molgfx_render/engine/adaptive.rs
1//! Closed-loop adaptive quality: sustained frame time in, quality tier out.
2//!
3//! The loop is deliberately slow and hysteretic. A tier is a presentation
4//! contract, not a per-frame guess: a texture pool rebuild, a surface grid
5//! rebuild and a temporal history reset all follow a change, so reacting to
6//! one noisy frame would cost more than it saves. A tier therefore moves only
7//! after a sustained run of frames past the band edge, and any move resets the
8//! measurement window so the new tier is judged on its own evidence.
9//!
10//! Publication rendering never adapts. Converged output must be reproducible,
11//! so the controller holds a constant tier whenever the caller requests it.
12//!
13//! Native rendering feeds the controller CPU frame duration — the elapsed time
14//! of one `render` call, synchronization, recording and submission included.
15//! Queue submission is asynchronous on native, so host time is the honest
16//! per-frame CPU cost; a fence sample there would double-count the same frame.
17//! Browser rendering instead samples elapsed time from tracked submission to
18//! fence completion, observed on a later frame poll: submission returns
19//! immediately in the browser, so measuring the `render` call would classify
20//! queued GPU work as free. Neither source measures GPU execution time; the
21//! browser sample additionally includes host callback-dispatch latency, and
22//! exact device time requires timestamp queries through the profiling path.
23//! Completion samples never read pixels or wait synchronously.
24
25/// Frame-time smoothing weight: the previous average keeps seven eighths.
26const EMA_KEEP: u64 = 7;
27/// Divisor matching [`EMA_KEEP`].
28const EMA_TOTAL: u64 = EMA_KEEP + 1;
29/// Sustained overrun frames before a tier steps down.
30const DOWN_FRAMES: u32 = 12;
31/// Sustained headroom frames before a tier steps up.
32const UP_FRAMES: u32 = 48;
33/// Overrun band: the average must exceed `5/4` of the target budget.
34const OVERRUN_NUMERATOR: u64 = 5;
35/// Denominator of the overrun band.
36const OVERRUN_DENOMINATOR: u64 = 4;
37/// Headroom band: the average must fall below `3/4` of the target budget.
38const HEADROOM_NUMERATOR: u64 = 3;
39/// Denominator of the headroom band.
40const HEADROOM_DENOMINATOR: u64 = 4;
41
42/// Quality tiers from cheapest to richest.
43///
44/// The order is the control axis: [`AdaptiveQuality`] steps one tier at a
45/// time, so a tier carries no meaning beyond its position in this list.
46#[derive(Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord, Debug)]
47pub enum QualityTier {
48 /// Lowest cost: coarsest surface grids, narrowest sample budgets.
49 Minimal,
50 /// Below the standard tier; still progressive, never below one sample.
51 Reduced,
52 /// The default interactive tier, and the tier every non-adaptive
53 /// presentation holds.
54 #[default]
55 Standard,
56 /// Full sample budgets for converged interactive output.
57 High,
58}
59
60impl QualityTier {
61 /// Every tier, cheapest first.
62 pub const ALL: [Self; 4] = [Self::Minimal, Self::Reduced, Self::Standard, Self::High];
63
64 const fn index(self) -> usize {
65 match self {
66 Self::Minimal => 0,
67 Self::Reduced => 1,
68 Self::Standard => 2,
69 Self::High => 3,
70 }
71 }
72
73 /// The next cheaper tier, or `None` at the floor.
74 #[must_use]
75 pub const fn cheaper(self) -> Option<Self> {
76 match self {
77 Self::Minimal => None,
78 Self::Reduced => Some(Self::Minimal),
79 Self::Standard => Some(Self::Reduced),
80 Self::High => Some(Self::Standard),
81 }
82 }
83
84 /// The next richer tier, or `None` at the ceiling.
85 #[must_use]
86 pub const fn richer(self) -> Option<Self> {
87 match self {
88 Self::Minimal => Some(Self::Reduced),
89 Self::Reduced => Some(Self::Standard),
90 Self::Standard => Some(Self::High),
91 Self::High => None,
92 }
93 }
94
95 /// Surface field grid spacing in Ångström for this tier.
96 #[must_use]
97 pub const fn surface_grid_spacing(self) -> f32 {
98 [0.75, 0.5, 0.375, 0.25][self.index()]
99 }
100
101 /// Temporal accumulation budget for this tier, in samples.
102 #[must_use]
103 pub const fn temporal_samples(self) -> u8 {
104 [4, 8, 16, 64][self.index()]
105 }
106
107 /// Off-screen image sample count for this tier.
108 #[must_use]
109 pub const fn image_samples(self) -> u32 {
110 [4, 16, 32, 64][self.index()]
111 }
112}
113
114/// Caller policy for the adaptive loop.
115#[derive(Clone, Copy, PartialEq, Eq, Debug)]
116pub struct AdaptiveQualityConfig {
117 /// Frame rate the loop steers toward, in frames per second.
118 pub target_fps: u16,
119 /// Whether the loop may move a tier. Publication callers clear this so
120 /// converged output stays reproducible.
121 pub enabled: bool,
122}
123
124impl AdaptiveQualityConfig {
125 /// An adapting loop steering toward `target_fps`.
126 #[must_use]
127 pub const fn interactive(target_fps: u16) -> Self {
128 Self {
129 target_fps,
130 enabled: true,
131 }
132 }
133
134 /// A fixed-tier loop for deterministic publication output.
