[Perf] (MG_Backend): give DirectVulkan's draw memo a table that fits in cache lines

The per-VAO resolved-bindings map probe was ~45% of
UploadAndBindVertexBuffers' self time, and the aux-memo pointer chase
was the single hottest instruction left in TrySetupDrawFastPath. Both
die together: a fixed 2048-slot two-probe 64B-aligned VaoDrawMemo table
embeds the VAO key, content-hash-validated layout facts and the
bindings payload reordered hot-to-cold. Layout facts hold exactly while
the slot's content hash equals the live VAO's own config-guarded hash;
a recycled VAO address either misses or reproduces a byte-identical
config, for which the facts are correct by construction. Bindings keep
their full per-draw revalidation; recycled slots zero their frame
serials so half-filled entries can never match.

ComputePipelineStateHash, the depth/stencil probe and the
primitive-restart probe now take one bulk GetRenderStateParameters()
fetch instead of ~17 cross-TU accessor calls (verified pure field
reads, identical bit packing). The EBO slice memo gained the same
manager-wide epoch one-compare rescue the vertex half uses.
GetShaderTransformFlags is memoized on pre-transform. Sodium's
MultiDrawElementsBaseVertex hoists GetGLTypeSize out of the
per-sub-draw loop, replaces the division with a shift, and skips
unsupported index types loudly instead of dividing by zero.

Also verified: a GL_BLEND toggle recompiles nothing in steady state -
the glslang frames in earlier state_toggle profiles were startup
contamination.

