176 lines
6.8 KiB
HTML
176 lines
6.8 KiB
HTML
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<html>
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<head>
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<link rel="stylesheet" href="css/prettify.css" type="text/css" media="all"/>
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<script type="text/javascript" src="js/prettify.js"></script>
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<style>
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body { background-color:#fff; color: #555; font-family:Verdana; font-size:14px; }
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h1, h2, h3 { color:#333; font-family:Trebuchet MS}
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a:link, a:visited { text-decoration:none; color:#a00; }
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a:hover { text-decoration:none; color:#e00; }
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.container { width:700px; margin:auto; font-size:90%;}
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pre.prettyprint { border:1px solid #ddd;}
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</style>
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</head>
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<body onload="prettyPrint()">
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<div class="container" id="page">
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<h1>Generic cache system</h1>
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<h2>Overview</h2>
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<p>
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GCache is a generic multilevel priority based cache system which is useful for allocating resources
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across RAM, GPU, disk, network etc.</p>
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<p><a href="html/index.html">Class documentation</a> created using Doxyigen is available in the <em>docs/html/</em> directory</p>
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<p>A quick example might better explain the concept; see <a href="#example">a more detailed example</a>
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for source code and in depth comments. we want to implement a priority cache for our
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database of 10000 images. We will use 2 levels of caching, RAM and GPU while the images will be stored on disk.</p>
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<ul>
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<li>Each image is managed through a <em>token</em> which holds the pointer to the data and is used to assign a priority
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to the image.</li>
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<li>We subclass <em>Cache</em> to our RamCache and GpuCache and define function for loading from disk and
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uploading the texture to the GPU</li>
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<li>We can set priorities for the images according to our strategy.</li>
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<li>Before rendering the image we lock the token and unlock it when done</li>
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</ul>
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<h2>Design</h2>
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<p>GCache is designed for very frequent priority updates where the majority of
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resurces are involved. All the system is designed to minimize the computations
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required to change priorities and sorting them.</p>
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<div style="text-align:center; margin-bottom:20px;">
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<img src="img/architecture.png">
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</div>
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<h3>Token</h3>
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<p>Each resource is managed through a pointer to a subclass of <code>Token<Priority></code>.
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Token pointers are transferred between caches but never created or deleted by the cache system.
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The user is responsible for storage of the tokens. </p>
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<p>
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Adding tokens to the cache is done using the function <code>Controller::addToken(Token *)</code>;
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the tokens can be scheduled for removal using the function <code>Token::remove()</code> or be dropped
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when the max number of tokens in the controller is reached
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as set by <code>Controller::setMaxTokens(int)</code>. Use <code>Token::isInCache()</code> to check
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for actual removal.</p>
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<h3>Priority</h3>
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<p>The <code>Token</code> class is templated over a <code>typename Priority</code> which usually
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it is a floating point number, but it can be anything sortable through <code>Priority::operator<(const Priority &)</code>.
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The goal of the cache system is to juggle resources around so to have the highest priority tokens in the higher cache.</p>
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<p>Use function <code>Token::setPriority(Priority)</code> to set tokens priority; it does not require mutexing and it is
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therefore vert fast. The change will take effect only upon a call to <code>Controller::updatePriorities()</code>.</p>
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<p>Each cache holds a double heap of Tokens (see architecture picture), 'sorted' accordingly to priority. A double heap is a data structure with similar
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properties to a heap but which allows quick extraction of both min and max element.</p>
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<p>Priorities are sorted with a lazy approach, only when needed (usually when checking if a transfer should be performed. This
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results in the higher, smaller caches being sorted more frequently than the larger lower caches.</p>
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<h3>Caches</h3>
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<p>The user needs to subclass the <code>Cache</code> class and override the virtual functions <code>get(Token *),
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drop(Token *) and size(Token *)</code>. Each cache runs its own thread. Resource transfers (reading a file content, uploading a texture, etc)
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are performed in that thread using blocking calls.</p>
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<p>Cache are added to the controller using the function <code>Controller::addCache(Cache *)</code></p>
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<p>The GCache employs a nested cache model: if a resource is present in a cache is also present in all the lower ones,
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and thus each cache should have more capacity than the lower one. For sake of simplicity and performances each cache
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is allowed to overflow its capacity by at most one resource. (see picture)</p>
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<div style="text-align:center; margin-bottom:20px;">
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<img src="img/overflow.png">
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</div>
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<h3>Locking</h3>
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<p>Resources must be locked before use, to prevent cache threads to unload them while in use. An object can be locked
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only if already loaded in the highest cache, otherwise the <code>lock()</code> function will return false.</p>
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<p>Unlock allows the resource to be eventually dropped from the cache. Locks are recursive which means Tokens keep track
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of how many time <code>lock()</code> have been called and release the resource only after <code>unlock()</code>
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is called that many times.</p>
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<p>Loking and unlocking costs basically zero (we are using <code>QAtomicInt</code>).</p>
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<h2><a name="example"></a>Minimal example</h2>
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<p>This is a minimal pseudo-code example, just to quickly cover the basis. For a real example, involving
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also sending resources to the GPU using a share context check the <em>example/my_widget.h</em> file.
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</p>
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<pre class="prettyprint">
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class MyToken: public Token<float> {
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public:
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MyData *data;
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GLUint texture;
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};
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class RamCache: public Cache<MyToken> {
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public:
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//return size of object. return -1 on error
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int get(MyToken *token) { fread(someting into something); return 1; }
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//return size of objecy, cannot fail
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int drop(MyToken *token) { delete memory; return 1; }
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int size(MyToken *token) { return 1; }
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};
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class GpuCache: public Cache<MyToken> {
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public:
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int get(MyToken *token) { glCreate + glTexture;return 1; }
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int drop(MyToken *token) { glDelete; return 1; }
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int size(MyToken *token) { return 1; }
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};
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//generate tokens
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vector<MyToken> tokens;
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for(int i = 0; i < 10000; i++)
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tokens.push_back(MyToken(i));
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//create ram and gpu caches
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RamCache ram;
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ram.setCapacity(5000);
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GpuCache gpu;
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gpu.setCapacity(1000);
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//create controller and add caches
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Controller<MyToken> controller;
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controller.addCache(&ram);
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controller.addCache(&gpu);
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//tell controller about tokens and start
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for(int i = 0; i < tokens.size(); i++) {
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tokens[i].setPriority(rand()/((double)RAND_MAX));
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controller.addToken(&tokens[i]);
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}
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controller.start();
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//change priorities
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for(int i = 0; i < tokens.size(); i++)
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tokens[i].setPriority(rand());
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controller.updatePriorities();
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//lock and use the tokens
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for(int i = 0; i < tokens.size(); i++) {
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bool success = tokens[i].lock();
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if(success) {
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//use the token as you see fit
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tokens[i].unlock();
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}
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}
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</pre>
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</div>
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</body>
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</html>
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