perf(core): FEC encoder reuse — cached codecs + pooled parity, no per-block setup
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Phase 1.4 (throughput-beyond-1gbps.md): the send path built a fresh erasure
codec and allocated fresh parity Vecs for every FEC block. New trait method
ErasureCoder::encode_into generates parity into caller-pooled buffers; the
packetizer keeps one parity pool that grows once to the session's high-water
recovery count.

- gf16: one cached reed_solomon_simd::ReedSolomonEncoder per coder, re-shaped
  per block via reset() (reuses its working space) — the old encode()
  convenience call paid engine CPU-feature detection, FFT planning, and
  work-buffer allocation per block.
- gf8: last-used (k, m) Cauchy codec cached, so the generator-matrix build
  drops out of steady-state frames; parity buffers shaped without re-zeroing
  (encode_sep's first-input pass overwrites every row). The GameStream
  VideoPacketizer now owns a persistent coder so the cache survives frames.
- encode() delegates to encode_into — one code path, and the nanors byte-exact
  parity vector keeps pinning Moonlight wire compatibility.

Validated: 145 core + 308 host tests + clippy -D warnings on .21, loss-harness
recovery curve identical, pipeline bench +0.6-2.4% thrpt (all configs, p<0.05;
the loopback bench is encoder-dominated so the alloc savings mostly land
outside it).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-14 23:19:21 +02:00
parent 5c7e0afa99
commit f4f6c5556f
5 changed files with 158 additions and 37 deletions
+43 -9
View File
@@ -9,8 +9,16 @@ use super::{
};
use crate::config::FecScheme;
use fec_rs::ReedSolomon;
use std::sync::Mutex;
pub struct Gf8Coder;
#[derive(Default)]
pub struct Gf8Coder {
/// Last-used Cauchy codec, keyed by its `(k, m)` shape (plan Phase 1.4): video blocks
/// keep one shape for long stretches (it only moves with frame size / adaptive-FEC
/// steps), so caching the matrix kills the per-block generator construction. `Mutex`
/// only to keep the `&self` trait surface; uncontended on the one send thread.
rs: Mutex<Option<(usize, usize, ReedSolomon)>>,
}
impl ErasureCoder for Gf8Coder {
fn scheme(&self) -> FecScheme {
@@ -18,20 +26,46 @@ impl ErasureCoder for Gf8Coder {
}
fn encode(&self, data: &[&[u8]], recovery_count: usize) -> Result<Vec<Vec<u8>>, FecError> {
let mut out = Vec::new();
self.encode_into(data, recovery_count, &mut out)?;
Ok(out)
}
fn encode_into(
&self,
data: &[&[u8]],
recovery_count: usize,
out: &mut Vec<Vec<u8>>,
) -> Result<(), FecError> {
if recovery_count == 0 {
return Ok(Vec::new());
out.clear();
return Ok(());
}
validate_encode_shape(data)?;
let k = data.len();
let shard_len = data[0].len();
let rs = ReedSolomon::new(k, recovery_count)
.map_err(|_| FecError::Config("invalid GF(2^8) shard counts"))?;
let mut guard = self.rs.lock().unwrap_or_else(|p| p.into_inner());
let cached = matches!(&*guard, Some((ck, cm, _)) if *ck == k && *cm == recovery_count);
if !cached {
let rs = ReedSolomon::new(k, recovery_count)
.map_err(|_| FecError::Config("invalid GF(2^8) shard counts"))?;
*guard = Some((k, recovery_count, rs));
}
let rs = &guard.as_ref().expect("cache populated above").2;
// Shape the caller's pooled parity buffers without zero-filling: `encode_sep`'s
// first-input pass overwrites every parity row, so stale bytes never survive.
out.truncate(recovery_count);
for buf in out.iter_mut() {
buf.resize(shard_len, 0);
}
while out.len() < recovery_count {
out.push(vec![0u8; shard_len]);
}
// `encode_sep` reads the data shards by reference and fills the parity in place —
// same Cauchy codec as `encode`, without copying the data into a shards scratch.
let mut parity: Vec<Vec<u8>> = (0..recovery_count).map(|_| vec![0u8; shard_len]).collect();
rs.encode_sep(data, &mut parity)
rs.encode_sep(data, out)
.map_err(|_| FecError::Backend("gf8 encode"))?;
Ok(parity)
Ok(())
}
fn reconstruct(
@@ -121,7 +155,7 @@ mod tests {
/// these vectors would break and our parity would no longer be Moonlight-decodable.
#[test]
fn nanors_exact_parity_vectors() {
let coder = Gf8Coder;
let coder = Gf8Coder::default();
// The definitive nanors vector (k=4, m=2): single-byte shards [10,20,30,40] → [136, 0].
let data: [&[u8]; 4] = [&[10u8], &[20], &[30], &[40]];
let parity = coder.encode(&data, 2).unwrap();
@@ -143,7 +177,7 @@ mod tests {
/// Round-trip: erase `m` data shards and confirm reconstruction recovers the originals.
#[test]
fn recovers_erased_data_shards() {
let coder = Gf8Coder;
let coder = Gf8Coder::default();
let data: Vec<Vec<u8>> = (0..6).map(|i| vec![i as u8; 8]).collect();
let refs: Vec<&[u8]> = data.iter().map(|s| s.as_slice()).collect();
let parity = coder.encode(&refs, 3).unwrap();