Quiet-box load-gated 6-round A/B: sodium_multidraw -8.0%, tex_param
-4.1%, use_program -3.3%; steady-state vanilla_draw CPU -20% ns/op at
4096 frames (the 80-frame matrix compresses CPU wins under GPU boost
clocks; profiles confirm UploadAndBindVertexBuffers 6.3% -> 4.4%
including the table probe, and the aux cold-line load gone). The one
matrix flag (pass_switch +7.5%) reversed to -3.2% in 10-pair isolated
re-runs. Unit tests 421/421.
This commit is contained in:
BZLZHH
2026-08-06 14:07:49 -04:00
parent 25a8f51db5
commit 990e518e33
3 changed files with 272 additions and 110 deletions
@@ -648,6 +648,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
Uint32 m_pipelineStateHashColorCount = 0;
Uint64 m_pipelineStateHash = 0;
Bool m_pipelineStateHashValid = false;
// GetShaderTransformFlags(preTransform) memo: a pure function of the swapchain
// pre-transform, re-evaluated only when that value changes (surface rotation).
// No other invalidation input exists.
VkSurfaceTransformFlagBitsKHR m_baseTransformFlagsPreTransform =
VK_SURFACE_TRANSFORM_FLAG_BITS_MAX_ENUM_KHR;
Uint32 m_baseTransformFlagsCache = 0;
Uint32 GetBaseTransformFlagsRaw();
// Drops every memoized pipeline handle. Required at command-buffer
// boundaries and whenever any pipeline may have been destroyed. Also drops
// the cached pipeline-state hash: the same boundaries can retire the GL
@@ -851,6 +858,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// streams re-upload from a range that depends on the draw's own vertex/index
// range, and synthetic bindings carry glVertexAttrib* values that are not part
// of any key here; a layout using any of them is never stored.
// Field order is hit-path cache locality, hot to cold: the per-draw validate
// reads the scalars and the EBO memo head, then only the first bindingCount
// elements of vkBuffers/vkOffsets; the per-binding revalidation arrays at the
// tail are touched once per frame at most.
struct ResolvedVertexBindings {
// Must equal DynamicStateShadow::kMaxShadowedVertexBindings (static_assert in
// the .cpp): past that width the bind shadow cannot skip a redundant bind
@@ -883,47 +894,79 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Such a buffer can mutate its shadow with no API call, so it has to be
// re-pushed per draw and the one-compare path above cannot apply.
Bool anyBufferMapped = true;
// Per binding: the VAO attribute location its buffer comes from, that buffer,
// and the buffer's VkBufferManager slice epoch when the slice was resolved.
Uint8 attributeLocations[kMaxBindings] = {};
const MG_State::GLState::BufferObject* buffers[kMaxBindings] = {};
Uint64 sliceEpochs[kMaxBindings] = {};
VkBuffer vkBuffers[kMaxBindings] = {};
VkDeviceSize vkOffsets[kMaxBindings] = {};
// Resident element-buffer slice memo (skips the per-draw AcquireResidentSlice
// for the VAO's EBO, which cold-chases 500+ distinct resources in a
// chunk-cycling frame). Self-validating exactly like the bindings above: a hit
// requires the LIVE bound EBO pointer to equal indexBuffer AND that buffer's
// resource to still carry indexSliceEpoch (epochs are minted from a
// process-lifetime counter, so a recycled address can never revalidate).
// Restart-substituted and streamed EBOs are never stored. indexFrameSerial
// tracks the last frame the resource's GPU-use serial was stamped through this
// memo; 0 means no index memo. Independent of the vertex half: both are
// (pointer, epoch)-validated, so neither can serve stale state for the other.
// requires the LIVE bound EBO pointer to equal indexBuffer AND either an
// unmoved manager-wide slice-epoch counter (nothing anywhere changed slices
// or gained a host map, the same one-compare rescue the vertex half uses) or
// that buffer's resource still carrying indexSliceEpoch (epochs are minted
// from a process-lifetime counter, so a recycled address can never
// revalidate). Restart-substituted and streamed EBOs are never stored.
// indexFrameSerial tracks the last frame the resource's GPU-use serial was
// stamped through this memo; 0 means no index memo. Independent of the
// vertex half: both are (pointer, epoch)-validated, so neither can serve
// stale state for the other.
const MG_State::GLState::BufferObject* indexBuffer = nullptr;
Uint64 indexSliceEpoch = 0;
// GetSliceEpochCounter() when the resource's epoch was last verified; only
// meaningful while indexFrameSerial matches the current frame serial.
Uint64 indexSliceEpochCounter = 0;
VkBuffer indexVkBuffer = VK_NULL_HANDLE;
VkDeviceSize indexSliceOffset = 0;
Uint64 indexFrameSerial = 0;
// Bound per draw (first bindingCount elements).
VkBuffer vkBuffers[kMaxBindings] = {};
VkDeviceSize vkOffsets[kMaxBindings] = {};
// Per binding: the VAO attribute location its buffer comes from, that buffer,
// and the buffer's VkBufferManager slice epoch when the slice was resolved.
// Only read by the per-frame revalidation and the something-moved fallback.
Uint8 attributeLocations[kMaxBindings] = {};
const MG_State::GLState::BufferObject* buffers[kMaxBindings] = {};
Uint64 sliceEpochs[kMaxBindings] = {};
};
// Keyed on the VAO address purely as a lookup hint - an entry is only ever
// compared against, never dereferenced through, so a recycled address cannot
// produce a wrong bind: every input the resolve depends on is re-read from live
// state and compared before the entry is used.
UnorderedMap<const MG_State::GLState::VertexArrayObject*, ResolvedVertexBindings>
m_resolvedVertexBindings;
// Frame serial the map was last aged on; entries are frame-scoped, so this only
// drives the size sweep below.
Uint64 m_resolvedVertexBindingsFrameSerial = 0;
// Entries of deleted VAOs are never hit again but still occupy the map; drop the
// lot at a frame boundary once they could outweigh a large frame's working set.
static constexpr SizeT kMaxResolvedVertexBindings = 4096;
// One direct-mapped slot of the per-VAO draw-memo table below. The key is a
// lookup hint only - a slot is never dereferenced through vaoKey; every fact it
// carries is validated against live state before use:
// - layoutHash/layoutAuxMasks are valid only while contentHash equals the LIVE
// VAO's own hash memo (which the VAO's config version guards), so a config
// change, a buffer rebind, or a recycled VAO address with a different
// configuration all miss. A recycled address with a byte-identical
// configuration AND identical bound buffers reproduces the content hash, and
// then the facts are correct by construction (they are a pure function of it).
// - bindings revalidates per draw exactly as before (frame serial, content
// hash, per-binding live buffer pointers and slice epochs).
struct alignas(64) VaoDrawMemo {
const MG_State::GLState::VertexArrayObject* vaoKey = nullptr;
// The VAO content hash (VertexInputStateFactory::GetOrComputeHash) the two
// layout facts below were derived from; 0 while nothing valid is stored.
Uint64 contentHash = 0;
Bool layoutFactsValid = false;
// The resolved layout identity + packed (unsupported, location) masks -
// the exact values GetBackendAuxMemo used to serve, moved here so the
// per-draw probe stays inside this table's one hot line instead of
// touching a second cold line of every cycled VAO object.
Uint64 layoutHash = 0;
Uint64 layoutAuxMasks = 0;
ResolvedVertexBindings bindings;
};
// Fixed-size, allocated on first use, never rehashed or swept: entries are
// recycled in place on slot collisions (two-slot probe, older frame serial
// evicted), and stale entries self-invalidate through the compares above. A
// fixed table also makes every VaoDrawMemo/ResolvedVertexBindings pointer
// stable for the duration of a draw, which the EBO memo handoff
// (m_currentDrawResolvedEntry) relies on.
static constexpr Uint32 kVaoDrawMemoSlotCount = 2048; // power of two
Vector<VaoDrawMemo> m_vaoDrawMemoTable;
// Finds the slot holding `vao`, or recycles the older of its two candidate
// slots into an empty memo keyed on `vao`. Never returns null.
VaoDrawMemo* LookupVaoDrawMemo(const MG_State::GLState::VertexArrayObject* vao);
// The current draw's memo entry, set by UploadAndBindVertexBuffers and consumed
// by the same draw's UploadAndBindIndexBuffer (the EBO memo lives in the same
// entry). Valid ONLY within that window: the map is open-addressing, so the next
// insert (i.e. the next draw's resolve of a new VAO) can move it. Null when the
// draw's layout is not memoisable.
// entry). Valid ONLY within that window: the next draw's lookup can recycle the
// slot. Null when the draw's layout is not memoisable.
ResolvedVertexBindings* m_currentDrawResolvedEntry = nullptr;
void CreateInstance();