115   // is 2, for a stream with 2 tiles the first tile would get both the threads
116   // and the second tile would have row multi-threading turned off. This
117   // heuristic is based on the fact that row multi-threading is fast enough only
118   // when there are at least two threads to do the decoding (since one thread
119   // always does the parsing).
120   //
121   // This heuristic might stop working when SIMD optimizations make the decoding
122   // much faster and the parsing thread is only as fast as the decoding threads.
123   // So we will have to revisit this later to make sure that this is still
124   // optimal.
125   //
126   // Note that while this heuristic significantly improves performance on high
127   // end devices (like the Pixel 3), there are some performance regressions in
128   // some lower end devices (in some cases) and that needs to be revisited as we
129   // bring in more optimizations. Overall, the gains because of this heuristic
130   // seems to be much larger than the regressions.
131   for (int i = 0; i < tile_count; ++i) {
132     max_tile_index_for_row_threads_ = i + 1;
133     thread_count -= 2;
134     if (thread_count <= 0) break;
135   }
136 #else   // !defined(__ANDROID__)
137   // Assign the remaining threads to each Tile.
138   for (int i = 0; i < tile_count; ++i) {
139     const int count = thread_count / tile_count +
140                       static_cast<int>(i < thread_count % tile_count);
141     if (count == 0) {
142       // Once we see a 0 value, all subsequent values will be 0 since it is
143       // supposed to be assigned in a round-robin fashion.
144       break;
145     }
146     max_tile_index_for_row_threads_ = i + 1;
147   }
148 #endif  // defined(__ANDROID__)
149   return true;
150 }
151 
Reset(int thread_count)152 bool ThreadingStrategy::Reset(int thread_count) {
153   assert(thread_count > 0);
154   frame_parallel_ = true;
155 
156   // In frame parallel mode, we simply access the underlying |thread_pool_|
157   // directly. So ensure all the other threadpool getter functions return
158   // nullptr. Also, superblock row multithreading is always disabled in frame
159   // parallel mode.
160   tile_thread_count_ = 0;
161   max_tile_index_for_row_threads_ = 0;
162 
163   if (thread_pool_ == nullptr || thread_pool_->num_threads() != thread_count) {
164     thread_pool_ = ThreadPool::Create("libgav1-fp", thread_count);
165     if (thread_pool_ == nullptr) {
166       LIBGAV1_DLOG(ERROR, "Failed to create a thread pool with %d threads.",
167                    thread_count);
168       return false;
169     }
170   }
171   return true;
172 }
173 
InitializeThreadPoolsForFrameParallel(int thread_count,int tile_count,int tile_columns,std::unique_ptr<ThreadPool> * const frame_thread_pool,FrameScratchBufferPool * const frame_scratch_buffer_pool)174 bool InitializeThreadPoolsForFrameParallel(
175     int thread_count, int tile_count, int tile_columns,
176     std::unique_ptr<ThreadPool>* const frame_thread_pool,
177     FrameScratchBufferPool* const frame_scratch_buffer_pool) {
178   assert(*frame_thread_pool == nullptr);
179   thread_count = std::min(thread_count, static_cast<int>(kMaxThreads));
180   const int frame_threads =
181       ComputeFrameThreadCount(thread_count, tile_count, tile_columns);
182   if (frame_threads == 0) return true;
183   *frame_thread_pool = ThreadPool::Create(frame_threads);
184   if (*frame_thread_pool == nullptr) {
185     LIBGAV1_DLOG(ERROR, "Failed to create frame thread pool with %d threads.",
186                  frame_threads);
187     return false;
188   }
189   int remaining_threads = thread_count - frame_threads;
190   if (remaining_threads == 0) return true;
191   int threads_per_frame = remaining_threads / frame_threads;
192   const int extra_threads = remaining_threads % frame_threads;
193   Vector<std::unique_ptr<FrameScratchBuffer>> frame_scratch_buffers;
194   if (!frame_scratch_buffers.reserve(frame_threads)) return false;
195   // Create the tile thread pools.
196   for (int i = 0; i < frame_threads && remaining_threads > 0; ++i) {
197     std::unique_ptr<FrameScratchBuffer> frame_scratch_buffer =
198         frame_scratch_buffer_pool->Get();
199     if (frame_scratch_buffer == nullptr) {
200       return false;
201     }
202     // If the number of tile threads cannot be divided equally amongst all the
203     // frame threads, assign one extra thread to the first |extra_threads| frame
204     // threads.
205     const int current_frame_thread_count =
206         threads_per_frame + static_cast<int>(i < extra_threads);
207     if (!frame_scratch_buffer->threading_strategy.Reset(
208             current_frame_thread_count)) {
209       return false;
210     }
211     remaining_threads -= current_frame_thread_count;
212     frame_scratch_buffers.push_back_unchecked(std::move(frame_scratch_buffer));
213   }
214   // We release the frame scratch buffers in reverse order so that the extra
215   // threads are allocated to buffers in the top of the stack.
216   for (int i = static_cast<int>(frame_scratch_buffers.size()) - 1; i >= 0;
217        --i) {
218     frame_scratch_buffer_pool->Release(std::move(frame_scratch_buffers[i]));
219   }
220   return true;
221 }
222 
223 }  // namespace libgav1
224