feat(host): vendor PyroWave + minimal Granite subset as crates/pyrowave-sys
Phase 0 of design/pyrowave-codec-plan.md — the opt-in wired-LAN ultra-low- latency codec. Vendored at upstream 509e4f88 (API 0.4.0, Granite 44362775, volk + vulkan-headers pins in PUNKTFUNK-VENDOR.txt), pruned to the 6.6 MB the standalone no-renderer build needs; scripts/vendor-pyrowave.sh reproduces the tree (a pin bump is protocol-affecting, plan §4.2). build.rs drives the wrapper CMakeLists (static archives incl. a static C-API lib upstream only ships shared) + bindgen over pyrowave.h; Linux and Windows only, empty stub elsewhere (Apple gets a native Metal port, §4.7). Offline-safe by construction: no network, no system lib, vendored Vulkan headers — same model as the opus dep (flatpak builder has no network). Phase-0 validation on .21 (RTX 5070 Ti, driver 610.43.03): - upstream pyrowave-c-test + interop test (incl. dmabuf/DRM-modifier Vulkan<->Vulkan) pass, from the pristine AND the pruned tree - GPU kernel times at ~1.6 bpp noise: encode/decode 0.090/0.042 ms @800p, 0.146/0.067 @1080p, 0.226/0.103 @1440p, 0.477/0.201 @4K — order of magnitude under NVENC's 1-2 ms retrieve, CBR lands within ~100 B of target - cargo test -p pyrowave-sys green (static link + API-version pin check) Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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/* Copyright (c) 2017-2026 Hans-Kristian Arntzen
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, sublicense, and/or sell copies of the Software, and to
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* permit persons to whom the Software is furnished to do so, subject to
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* the following conditions:
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*
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* The above copyright notice and this permission notice shall be
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* included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#pragma once
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#include "atomic_append_buffer.hpp"
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#include "global_managers.hpp"
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#include "filesystem.hpp"
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#include "object_pool.hpp"
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#include "intrusive_hash_map.hpp"
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#include "dynamic_array.hpp"
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#include <vector>
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#include <mutex>
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#include <memory>
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namespace Granite
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{
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struct AssetID
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{
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uint32_t id = uint32_t(-1);
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enum { MaxIDs = 1u << 18 };
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AssetID() = default;
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explicit AssetID(uint32_t id_) : id{id_} {}
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explicit inline operator bool() const { return id != uint32_t(-1); }
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inline bool operator==(const AssetID &other) const { return id == other.id; }
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inline bool operator!=(const AssetID &other) const { return !(*this == other); }
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};
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class AssetManager;
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// If we have to fall back due to no image being present,
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// lets asset instantiator know what to substitute.
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enum class AssetClass
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{
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// Substitute with 0.
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ImageZeroable,
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// Substitute with missing color.
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ImageColor,
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// Substitute with RG8_UNORM 0.5
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ImageNormal,
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// Substitute with M = 0, R = 1.
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ImageMetallicRoughness,
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// Substitute with mid-gray (0.5, 0.5, 0.5, 1.0) UNORM8.
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// Somewhat compatible with everything.
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ImageGeneric,
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Mesh
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};
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class ThreadGroup;
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struct TaskGroup;
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struct TaskSignal;
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class AssetInstantiatorInterface
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{
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public:
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virtual ~AssetInstantiatorInterface() = default;
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// This estimate should be an upper bound.
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virtual uint64_t estimate_cost_asset(AssetID id, File &mapping) = 0;
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// When instantiation completes, manager.update_cost() must be called with the real cost.
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// The real cost may only be known after async parsing of the file.
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virtual void instantiate_asset(AssetManager &manager, TaskGroup *group, AssetID id, File &mapping) = 0;
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// Will only be called after an upload completes through manager.update_cost().
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virtual void release_asset(AssetID id) = 0;
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virtual void set_id_bounds(uint32_t bound) = 0;
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virtual void set_asset_class(AssetID id, AssetClass asset_class);
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// Called in AssetManager::iterate().
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virtual void latch_handles() = 0;
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};
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class AssetManager final : public AssetManagerInterface
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{
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public:
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// Persistent prio means the resource is treated as an internal LUT that must always be resident, no matter what.
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constexpr static int persistent_prio() { return 0x7fffffff; }
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AssetManager();
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~AssetManager() override;
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void set_asset_instantiator_interface(AssetInstantiatorInterface *iface);
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// We might want to consider different budgets per asset class.
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void set_asset_budget(uint64_t cost);
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void set_asset_budget_per_iteration(uint64_t cost);
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// FileHandle is intended to be used with FileSlice or similar here so that we don't need
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// a ton of open files at once.
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AssetID register_asset(FileHandle file, AssetClass asset_class, int prio = 1);
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AssetID register_asset(Filesystem &fs, const std::string &path, AssetClass asset_class, int prio = 1);
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// Prio 0: Not resident, resource may not exist.
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bool set_asset_residency_priority(AssetID id, int prio);
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// Intended to be called in Application::post_frame(). Not thread safe.
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// This function updates internal state.
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void iterate(ThreadGroup *group);
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bool iterate_blocking(ThreadGroup &group, AssetID id);
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// Always thread safe, used by AssetInstantiatorInterfaces to update cost estimates.
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void update_cost(AssetID id, uint64_t cost);
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// May be called concurrently, except when calling iterate().
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uint64_t get_current_total_consumed() const;
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// May be called concurrently, except when calling iterate().
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// Intended to be called by asset instantiator interface or similar.
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// When a resource is actually accessed, this is called.
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void mark_used_asset(AssetID id);
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// Should be called in applications's constructor to make sure we initialize
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// the mesh asset pool on device creation.
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// FIXME: Could be made more flexible if need be.
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void enable_mesh_assets();
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bool get_wants_mesh_assets() const;
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private:
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struct AssetInfo : Util::IntrusiveHashMapEnabled<AssetInfo>
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{
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uint64_t pending_consumed = 0;
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uint64_t consumed = 0;
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uint64_t last_used = 0;
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FileHandle handle;
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AssetID id = {};
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AssetClass asset_class = AssetClass::ImageZeroable;
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int prio = 0;
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};
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Util::DynamicArray<AssetInfo *> sorted_assets;
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Util::DynamicArray<AssetInfo *> asset_bank;
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std::mutex asset_bank_lock;
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Util::ObjectPool<AssetInfo> pool;
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Util::AtomicAppendBuffer<AssetID> lru_append;
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Util::IntrusiveHashMapHolder<AssetInfo> file_to_assets;
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AssetInstantiatorInterface *iface = nullptr;
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uint32_t id_count = 0;
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uint64_t total_consumed = 0;
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uint64_t transfer_budget = 0;
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uint64_t transfer_budget_per_iteration = 0;
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uint64_t timestamp = 1;
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uint32_t blocking_signals = 0;
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struct CostUpdate
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{
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AssetID id;
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uint64_t cost = 0;
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};
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std::mutex cost_update_lock;
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std::vector<CostUpdate> thread_cost_updates;
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std::vector<CostUpdate> cost_updates;
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void adjust_update(const CostUpdate &update);
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std::unique_ptr<TaskSignal> signal;
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AssetID register_asset_nolock(FileHandle file, AssetClass asset_class, int prio);
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void update_costs_locked_assets();
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void update_lru_locked_assets();
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bool wants_mesh_assets = false;
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};
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}
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