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POC: use Rust for css color parsing #2647
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I ran the Bloaty size test manually on Linux. It is reporting a +364% binary size increase. Diff here: https://gist.github.com/louwers/809e971d9ae3459bcff450487c29249c |
Something to consider is platform support by
https://doc.rust-lang.org/nightly/rustc/platform-support.html#tier-2-without-host-tools There is no automated testing for Rust or the Rust standard library for iOS right now. |
This is correct, but the Tier 2 label is a bit scarier than it sounds. For example, macOS on Apple Silicon is also somewhat infamously Tier 2 still 😉 It's worth noting that major projects are also using Rust in production on iOS and Android, including Firefox which uses Rust to share code across platforms. |
Can you try building with |
@louwers |
Looking at
I looked at the size increase text dump - looks really weird. It shows a significant increase in all sorts of .cpp files, and I am really not sure why that might be the case. The key changes are in these I think:
Most of these are 1-time cost, i.e. some core mem alloc, utf8, and panic handling, and a 4% increase might be a good trade in exchange for other benefits. But clearly we should pay attention to that. |
repository = "https://github.com/maplibre/maplibre-native" | ||
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[lib] | ||
crate-type = ["staticlib"] |
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I think that for Android (and probably Linux?), you only need a cdylib
. staticlib
is however required for iOS (at the moment).
This is actually somewhat relevant to @louwers' comment about Bloatly too, depending on how Bloatly looks at things, and how smart linking is with JNI on Android. Apologies in advance for any ignorance about its methodology in advance, but the final size of the libraries does not necessarily go straight to release binary size of an application.
Some numbers... Doing a release build of the xcframework for iOS isn't a fair comparison, since that's compressed and includes all architectures (the final app on the user's phone is uncompressed AFAIK and is "thinned" to remove slices per architecture and dependencies on libs that are already in the base system). If you look inside the XCFramework for Ferrostar, you'll find the ios-arm64
folder is 22.1MB. The total reported binary size for a non-trivial app running on my iPhone, which includes MapLibre Native, is only 15.MB. It's one of the smallest apps on my phone (a Debug build is, for reference, only slightly larger at ~19MB) 😂
Android appears to be slightly heavier (screenshot at the end of the post), but slicing the bundle per arch should make things quite manageable. Also notable that his is a debug build; couldn't find an easy way to get Android to generate a release build without a dance for signing.
The point being, it's not adding much to a release binary, even if the library sizes may look a bit scary at first. For contrast, here are the sizes of the most popular apps on my phone: Signal (134MB), LinkedIn (367MB), Gmail (502MB), Slack (392MB), Uber (412MB), CapitalOne (480MB), WhatsApp (197MB), AirBnB (220MB)...
I am not 100% sure that the build settings, Bazel integration, etc. are optimal for this PR yet, but I am confident based on experience with Ferrostar that we should be able to manage the impact to binary size. Rust does make some tradeoffs (all Rust deps must be statically linked), but I expect we will be able to manage the impact to release builds.
TL;DR - 1) let's try building a cdylib
for specific platforms, and 2) let's fact check Bloatly against what it does to an actual release binary for a demo app on several target architectures.
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I think the Rust library is linked with the rest of maplibre to produce a final shared library. So the target of the Rust library should be staticlib for both platforms I believe.
On Small addendum: |
Thx @ianthetechie! Why would we want to build a |
Sorry I may have missed some of which platforms we're targeting / how it's built @nyurik ;) To distribute Rust code for Android via the NDK + Java bridges (JNI/JNA), you usually build a I regrettably don't have more details on why that's the case / what technical limitations there are, but that's what all the tooling bridging cargo and the NDK requires of crates. Maybe it doesn't apply to us since we're essentially linking up a library that will look like just a regular lib with headers and a C ABI already; I guess Bazel is driving a lot of this linking and by the time it gets to our NDK step, it's all indistinguishable anyways. |
Ah, gotcha - yes, the resulting build target that wraps all Rust + C++ functionality could be dynamic - but that's up to the cmake/bazel/... to create and use in JNI. It would not affect how I build the low-level core components that get linked in. Otherwise you end up with JNI -> C++ cdylib -> Rust cdylib. As a separate project, I will try to wrap the whole ml-native as a rust lib. That target will need to support both rustlib and cdylib output. |
@louwers To put the T2 target concern to rest, I pinged a few ppl on Mastodon to get an answer closer to the source, and Esteban Küber, a member of the compiler team responded: https://hachyderm.io/@ekuber/112841995275142925. TL;DR we can rely on stable channel Rust releases; just not nightly (which nobody is proposing here haha). It's more a reflection of CI resources than anything (and as such, perhaps unsurprisingly, eventually x86 macOS will eventually move to T2). |
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This PR has been rebased on the new docker implementation - so now it can be tried very easily without installing anything locally, while still not having to re-download anything on each |
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Looks very good! For the binary size I think we need to do some more experiments. I believe it is important to see how much constant "Rust runtime" overhead is added. E.g. if Rust uses a different allocator than maplibre-native then this would add significant "bloat". Does maplibre-native use malloc
?
