[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%.
This commit is contained in:
2026-07-12 01:55:31 -04:00
parent b253df881d
commit 009e37ec6f
2 changed files with 71 additions and 8 deletions
@@ -193,6 +193,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (auto& cacheEntryPair : frame.descriptorSetCacheByLayout) {
cacheEntryPair.second.cursor = 0;
}
// The frame's descriptor sets are recycled above, so last frame's reuse target
// is gone: start the per-draw descriptor-reuse cache fresh this frame.
m_hasLastDescriptor = false;
}
Bool UniformManager::ResolveSamplerDescriptor(VkCommandBuffer commandBuffer,
@@ -806,13 +809,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
frame.activeDescriptorPoolIndex = 0;
}
// The descriptor set is chosen AFTER the writes are built (below), so a draw
// whose resolved descriptor content matches the previous draw can reuse that
// set and skip both AcquireDescriptorSet and vkUpdateDescriptorSets.
VkDescriptorSet descriptorSet = VK_NULL_HANDLE;
VkResult allocResult = AcquireDescriptorSet(frameIndex, programObj, descriptorSet);
if (allocResult != VK_SUCCESS || descriptorSet == VK_NULL_HANDLE) {
MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: descriptor set acquire returned %d",
allocResult);
return false;
}
MOBILEGL_ASSERT(m_textureManager != nullptr, "BindProgramUniformBuffers: texture manager is null");
MOBILEGL_ASSERT(m_samplerManager != nullptr, "BindProgramUniformBuffers: sampler manager is null");
@@ -944,8 +944,62 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
}
if (!writes.empty()) {
vkUpdateDescriptorSets(m_device, static_cast<Uint32>(writes.size()), writes.data(), 0, nullptr);
// Reuse the previous draw's descriptor set when the resolved content is
// byte-identical (only the bind-time dynamic offsets differ). The signature
// covers the descriptor-set layout + every write's binding/type/count + the
// pointed-to buffer/image/texel-buffer infos (all value-initialized, so no
// padding noise). Correctness: bindings are re-resolved every draw, so the
// signature always reflects the current state and reuse happens only on an
// exact match; the reused set is never re-acquired within a frame (the acquire
// cursor only advances), so its written contents survive; the layout is part of
// the signature so reuse never crosses programs. Sampler overrides (blits)
// bypass and invalidate the cache.
const Bool cacheable = (samplerBindingOverride == nullptr);
Uint64 signature = 0xcbf29ce484222325ULL;
{
const auto mix64 = [&signature](Uint64 word) {
signature = (signature ^ word) * 0x100000001b3ULL;
};
// The hashed descriptor payloads (VkDescriptorBufferInfo=24B,
// VkDescriptorImageInfo=24B, VkBufferView=8B) are all 8-byte-multiple sized
// and value-initialized (padding is zero), so hashing 64-bit words at a time
// is exact and ~8x cheaper than byte-wise - the signature is recomputed every
// draw, so its own cost has to stay small.
const auto mixWords = [&mix64](const void* data, SizeT byteSize) {
const auto* words = static_cast<const Uint64*>(data);
for (SizeT i = 0; i < byteSize / sizeof(Uint64); ++i) {
mix64(words[i]);
}
};
mixWords(&programObj.descriptorSetLayout, sizeof(programObj.descriptorSetLayout));
for (const auto& write : writes) {
mix64((static_cast<Uint64>(write.dstBinding) << 40) ^
(static_cast<Uint64>(write.descriptorType) << 8) ^
static_cast<Uint64>(write.descriptorCount));
}
mixWords(bufferInfos.data(), bufferInfos.size() * sizeof(VkDescriptorBufferInfo));
mixWords(imageInfos.data(), imageInfos.size() * sizeof(VkDescriptorImageInfo));
mixWords(texelBufferViews.data(), texelBufferViews.size() * sizeof(VkBufferView));
}
if (cacheable && m_hasLastDescriptor && signature == m_lastDescriptorSignature) {
descriptorSet = m_lastBoundDescriptorSet;
} else {
VkResult allocResult = AcquireDescriptorSet(frameIndex, programObj, descriptorSet);
if (allocResult != VK_SUCCESS || descriptorSet == VK_NULL_HANDLE) {
MGLOG_E("UniformDescriptorBinder::BindProgramUniformBuffers failed: descriptor set acquire returned %d",
allocResult);
return false;
}
for (auto& write : writes) {
write.dstSet = descriptorSet;
}
if (!writes.empty()) {
vkUpdateDescriptorSets(m_device, static_cast<Uint32>(writes.size()), writes.data(), 0, nullptr);
}
m_lastBoundDescriptorSet = descriptorSet;
m_lastDescriptorSignature = signature;
m_hasLastDescriptor = cacheable;
}
vkCmdBindDescriptorSets(commandBuffer, bindPoint, programObj.pipelineLayout, 0, 1,
@@ -121,6 +121,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Vector<VkDescriptorImageInfo> m_imageInfosScratch;
Vector<VkBufferView> m_texelBufferViewsScratch;
Vector<Uint32> m_dynamicOffsetsScratch;
// Descriptor-set reuse across consecutive draws (see BindProgramUniformBuffers).
// When a draw's resolved descriptor content is byte-identical to the previous
// draw's, reuse the same VkDescriptorSet and skip AcquireDescriptorSet +
// vkUpdateDescriptorSets - only the bind-time dynamic offsets differ. Reset each
// frame in BeginFrame because the frame's descriptor sets are recycled there.
VkDescriptorSet m_lastBoundDescriptorSet = VK_NULL_HANDLE;
Uint64 m_lastDescriptorSignature = 0;
Bool m_hasLastDescriptor = false;
};
} // namespace MobileGL::MG_Backend::DirectVulkan