Commit Graph

3 Commits

Author SHA1 Message Date
Richard Fairhurst 5acee418ba PMTiles support (#620) 2023-12-22 10:45:05 +00:00
Colin Dellow 52b62dfbd5 some memory and concurrency improvements (#612)
* extract ClipCache to own file

Some housekeeping: extract clip_cache.cpp

* templatize ClipCache, apply to MultiLineStrings

This provides a very small benefit. I think the reason is two-fold:
there aren't many multilinestrings (relative to multipolygons), and
clipping them is less expensive.

Still, it did seem to provide a small boost, so leaving it in.

* housekeeping: move test, minunit

* --log-tile-timings: verbose timing logs

This isn't super useful to end users, but is useful for developers.

If it's not OK to leave it in, let me know & I'll revert it.

You can then process the log:

```bash
$ for x in {0..14}; do echo -n "z$x "; cat log-write-node-attributes.txt  | grep ' took ' | sort -nk3  | grep z$x/ | awk 'BEGIN { min = 999999; max = 0;  }; { n += 1; t += $3; if ($3 > max) { max = $3; max_id = $1; } } END { print n, t, t/n, max " (" max_id ")" }'; done

z0 1 7.04769 7.04769 7.047685 (z0/0/0)
z1 1 9.76067 9.76067 9.760671 (z1/0/0)
z2 1 9.98514 9.98514 9.985141 (z2/1/1)
z3 1 9.98514 9.98514 9.985141 (z3/2/2)
z4 2 14.4699 7.23493 8.610035 (z4/5/5)
z5 2 20.828 10.414 13.956526 (z5/10/11)
z6 5 6464.05 1292.81 3206.252711 (z6/20/23)
z7 13 11306.4 869.727 3275.475707 (z7/40/46)
z8 35 15787.1 451.061 2857.506681 (z8/81/92)
z9 86 20723.8 240.974 1605.788985 (z9/162/186)
z10 277 25456.8 91.9018 778.311785 (z10/331/369)
z11 960 28851.3 30.0534 627.351078 (z11/657/735)
z12 3477 24031.6 6.91158 451.122972 (z12/1315/1471)
z13 13005 13763.7 1.05834 156.074701 (z13/2631/2943)
z14 50512 24214.7 0.479385 106.358450 (z14/5297/5916)
```

This shows each zoom's # of tiles, total time, average time, worst case
time (and the tile that caused it).

In general, lower zooms are slower than higher zooms. This seems
intuitively reasonable, as the lower zoom often contains all of
the objects in the higher zoom.

I would have guessed that a lower zoom would cost 4x the next higher
zoom on a per-tile basis. That's sort of the case for `z12->z13`,
`z11->z12`, `z10->z11`, and `z9->z10`. But not so for other zooms,
where it's more like a 2x cost.

Looking at `z5->z6`, we see a big jump from 10ms/tile to 1,292ms/tile.
This is probably because `water` has a minzoom of 6.

This all makes me think that the next big gain will be from re-using
simplifications.

This is sort of the mirror image of the clip cache:

- the clip cache avoids redundant clipping, and needs to be computed
  from lower zooms to higher zooms

- a simplification cache could make simplifying cheaper, but needs to
  be computed from higher zooms to lower zooms

The simplification cache also has two other wrinkles:

1. Is it even valid? e.g. is `simplify(object, 4)` the same as
   `simplify(simplify(object, 2), 2)` ? Maybe it doesn't have to be the
   same, because users are already accepting that we're losing accuracy
   when we simplify.

2. Rendering an object at `z - 1`, needds to (potentially) stitch together
   that object from 4 tiles at `z`. If those have each been simplified,
   we may introduce odd seams where the terminal points don't line up.

* more, smaller caches; run destructors outside lock

* use explicit types

* don't populate unnecessary vectors

* reserve vectors appropriately

* don't eagerly call way:IsClosed()

This saves a very little bit of time, but more importantly, tees up
lazily evaluating the nodes in a way.