I'm personally not that interested in how much the standard library adds. If we see that a new Rust-feature adds to much overhead we can always fall back to the C++/C std-library by using unsafe Rust.
bazel/BUILD.bazel
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Unused files
.github/workflows/android-ci.yml
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@@ -70,6 +70,9 @@ jobs: | |||
distribution: "temurin" | |||
java-version: "17" | |||
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- name: Add aarch64-linux-android for Rust toolchian | |||
run: rustup target add --toolchain stable-x86_64-unknown-linux-gnu aarch64-linux-android armv7-linux-androideabi i686-linux-android |
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The dependency to rustup is not hight right now, so this is fine. However, we should make sure not to depend too much on rustup. This is a mistake that I made in maplibre-rs. The mistake later shows up e.g. when integrating into other build systems.
Ideally, the only required dependency is rustc
. Realstically there is no way around cargo
. However, a strict requirement for rustup
can be easily avoided.
Using rustup in the CI is totalyl fine! (always!) We should just avoid depending on rustup in e.g. cmake scripts.
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thx, wasn't aware that rustup is a problem in cmake/bazel, so will make sure to avoid it there
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Not neccassarily a problem, but rustup is just one way of installing Rust.
Note that the rust-toolchain.toml is for example a feature of rustup. It might just cause frictioin to depend on rustup early on :)
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heh I love that you mention rust-toolchain.toml
@maxammann ;) I think that this is one of the most underrated features for cross-platform development Ind I do use it in my projects. That said, your concern is completely correct in the case of MapLibre and other projects which use Bazel for build orchestration.
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While this is meant to be a POC, let me express my opinion, that I am very hesitant to depend on Rust with Qt. |
Why is that? Are QT projects somehow picky about how dependencies are built? |
There are a few users building for embedded devices where adding additional complexity may cause issues. |
I re-ran Bloaty manually Linux, looks a lot leaner now! https://gist.github.com/louwers/bb80f15df034061bb5ddc6022070aba0 This is a proof-of-concept to try to see how hard it is to integrate Rust into our build, because if we want to do that, that would be the first hurdle to overcome. Whether we actually want to integrate Rust into our build, and thus allow certain parts of MapLibre Native be written in Rust, is something that warrants a discussion. I have my own thoughts about this, but in general any change that adds significant complexity needs to be well-justified in terms of what our users are interested in. Adding a hard dependency on Rust will be a hard sell, especially to our users that care about binary size. If you want this effort to succeed, I would recommend an approach where existing modules can have opt-in Rust implementations. Then, when you have a foot in the door, you are in a good position to write new modules that add 'killer functionality' in just Rust (e.g. a MapLibre Tiles decoder). That way you would generate buy-in, trust and excitement in our community. |
I wonder why the stdlib comes with +1.32Mi. That seems a bit too much 🤔 |
Why that? I though we care mostly about how much more space the binaries would take when e.g. shipped in an APK. Is the binary we are looking at not stripped? |
Haha you were too quick. I guess both matter. Somehow I think I heard @mwilsnd talk more about VM size, maybe he can clarify. |
This is a totally incomplete proof of concept how a Rust css parser can be used from C++.
This PR uses changes from #2643
rustutils
crate is the entry point for all rust utilitiesvendor/csscolorparser
-- to ensure we don't accidentally rely on itHelp needed