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https://github.com/MobileGL-Dev/MobileGL
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[Perf] (DirectVulkan): reuse descriptor set across draws with identical bindings
BindProgramUniformBuffers rebuilt a fresh descriptor set and called vkUpdateDescriptorSets on every draw, even when consecutive draws bound the exact same textures/samplers/buffers (common in MC: many draws share a program + atlas). Now, after resolving the bindings (still needed for the UBO dynamic offset), compute a cheap word-wise signature of the resolved descriptor content + layout; when it matches the previous draw, reuse that descriptor set and skip AcquireDescriptorSet + vkUpdateDescriptorSets - only the bind-time dynamic offsets differ. Correct by construction: bindings are re-resolved every draw so the signature always reflects current state and reuse only happens on an exact match; the reused set is never re-acquired within a frame (the acquire cursor only advances); the descriptor set layout is in the signature so reuse never crosses programs; the cache resets each frame in BeginFrame when the frame's sets are recycled; sampler overrides (blits) bypass and invalidate it. The signature hashes 64-bit words (the Vk*Info payloads are 8-byte-multiple sized and value-initialized) so its own per-draw cost stays small. Device-verified on Adreno 830 (MC 26.3-snapshot3, optimized -O2 Magma): rendering correct, no validation errors. Render-thread wall-clock profile: BindProgramUniformBuffers 22.85% -> 19.82% (vkUpdateDescriptorSets ~5% dropped below noise; word-wise signature adds ~0.6% self), SetupDraw 62% -> 60%.
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@@ -193,6 +193,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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for (auto& cacheEntryPair : frame.descriptorSetCacheByLayout) {
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cacheEntryPair.second.cursor = 0;
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}
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// The frame's descriptor sets are recycled above, so last frame's reuse target
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// is gone: start the per-draw descriptor-reuse cache fresh this frame.
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m_hasLastDescriptor = false;
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}
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Bool UniformManager::ResolveSamplerDescriptor(VkCommandBuffer commandBuffer,
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@@ -806,13 +809,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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frame.activeDescriptorPoolIndex = 0;
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}
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// The descriptor set is chosen AFTER the writes are built (below), so a draw
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// whose resolved descriptor content matches the previous draw can reuse that
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// set and skip both AcquireDescriptorSet and vkUpdateDescriptorSets.
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VkDescriptorSet descriptorSet = VK_NULL_HANDLE;
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VkResult allocResult = AcquireDescriptorSet(frameIndex, programObj, descriptorSet);
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if (allocResult != VK_SUCCESS || descriptorSet == VK_NULL_HANDLE) {
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MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: descriptor set acquire returned %d",
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allocResult);
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return false;
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}
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MOBILEGL_ASSERT(m_textureManager != nullptr, "BindProgramUniformBuffers: texture manager is null");
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MOBILEGL_ASSERT(m_samplerManager != nullptr, "BindProgramUniformBuffers: sampler manager is null");
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@@ -944,8 +944,62 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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}
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if (!writes.empty()) {
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vkUpdateDescriptorSets(m_device, static_cast<Uint32>(writes.size()), writes.data(), 0, nullptr);
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// Reuse the previous draw's descriptor set when the resolved content is
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// byte-identical (only the bind-time dynamic offsets differ). The signature
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// covers the descriptor-set layout + every write's binding/type/count + the
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// pointed-to buffer/image/texel-buffer infos (all value-initialized, so no
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// padding noise). Correctness: bindings are re-resolved every draw, so the
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// signature always reflects the current state and reuse happens only on an
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// exact match; the reused set is never re-acquired within a frame (the acquire
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// cursor only advances), so its written contents survive; the layout is part of
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// the signature so reuse never crosses programs. Sampler overrides (blits)
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// bypass and invalidate the cache.
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const Bool cacheable = (samplerBindingOverride == nullptr);
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Uint64 signature = 0xcbf29ce484222325ULL;
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{
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const auto mix64 = [&signature](Uint64 word) {
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signature = (signature ^ word) * 0x100000001b3ULL;
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};
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// The hashed descriptor payloads (VkDescriptorBufferInfo=24B,
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// VkDescriptorImageInfo=24B, VkBufferView=8B) are all 8-byte-multiple sized
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// and value-initialized (padding is zero), so hashing 64-bit words at a time
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// is exact and ~8x cheaper than byte-wise - the signature is recomputed every
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// draw, so its own cost has to stay small.
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const auto mixWords = [&mix64](const void* data, SizeT byteSize) {
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const auto* words = static_cast<const Uint64*>(data);
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for (SizeT i = 0; i < byteSize / sizeof(Uint64); ++i) {
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mix64(words[i]);
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}
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};
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mixWords(&programObj.descriptorSetLayout, sizeof(programObj.descriptorSetLayout));
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for (const auto& write : writes) {
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mix64((static_cast<Uint64>(write.dstBinding) << 40) ^
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(static_cast<Uint64>(write.descriptorType) << 8) ^
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static_cast<Uint64>(write.descriptorCount));
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}
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mixWords(bufferInfos.data(), bufferInfos.size() * sizeof(VkDescriptorBufferInfo));
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mixWords(imageInfos.data(), imageInfos.size() * sizeof(VkDescriptorImageInfo));
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mixWords(texelBufferViews.data(), texelBufferViews.size() * sizeof(VkBufferView));
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}
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if (cacheable && m_hasLastDescriptor && signature == m_lastDescriptorSignature) {
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descriptorSet = m_lastBoundDescriptorSet;
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} else {
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VkResult allocResult = AcquireDescriptorSet(frameIndex, programObj, descriptorSet);
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if (allocResult != VK_SUCCESS || descriptorSet == VK_NULL_HANDLE) {
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MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: descriptor set acquire returned %d",
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allocResult);
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return false;
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}
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for (auto& write : writes) {
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write.dstSet = descriptorSet;
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}
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if (!writes.empty()) {
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vkUpdateDescriptorSets(m_device, static_cast<Uint32>(writes.size()), writes.data(), 0, nullptr);
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}
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m_lastBoundDescriptorSet = descriptorSet;
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m_lastDescriptorSignature = signature;
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m_hasLastDescriptor = cacheable;
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}
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vkCmdBindDescriptorSets(commandBuffer, bindPoint, programObj.pipelineLayout, 0, 1,
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@@ -121,6 +121,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Vector<VkDescriptorImageInfo> m_imageInfosScratch;
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Vector<VkBufferView> m_texelBufferViewsScratch;
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Vector<Uint32> m_dynamicOffsetsScratch;
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// Descriptor-set reuse across consecutive draws (see BindProgramUniformBuffers).
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// When a draw's resolved descriptor content is byte-identical to the previous
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// draw's, reuse the same VkDescriptorSet and skip AcquireDescriptorSet +
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// vkUpdateDescriptorSets - only the bind-time dynamic offsets differ. Reset each
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// frame in BeginFrame because the frame's descriptor sets are recycled there.
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VkDescriptorSet m_lastBoundDescriptorSet = VK_NULL_HANDLE;
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Uint64 m_lastDescriptorSignature = 0;
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Bool m_hasLastDescriptor = false;
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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