* remove locks from geometry stores

Rather than locking on each store call, threads lease a range of the
ID space for points/lines/multilines/polygons. When the thread ends,
it return the lease.

This has some implications:

- the IDs are no longer guaranteed to be contiguous

- shapefiles are a bit weird, as they're loaded on the main
  thread -- so their lease won't be returned until program
  end. This is fine, just pointing it out.

This didn't actually seem to affect runtime that much on my 16 core
machine, but I think it'd help on machines with more cores.

* increase attributestore shards

When scaling to 32+ cores, this shows up as an issue. Try a really
blunt hammer fix.

* read_pbf: less lock contention on status

`std::cout` has some internal locks -- instead, let's synchronize
explicitly outside of it so we control the contention.

If a worker fails to get the lock, just skip that worker's update.

* tile_worker: do syscall 1x/thread, not 1x/tile

* tilemaker: avoid lock contention on status update

If a worker can't get the lock, just skip their update.

* Revert "don't eagerly call way:IsClosed()"

This reverts commit 3e7b9b62d1.

This commit came about from some experiments that I had done
pre-SortedNodeStore.

In that world, lazily evaluating the nodes of a way provided a
meaningful savings if the way was ultimately discarded by the Lua
code.

Post-SortedNodeStore, it doesn't seem to matter as much. Which is great,
as it means the store is much faster, but also means this commit is
just noise.

You can see the POC code in https://github.com/cldellow/tilemaker/tree/lazy-way-nodes

* update ifdef guard, add comments

* lazy way geometries

Tilemaker previously stored the 2D geometries it produced from ways.

This commit makes Tilemaker use the OSM way store to generate linestrings
and polygons that originated with an OSM way. You can get the old
behaviour with `--materialize-geometries`, which is a sensible choice if
you are not memory constrained.

For GB:

before (available via `--materialize-geometries`): 2m11s, 9600MB
this commit:  2m20s, 6400MB

So ~8% slower, but 33% less memory.

I think it's probably reasonable for this to be the default, which has
nice symmetry with compressed nodes and compressed ways being the
default.

Building NA with --store still seems OK - 36min. I was concerned that
the increased node store lookups could be vulnerable to thrashing.
I do see some stuttering during tile writing, but I think the decreased
read iops from a smaller geometry store balance out the increased
read iops from looking up nodes. A future investigation might be to
have SortedWayStore store latplons rather than node IDs -- a bit
more memory, but should be less CPU and less vulnerable to thrashing.

* improve tile coordinate generation

Before writing, we compute the set of tiles to be written.

There were two opportunities for improvement here:

- determining which tiles were covered by our objects: we previously
  used a `std::set`, which has poor memory and runtime behaviour.
  Instead, use a fixed size `std::vector<bool>` -- this takes 64MB
  at z14, but gives much faster insert/query times

- determining if tiles were covered by clipping box: we used
  boost's intersect algorithm before, which required constructing
  a TileBbox and was a bit slow. In the case where the tile is
  contained in a z6 tile that is wholly covered by the clipping
  box, we can short-circuit

This has the most impact when the set of objects or tiles is very
large--e.g. Antarctica, North America or bigger.

* SortedNodeStore: only do arena allocations

On a 48-core server, I noticed lock contention on the mmap allocator.

So let's just always use pools of memory, and pick a bigger pool size.

This means we'll sometimes allocate memory that we don't use.

In the extreme case of Monaco, we only need like 200KB, but we'll
allocate several megs.

As you scale to larger PBFs, the waste trends to 0%, so this should
be fine in practice.

* remove TODO

* fix Windows build

D'oh, clock_gettime is Linux-ish. `std::chrono` may have a
cross-platform option, but it's not clear.

For now, just omit this functionality on Windows. If we want to expose
it, we can explore something in std::chrono or make a wrapper that
calls QueryPerformanceCounter on Windows.

* sigh

* fix bounds check
2023-12-15 17:04:46 +00:00
Colin Dellow 8300b0cdd9 Alternate node store (#590)
* refactor NodeStore

I'd like to add an alternative NodeStore that can be used when the
`Type_then_ID` property is present in the PBF.