135 #[must_use]
136 pub const fn publication() -> Self {
137 Self {
138 target_fps: 1,
139 enabled: false,
140 }
141 }
142
143 /// The frame budget in nanoseconds, clamped to a representable rate.
144 const fn budget_ns(self) -> u64 {
145 let fps = if self.target_fps == 0 {
146 1
147 } else if self.target_fps > 1_000 {
148 1_000
149 } else {
150 self.target_fps
151 };
152 1_000_000_000 / fps as u64
153 }
154}
155
156impl Default for AdaptiveQualityConfig {
157 fn default() -> Self {
158 Self::interactive(60)
159 }
160}
161
162/// Exponentially smoothed frame time with hysteresis over [`QualityTier`].
163#[derive(Clone, Copy, Debug)]
164pub struct AdaptiveQuality {
165 requested: bool,
166 publication: bool,
167 target_fps: u16,
168 target_ns: u64,
169 ema_ns: u64,
170 tier: QualityTier,
171 overrun_frames: u32,
172 headroom_frames: u32,
173}
174
175impl AdaptiveQuality {
176 /// Builds a controller at the tier one render mode starts from.
177 ///
178 /// `publication` is the engine's own determinism switch: the cinematic path
179 /// and off-screen publication never adapt regardless of policy, and they
180 /// start at [`QualityTier::Standard`] — the tier it holds for every frame.
181 /// An interactive path starts at [`QualityTier::Reduced`], the tier whose
182 /// sampling matches the realtime presets the engine shipped before the
183 /// loop existed, and the loop raises it once there is measured headroom.
184 #[must_use]
185 pub const fn new(config: AdaptiveQualityConfig, publication: bool) -> Self {
186 Self {
187 requested: config.enabled,
188 publication,
189 target_fps: config.target_fps,
190 target_ns: config.budget_ns(),
191 ema_ns: 0,
192 tier: if publication {
193 QualityTier::Standard
194 } else {
195 QualityTier::Reduced
196 },
197 overrun_frames: 0,
198 headroom_frames: 0,
199 }
200 }
201
202 /// The frame rate the loop steers toward.
203 #[must_use]
204 pub const fn target_fps(&self) -> u16 {
205 self.target_fps
206 }
207
208 /// Whether the loop is allowed to move a tier.
209 #[must_use]
210 pub const fn enabled(&self) -> bool {
211 self.requested && !self.publication
212 }
213
214 /// The tier every frame of this instant presents at.
215 #[must_use]
216 pub const fn tier(&self) -> QualityTier {
217 self.tier
218 }
219
220 /// The smoothed frame time in nanoseconds; zero before the first frame.
221 #[must_use]
222 pub const fn smoothed_ns(&self) -> u64 {
223 self.ema_ns
224 }
225
226 /// Marks the engine as running the deterministic publication path.
227 ///
228 /// Entering publication holds the tier constant from that frame on.
229 pub const fn set_publication(&mut self, publication: bool) {
230 if self.publication != publication {
231 self.publication = publication;
232 self.tier = if publication {
233 QualityTier::Standard
234 } else {
235 QualityTier::Reduced
236 };
237 self.reset_window();
238 }
239 }
240
241 /// Feeds one frame's wall-clock duration and returns the tier the next
242 /// frame presents at.
243 ///
244 /// The caller chooses the sample source per target: the native `render`
245 /// call duration (CPU encoding/submission) or the browser
246 /// submission-to-fence-completion elapsed time. Both are host-clock
247 /// durations, neither is GPU execution time, and each frame feeds exactly
248 /// one sample from exactly one source.
249 pub const fn observe(&mut self, frame_ns: u64) -> QualityTier {
250 if !self.enabled() {
251 return self.tier;
252 }
253 self.ema_ns = if self.ema_ns == 0 {
254 frame_ns
255 } else {
256 self.ema_ns
257 .saturating_mul(EMA_KEEP)
258 .saturating_add(frame_ns)
259 / EMA_TOTAL
260 };
261 let budget = self.target_ns;
262 if self.ema_ns.saturating_mul(OVERRUN_DENOMINATOR)
263 > budget.saturating_mul(OVERRUN_NUMERATOR)
264 {
265 self.overrun_frames = self.overrun_frames.saturating_add(1);
266 self.headroom_frames = 0;
267 } else if self.ema_ns.saturating_mul(HEADROOM_DENOMINATOR)
268 < budget.saturating_mul(HEADROOM_NUMERATOR)
269 {
270 self.headroom_frames = self.headroom_frames.saturating_add(1);
271 self.overrun_frames = 0;
272 } else {
273 self.overrun_frames = 0;
274 self.headroom_frames = 0;
275 }
276 if self.overrun_frames >= DOWN_FRAMES {
277 self.step(self.tier.cheaper());
278 } else if self.headroom_frames >= UP_FRAMES {
279 self.step(self.tier.richer());
280 }
281 self.tier
282 }
283
284 const fn step(&mut self, next: Option<QualityTier>) {
285 match next {
286 Some(tier) => self.tier = tier,
287 None => self.overrun_frames = 0,
288 }
289 self.reset_window();
290 }
291
292 const fn reset_window(&mut self) {
293 self.ema_ns = 0;
294 self.overrun_frames = 0;
295 self.headroom_frames = 0;
296 }
297}
298
299impl Default for AdaptiveQuality {
300 fn default() -> Self {
301 Self::new(AdaptiveQualityConfig::default(), false)
302 }
303}
304
305#[cfg(test)]
306#[path = "adaptive_tests.rs"]
307mod tests;