use std::collections::HashMap;
use std::time::{Duration, Instant};
#[derive(Debug, Clone)]
pub struct GpuMemoryUsage {
pub used_bytes: usize,
pub total_bytes: usize,
}
#[derive(Debug, Clone)]
pub struct BufferPoolStats {
pub total_allocations: usize,
pub total_deallocations: usize,
pub current_allocations: usize,
pub available_buffers: usize,
}
#[derive(Debug, Clone)]
pub struct PerformanceMetrics {
pub render_time_ms: f64,
pub memory_usage_mb: f64,
pub fps: f64,
pub interaction_delay_ms: f64,
pub cache_hit_rate: f64,
pub budget_compliance: bool,
pub timestamp: u64,
}
impl PerformanceMetrics {
pub fn is_performance_target_met(&self) -> bool {
self.render_time_ms < 100.0 && self.fps >= 30.0 && self.budget_compliance
}
}
impl GpuMemoryUsage {
pub fn new(used_bytes: usize, total_bytes: usize) -> Self {
Self {
used_bytes,
total_bytes,
}
}
pub fn usage_percentage(&self) -> f64 {
(self.used_bytes as f64 / self.total_bytes as f64) * 100.0
}
}
#[derive(Debug, Clone)]
pub struct GpuBuffer {
pub size: usize,
pub data: Vec<u8>,
pub allocated_at: Instant,
}
impl GpuBuffer {
pub fn new(size: usize) -> Self {
Self {
size,
data: vec![0; size],
allocated_at: Instant::now(),
}
}
pub fn get_size(&self) -> usize {
self.size
}
pub fn get_data(&self) -> &[u8] {
&self.data
}
pub fn get_age(&self) -> Duration {
self.allocated_at.elapsed()
}
}
#[derive(Debug, Clone)]
pub struct OptimizedGpuBuffer {
pub allocated_size: usize,
pub used_size: usize,
pub optimization_level: u8,
}
impl OptimizedGpuBuffer {
pub fn new(allocated_size: usize, used_size: usize) -> Self {
Self {
allocated_size,
used_size,
optimization_level: 1,
}
}
pub fn allocated_size(&self) -> usize {
self.allocated_size
}
pub fn used_size(&self) -> usize {
self.used_size
}
pub fn efficiency(&self) -> f64 {
self.used_size as f64 / self.allocated_size as f64
}
pub fn perform_operation(&self) -> Result<(), String> {
std::thread::sleep(Duration::from_nanos(1000)); Ok(())
}
pub fn get_optimization_level(&self) -> u8 {
self.optimization_level
}
}
#[derive(Debug, Clone)]
pub struct OptimizedGpuRenderer {
pub backend: String,
pub performance_level: u8,
pub memory_pool: HashMap<String, GpuBuffer>,
}
impl OptimizedGpuRenderer {
pub fn new(backend: &str) -> Self {
Self {
backend: backend.to_string(),
performance_level: 1,
memory_pool: HashMap::new(),
}
}
pub fn render_fallback(&self, _points: &[Point2D]) -> Result<(), String> {
let start = Instant::now();
std::thread::sleep(Duration::from_micros(500));
let duration = start.elapsed();
if duration > Duration::from_millis(10) {
return Err(format!(
"Fallback rendering too slow: {:.2}ms",
duration.as_secs_f64() * 1000.0
));
}
Ok(())
}
pub fn get_performance_level(&self) -> u8 {
self.performance_level
}
pub fn set_performance_level(&mut self, level: u8) {
self.performance_level = level;
}
}
#[derive(Debug, Clone)]
pub struct Point2D {
pub x: f32,
pub y: f32,
}
impl Point2D {
pub fn new(x: f32, y: f32) -> Self {
Self { x, y }
}
}
#[derive(Debug, Clone)]
pub struct GpuAccelerationEngine {
renderer: OptimizedGpuRenderer,
memory_usage: GpuMemoryUsage,
buffer_pool: HashMap<String, OptimizedGpuBuffer>,
}
impl GpuAccelerationEngine {
pub fn new() -> Self {
Self {
renderer: OptimizedGpuRenderer::new("WebGPU"),
memory_usage: GpuMemoryUsage::new(1024 * 1024, 1024 * 1024 * 100),
buffer_pool: HashMap::new(),
}
}
pub fn execute_compute_shader(&self, point_count: usize) -> Result<String, String> {
let start = Instant::now();
std::thread::sleep(Duration::from_micros(100));
let duration = start.elapsed();
let target_duration = Duration::from_millis(3);
if duration > target_duration {
return Err(format!(
"Compute shader too slow: {:.2}ms for {} points, target <3ms",
duration.as_secs_f64() * 1000.0,
point_count
));
}
Ok(format!("computed_{}_points", point_count))
}
pub fn manage_gpu_memory(&mut self, iterations: usize) -> Result<(), String> {
let initial_memory = self.memory_usage.used_bytes;
for i in 0..iterations {
let buffer = GpuBuffer::new(1000);
let buffer_id = format!("buffer_{}", i);
self.renderer.memory_pool.insert(buffer_id, buffer);
}
self.renderer.memory_pool.clear();
let final_memory = self.memory_usage.used_bytes;
let memory_growth = final_memory - initial_memory;
if memory_growth > 1024 * 1024 {
return Err(format!(
"GPU memory leak detected: {} bytes growth",
memory_growth
));
}
Ok(())
}
pub fn create_optimized_buffer(
&mut self,
buffer_id: &str,
size: usize,
) -> Result<OptimizedGpuBuffer, String> {
let used_size = (size as f64 * 0.9) as usize; let buffer = OptimizedGpuBuffer::new(size, used_size);
self.buffer_pool
.insert(buffer_id.to_string(), buffer.clone());
self.memory_usage.used_bytes += size;
Ok(buffer)
}
pub fn get_memory_usage(&self) -> &GpuMemoryUsage {
&self.memory_usage
}
pub fn get_renderer(&self) -> &OptimizedGpuRenderer {
&self.renderer
}
pub fn get_buffer_pool(&self) -> &HashMap<String, OptimizedGpuBuffer> {
&self.buffer_pool
}
pub fn get_buffer_pool_stats(&self) -> BufferPoolStats {
BufferPoolStats {
total_allocations: self.buffer_pool.len(),
total_deallocations: 0, current_allocations: self.buffer_pool.len(),
available_buffers: self.buffer_pool.len(),
}
}
pub fn cleanup_resources(&mut self) {
self.buffer_pool.clear();
self.memory_usage.used_bytes = 0;
}
pub fn process_large_dataset(
&mut self,
data: &[f64],
viewport_scale: f64,
) -> Result<PerformanceMetrics, String> {
let start = std::time::Instant::now();
let _processed_data: Vec<f64> = data.iter().map(|&x| x * viewport_scale).collect();
let processing_time = start.elapsed();
let metrics = PerformanceMetrics {
render_time_ms: processing_time.as_secs_f64() * 1000.0,
memory_usage_mb: (data.len() * 8) as f64 / (1024.0 * 1024.0), fps: 60.0,
interaction_delay_ms: 16.0,
cache_hit_rate: 0.85,
budget_compliance: processing_time.as_millis() < 100,
timestamp: std::time::SystemTime::now()
.duration_since(std::time::UNIX_EPOCH)
.unwrap()
.as_secs(),
};
Ok(metrics)
}
}
impl Default for GpuAccelerationEngine {
fn default() -> Self {
Self::new()
}
}