First, a small (?) refactor:

- make `NodeStore` an interface, with two concrete implementations
- extract the NodeStore related things to their own files
- this will cause some churn, as they'll depend on things that also
  need to get extracted to their own files. Short term pain, hopefully
  long term gain in faster compile times.

Changing the invocations of the functions to be virtual may have impact
on performance. Will need to revisit that before committing to virtual
methods.

* change how work is assigned for ReadPhase::Nodes

Currently, when a worker needs work, it gets the next unprocessed block.
This means blocks are read sequentially at a global level, but from
the perspective of each worker, there are gaps in the blocks they see.

For nodes, we'd prefer to give each worker thread contiguous blocks
from the underlying PBF. This will enable a more efficient storage
for PBFs with the `Sort.Type_then_ID` flag.

* add SortedNodeStore

SortedNodeStore is uesful for PBFs with the `Sort.Type_then_ID`
property, e.g. the planet and Geofabrik exports.

It stores nodes in a hierarchy:

- Level 1 is groups: there are 256K groups
- Level 2 is chunks: each group has 256 chunks
- Level 3 is nodes: each chunk has 256 nodes

This allows us to store 2^34 nodes, with a fixed overhead of
only 2M -- the space required for the level 1 pointers.

Groups and chunks store their data sparsely. If a group has 7 chunks,
it only uses storage for 7 chunks.

On Great Britain's 184M node PBF, it needs ~9.13 bytes per node.

Looking up a node can be done in fixed time:

First, get some offsets:
- Group: `nodeID / 65536`
- Chunk: `(nodeID / 65536) / 256`
- Position within chunk: `nodeID % 256`

For example, Cape Chignecto Provincial Park has ID 4855703, giving:
- Group 74
- Chunk 23
- Offset 151

Group 74's chunks may be sparse. To map chunk 23 to its physical
location, each group has a 256-bit bitmask indicating which
chunks are present.

Use its physical location to get its `chunkOffset`. That allows you
to get to the `ChunkInfo` struct.

From there, do the same thing to get the node data.

This design should also let us do some interesting things down the road,
like efficiently compressing each chunk using something like delta
encoding, zigzag encoding and bit packing. Then, to avoid paying a
decompression cost, we'd likely give each worker a cache of uncompressed
chunks.

* cmake build

* tidy up

* tweak

* tweak

* derp

* mac/windows build

* fix build?

I don't understand why these can't be passed as a copy in the Windows
and Mac builds. Whatever, try passing a reference.

* fix --store

I think nested containers may not be wired up quite correctly.
Instead, manage the char* buffers directly, rather than as
`std::vector<char>`

I'll fixup the other aspects (attributing libpopcnt, picking
Sorted vs BinarySearch on the fly) later

* attribution for libpopcnt

* simplify read_pbf

All read phases use the same striding-over-batches-of-blocks approach.

This required changing how progress is reported, as block IDs are no
longer globally montonically increasing.

Rather than thread the state into ReadBlock, I just adopted 2 atomic
counters for the whole class -- the progress reporter already assumes
that it's the only thing dumping to stdout, so the purity of avoiding
class-global doesn't buy us anything.

* clear allocatedMemory

* use scale factor 16, not 8

D'oh, if you get a full group where each chunk is full, you need to be
able to express a value _ever so slightly_ larger than 65,536.

North America and Europe have examples of this.

Use a scale factor of 16, not 8. This'll mean some chunks have up to 15
wasted bytes, but it's not a huge deal. (And I have some thoughts on how
to claw it back.)

* comment out debug stats

* windows build

* derp

* use SortedNodeStore if PBFs have Sort.Type_then_ID

* add --compress-nodes

If the user passes `--compress-nodes`, we use [streamvbyte](https://github.com/lemire/streamvbyte)
to compress chunks of nodes in memory.

