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 /// Selects the largest tier allowed by scene size before frame-time
65 /// adaptation.
66 ///
67 /// The bands bound expensive surface, temporal and upload work without
68 /// touching coordinates. Callers may still force publication quality; this
69 /// policy only constrains adaptive realtime rendering.
70 #[must_use]
71 pub const fn for_atom_count(atom_count: u64) -> Self {
72 if atom_count <= 10_000 {
73 Self::High
74 } else if atom_count <= 100_000 {
75 Self::Standard
76 } else if atom_count <= 500_000 {
77 Self::Reduced
78 } else {
79 Self::Minimal
80 }
81 }
82
83 const fn index(self) -> usize {
84 match self {
85 Self::Minimal => 0,
86 Self::Reduced => 1,
87 Self::Standard => 2,
88 Self::High => 3,
89 }
90 }
91
92 /// The next cheaper tier, or `None` at the floor.
93 #[must_use]
94 pub const fn cheaper(self) -> Option<Self> {
95 match self {
96 Self::Minimal => None,
97 Self::Reduced => Some(Self::Minimal),
98 Self::Standard => Some(Self::Reduced),
99 Self::High => Some(Self::Standard),
100 }
101 }
102
103 /// The next richer tier, or `None` at the ceiling.
104 #[must_use]
105 pub const fn richer(self) -> Option<Self> {
106 match self {
107 Self::Minimal => Some(Self::Reduced),
108 Self::Reduced => Some(Self::Standard),
109 Self::Standard => Some(Self::High),
110 Self::High => None,
111 }
112 }
113
114 /// Surface field grid spacing in Ångström for this tier.
115 ///
116 /// The two richer tiers share the finest spacing: it is the resolution at
117 /// which a surface stops changing visibly, so a richer tier spends its
118 /// budget on samples instead.
119 #[must_use]
120 pub const fn surface_grid_spacing(self) -> f32 {
121 [0.75, 0.5, 0.25, 0.25][self.index()]
122 }
123
124 /// Maximum ribbon samples per trace interval for this tier.
125 ///
126 /// Fewer samples coarsen the spline between residues only; the residue
127 /// positions the ribbon passes through are unchanged.
128 #[must_use]
129 pub const fn ribbon_steps(self) -> u8 {
130 [3, 5, 8, 8][self.index()]
131 }
132
133 /// The scene-synchronization detail budgets this tier selects.
134 #[must_use]
135 pub(crate) const fn detail(self) -> crate::scene_gpu::detail::TierDetail {
136 crate::scene_gpu::detail::TierDetail {
137 surface_spacing: self.surface_grid_spacing(),
138 ribbon_steps: self.ribbon_steps(),
139 }
140 }
141
142 /// Temporal accumulation budget for this tier, in samples.
143 #[must_use]
144 pub const fn temporal_samples(self) -> u8 {
145 [4, 8, 16, 64][self.index()]
146 }
147
148 /// Off-screen image sample count for this tier.
149 #[must_use]
150 pub const fn image_samples(self) -> u32 {
151 [4, 16, 32, 64][self.index()]
152 }
153}
154
155/// Caller policy for the adaptive loop.
156#[derive(Clone, Copy, PartialEq, Eq, Debug)]
157pub struct AdaptiveQualityConfig {
158 /// Frame rate the loop steers toward, in frames per second.
159 pub target_fps: u16,
160 /// Whether the loop may move a tier. Publication callers clear this so
161 /// converged output stays reproducible.
162 pub enabled: bool,
163}
164
165impl AdaptiveQualityConfig {
166 /// An adapting loop steering toward `target_fps`.
167 #[must_use]
168 pub const fn interactive(target_fps: u16) -> Self {
169 Self {
170 target_fps,
171 enabled: true,
172 }
173 }
174
175 /// A fixed-tier loop for deterministic publication output.
176 #[must_use]
177 pub const fn publication() -> Self {
178 Self {
179 target_fps: 1,
180 enabled: false,
181 }
182 }
183
184 /// The frame budget in nanoseconds, clamped to a representable rate.
185 const fn budget_ns(self) -> u64 {
186 let fps = if self.target_fps == 0 {
187 1
188 } else if self.target_fps > 1_000 {
189 1_000
190 } else {
191 self.target_fps
192 };
193 1_000_000_000 / fps as u64
194 }
195}
196
197impl Default for AdaptiveQualityConfig {
198 fn default() -> Self {
199 Self::interactive(60)
200 }
201}
202
203/// Exponentially smoothed frame time with hysteresis over [`QualityTier`].
204#[derive(Clone, Copy, Debug)]
205pub struct AdaptiveQuality {
206 requested: bool,
207 publication: bool,
208 target_fps: u16,
209 target_ns: u64,
210 ema_ns: u64,
211 tier: QualityTier,
212 size_cap: QualityTier,
213 overrun_frames: u32,
214 headroom_frames: u32,
215}
216
217impl AdaptiveQuality {
218 /// Builds a controller at the tier one render mode starts from.
219 ///
220 /// `publication` is the engine's own determinism switch: the cinematic path
221 /// and off-screen publication never adapt regardless of policy, and they
222 /// start at [`QualityTier::Standard`] — the tier it holds for every frame.
