[Perf] (MG_Backend): merge DirectVulkan's contiguous sub-draws, remember four programs

61% of mc_sodium_multidraw's steady-state CPU sat inside the driver
encoding one vkCmdDrawIndexed per sub-draw. MultiDrawElements now
collapses contiguous runs: merge only when the topology is a list
(POINTS/LINES/TRIANGLES), the accumulated count sits on a primitive
boundary, primitive restart is off, baseVertex/instanceCount/
firstInstance are identical and firstIndex is adjacent, with a
count-overflow guard - the bench's 132x32 sub-draws become 132x1.
Dangling-index discard semantics for list topologies are what the GL
spec already mandates per draw. No new Vulkan feature, so no DriverPost
gate; VK_EXT_multi_draw stays a gated follow-up.

The draw fast path's single SetupDraw snapshot died on every program
ping-pong (use_program's A/B pattern sent every other draw down the
full path, CollectSampledTextures alone 6.2% self). A 4-entry
program-keyed snapshot table (MRU by program lifetime id, per-entry
sampled-set copies, per-entry invalidation on decline or full-path
start, all entries still cleared at command-buffer boundary, pipeline
age-out and swapchain recreate) keeps all cycling programs hot.

Load-gated 6-round order-alternating A/B, sha1-fingerprinted pair:
sodium_multidraw -41.3%, use_program -23.9%, pass_switch -12.7%,
tex_param -3.8%, vanilla -2.1%; the one flag (tex_stream +5.4%)
reversed to -0.5% across 10 isolated alternating pairs. Espryt
untouched and unmoved. Unit tests 421/421.
This commit is contained in:
BZLZHH
2026-08-06 20:17:19 -04:00
parent cdea275227
commit 72ee7c439c
2 changed files with 182 additions and 35 deletions
@@ -765,8 +765,36 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// it bypasses GetOrCreateProgram, or the idle sweep could evict a live entry.
const ProgramFactory::VkProgramObject* programObj = nullptr;
Uint64 programFactoryEpoch = 0;
// Per-entry copies of the snapshotting draw's sampled set (the scratch
// vectors below hold only the LAST full-path draw's set, which with more
// than one snapshot entry is not necessarily this entry's program).
// sampledTextures/sampledResources carry the same epoch-guarded pointer
// lifetime rules as the scratch originals: textureEraseEpoch (checked
// every probe) declines the entry before any erased resource pointer
// could be dereferenced. sampledLayouts is the layout VALUE each
// resource held when this entry's descriptors were built (the
// descriptor-reuse hint needs the SAME layout, not just a sampleable
// one), and sampledBindingRecords feeds SampledBindingsUnchanged when
// the bind generation moved.
Vector<MG_State::GLState::ITextureObject*> sampledTextures;
Vector<VkTextureManager::TextureResource*> sampledResources;
Vector<VkImageLayout> sampledLayouts;
Vector<UniformManager::SampledBindingRecord> sampledBindingRecords;
};
SetupDrawSnapshot m_setupDrawSnapshot;
// Program-keyed snapshot entries: program ping-pong (Sodium switches programs
// mid-frame every few draws) would otherwise evict the single snapshot on
// every switch and send every draw through the full path. Entries are found
// by programLifetimeId (MRU-first probe); every other guard stays per-probe,
// so a stale entry declines itself exactly like the old single snapshot did.
static constexpr Uint32 kSetupDrawSnapshotCount = 4;
SetupDrawSnapshot m_setupDrawSnapshots[kSetupDrawSnapshotCount];
Uint32 m_setupDrawSnapshotMru = 0; // last entry that hit or was filled
Uint32 m_setupDrawSnapshotVictim = 0; // round-robin fill cursor when all entries are live
void InvalidateSetupDrawSnapshots() {
for (auto& snapshot : m_setupDrawSnapshots) {
snapshot.valid = false;
}
}
// Per-draw scratch buffers (clear keeps capacity) — these paths run for every
// draw call and must not allocate.
@@ -782,13 +810,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// post-transition loop can skip re-resolving textures whose layout is
// already sampleable.
Vector<VkTextureManager::TextureResource*> m_sampledResourcesScratch;
// Layout VALUE of each sampled resource when the snapshot (and so the cached
// sampler descriptors) was built, parallel to m_sampledResourcesScratch. The
// fast path's validity check only proves the layout is still sampleable; the
// descriptor-reuse hint additionally needs it to be the SAME sampleable
// layout (a mid-frame compute dispatch can move a sampled texture from
// READ_ONLY_OPTIMAL to GENERAL, both valid, different descriptor).
Vector<VkImageLayout> m_sampledLayoutSnapshots;
Vector<MG_State::GLState::ITextureObject*> m_storageImageTexturesScratch;
Vector<VkBuffer> m_vertexBuffersScratch;
Vector<VkDeviceSize> m_vertexOffsetsScratch;