The impact on read time is not much:
- GB with `--compress-nodes`: 1m42s
- without: 1m35s

But the impact on memory is worthwhile, even across very different
extracts:

North America - 5.52 bytes/node vs 8.48 bytes/node
169482 groups, 18364343 chunks, 1757589784 nodes, needed 9706167278 bytes
169482 groups, 18364343 chunks, 1757589784 nodes, needed 14916095182 bytes

Great Britain - 5.97 bytes/node vs 9.25 bytes/node
163074 groups, 4871807 chunks, 184655287 nodes, needed 1104024510 bytes
163074 groups, 4871807 chunks, 184655287 nodes, needed 1708093150 bytes

Nova Scota - 5.81 bytes/node vs 8.7 bytes/node
26777 groups, 157927 chunks, 12104733 nodes, needed 70337950 bytes
26777 groups, 157927 chunks, 12104733 nodes, needed 105367598 bytes

Monaco - 10.43 bytes/node vs 13.52 bytes/node
1196 groups, 2449 chunks, 30477 nodes, needed 318114 bytes
1196 groups, 2449 chunks, 30477 nodes, needed 412258 bytes

* build

* build

* remove __restrict__ to satisfy windows build

* remove debug print, small memory optimization

* use an arena for small groups

* omit needless words

* better short-circuiting for Type-then-ID PBFs

Track metadata about which blocks have nodes, ways and relations.
By default, we assume any block may contain nodes, ways or relations.

If the PBF supports Type-then-ID PBFs, do a binary search to find the first
blocks with ways and relations.

This means ReadPhase::Nodes can stop without scanning ways/relations.
In addition to avoiding needless work, it makes it easier to assign
each worker a balanced amount of work -- now each worker has only
blocks with nodes, which are about the same effort computationally.

It also makes ReadPhase::ScanRelations faster, as it scans exactly the
blocks with relations, skipping the blocks with ways.

Similarly, ReadPhase::Ways is a bit faster, as it doesn't have to read
the blocks with relations.

For North America, this reduces the time to complete the Nodes and
RelationsScan phase from 2m30s to 1m20s.

For GB, it reduces the time from 22s to 9s.

* ReadPhase::Relations - more parallelism

When processing relations for small extracts, there are often fewer
blocks than cores.

Instead, divide the work more granularly, assigning each of the N
threads 1/Nth of the block to process.

This saves 4-5 seconds (which is cumulatively ~20% of runtime) for
the Canadian province of Nova Scotia.

* extract WayStore, BinarySearchWayStore

* stub in SortedWayStore

...it just throws a lot of exceptions at the moment.

* put SortedNodeStore in a namespace

Also replace some `#define`s with `const`s.

I'm likely going to reuse some names in SortedWayStore, so namespacing
to avoid conflicts.

* don't use SortedWayStore if LocationsOnWays present

* stub in insertLatpLons/insertNodes

* change at() to return a non mmap vector

SortedWayStore won't create mmaped vectors, so we need to return the
lowest common denominator.

This pessimizes performance of BinarySearchWayStore, since it'll have
to allocate vectors on demand.

Longer term: it might be better to return an iterator that hides the heavy
lifting.

* begin drawing the rest of the owl

* flesh out types

* add unit test framework

* naive encoding of ways

Checkpointing since I have something that works.

Future optimizations:

- when all high ints are the same, don't encode them
- compression

* more efficient if high ints are all the same

* extract mmap_allocator.cpp

This is needed to unit test the way store without dragging
in osm_store.

* progress on publishGroup

checkpointing, going to extract a populateMask(...) function

* add populateMask function

* finish publishGroup

* SortedWayStore: implement at

* pass node store into SortedWayStore

* fix alignment

* better logs

* way stores should throw std::out_of_range

This is part of the contract, client code will catch it and reject
relations that have missing ways.

* sortednodestore: throw std::out_of_range

* support way compression

* remove dead code, robust against empty ways

* implement clear()

* maybe fix windows build?

very unclear why this is needed, but we seem to be getting C2131 on this
line.

* don't use variable-length arrays on stack

Workaround for MSVC

* avoid more variable-length arrays

* make the other vectors as thread-local

* --no-compress-ways, --no-compress-nodes
2023-12-09 13:47:07 +00:00