223 /// An interactive path starts at [`QualityTier::Reduced`], the tier whose
224 /// sampling matches the realtime presets the engine shipped before the
225 /// loop existed, and the loop raises it once there is measured headroom.
226 #[must_use]
227 pub const fn new(config: AdaptiveQualityConfig, publication: bool) -> Self {
228 Self {
229 requested: config.enabled,
230 publication,
231 target_fps: config.target_fps,
232 target_ns: config.budget_ns(),
233 ema_ns: 0,
234 tier: if publication {
235 QualityTier::Standard
236 } else {
237 QualityTier::Reduced
238 },
239 size_cap: QualityTier::High,
240 overrun_frames: 0,
241 headroom_frames: 0,
242 }
243 }
244
245 /// The frame rate the loop steers toward.
246 #[must_use]
247 pub const fn target_fps(&self) -> u16 {
248 self.target_fps
249 }
250
251 /// Whether the loop is allowed to move a tier.
252 #[must_use]
253 pub const fn enabled(&self) -> bool {
254 self.requested && !self.publication
255 }
256
257 /// The tier every frame of this instant presents at.
258 #[must_use]
259 pub const fn tier(&self) -> QualityTier {
260 self.tier
261 }
262
263 /// The smoothed frame time in nanoseconds; zero before the first frame.
264 #[must_use]
265 pub const fn smoothed_ns(&self) -> u64 {
266 self.ema_ns
267 }
268
269 /// Applies the size-based realtime ceiling for the next frame.
270 ///
271 /// This is a cheap scene-level operation. Changing to a smaller band
272 /// immediately drops the tier and clears its timing window; growing a
273 /// scene's budget never causes a sudden expensive jump.
274 pub fn set_atom_count(&mut self, atom_count: u64) {
275 if self.publication {
276 return;
277 }
278 let cap = QualityTier::for_atom_count(atom_count);
279 if cap == self.size_cap {
280 return;
281 }
282 self.size_cap = cap;
283 if self.tier > cap {
284 self.tier = cap;
285 self.reset_window();
286 }
287 }
288
289 /// Marks the engine as running the deterministic publication path.
290 ///
291 /// Entering publication holds the tier constant from that frame on.
292 pub fn set_publication(&mut self, publication: bool) {
293 if self.publication != publication {
294 self.publication = publication;
295 self.tier = if publication {
296 QualityTier::Standard
297 } else {
298 QualityTier::Reduced
299 };
300 self.size_cap = QualityTier::High;
301 self.reset_window();
302 }
303 }
304
305 /// Feeds one frame's wall-clock duration and returns the tier the next
306 /// frame presents at.
307 ///
308 /// The caller chooses the sample source per target: the native `render`
309 /// call duration (CPU encoding/submission) or the browser
310 /// submission-to-fence-completion elapsed time. Both are host-clock
311 /// durations, neither is GPU execution time, and each frame feeds exactly
312 /// one sample from exactly one source.
313 pub fn observe(&mut self, frame_ns: u64) -> QualityTier {
314 if !self.enabled() {
315 return self.tier;
316 }
317 self.ema_ns = if self.ema_ns == 0 {
318 frame_ns
319 } else {
320 self.ema_ns
321 .saturating_mul(EMA_KEEP)
322 .saturating_add(frame_ns)
323 / EMA_TOTAL
324 };
325 let budget = self.target_ns;
326 if self.ema_ns.saturating_mul(OVERRUN_DENOMINATOR)
327 > budget.saturating_mul(OVERRUN_NUMERATOR)
328 {
329 self.overrun_frames = self.overrun_frames.saturating_add(1);
330 self.headroom_frames = 0;
331 } else if self.ema_ns.saturating_mul(HEADROOM_DENOMINATOR)
332 < budget.saturating_mul(HEADROOM_NUMERATOR)
333 {
334 self.headroom_frames = self.headroom_frames.saturating_add(1);
335 self.overrun_frames = 0;
336 } else {
337 self.overrun_frames = 0;
338 self.headroom_frames = 0;
339 }
340 if self.overrun_frames >= DOWN_FRAMES {
341 self.step(self.tier.cheaper());
342 } else if self.headroom_frames >= UP_FRAMES {
343 let next = match self.tier.richer() {
344 Some(tier) if tier <= self.size_cap => Some(tier),
345 _ => None,
346 };
347 self.step(next);
348 }
349 self.tier
350 }
351
352 const fn step(&mut self, next: Option<QualityTier>) {
353 match next {
354 Some(tier) => self.tier = tier,
355 None => self.overrun_frames = 0,
356 }
357 self.reset_window();
358 }
359
360 const fn reset_window(&mut self) {
361 self.ema_ns = 0;
362 self.overrun_frames = 0;
363 self.headroom_frames = 0;
364 }
365}
366
367impl Default for AdaptiveQuality {
368 fn default() -> Self {
369 Self::new(AdaptiveQualityConfig::default(), false)
370 }
371}
372
373#[cfg(test)]
374#[path = "adaptive_tests.rs"]
375mod tests;