[Perf] (MG_Backend): pool DirectVulkan's upload staging and batch its submits

Every dirty texture bought itself a fresh staging buffer (vmaCreateBuffer +
vmaMapMemory), a fresh command buffer, a fresh fence, and its own vkQueueSubmit.
A perf profile of the sprite-animation case put 41% of the whole run in the
kernel on the resulting ioctl traffic; the reclaim list already avoided waiting
on the fences, so the cost was the allocation and submission machinery itself,
paid per texture per frame.

Staging now comes from a pool of persistently-mapped blocks (1 MiB minimum,
exact-size beyond that, bump-allocated, 32 MiB idle cap), and uploads record
into one shared batch command buffer from a dedicated command pool, going out as
one submit with one pooled fence per flush. Fences, command buffers and blocks
all recycle through the existing fence-list reclaim instead of being destroyed.
Flush points: before every frame command buffer submission (which is what
preserves the old ordering argument - the batch reaches the queue strictly
before anything that could sample its images), on the glFlush finite-time path,
when a batch would outgrow its staging bound, and eagerly at 128 KiB, which
measured faster because the GPU overlaps the copy with the rest of the frame's
CPU recording. The mid-frame upload-draw-upload-again sequence detects itself
through the batch image list and flushes first, reproducing the old two-submit
granularity exactly; a deferred image release flushes any open batch that still
references the image, because drain proofs only cover submitted work.

ns per op, DriverBench on a GTX 1660 SUPER: mc_tex_stream 9405 -> 5373 (2.3x
the native driver, from 3.9x), atlas_sprite -57%, lightmap -89%, chunk_upload
-10%; draw-path cases unchanged. The suite's sampler-churn number reads a few
percent worse right after the now-much-faster upload case, which was chased to
schedutil downclocking during the newly-blocking-free frames - isolated and
frequency-pinned runs measure parity; noted here so the next person does not
re-chase it.

Unit tests 421/421; Vulkan validation layer clean across draw and upload cases.
This commit is contained in:
BZLZHH
2026-08-06 10:36:08 -04:00
parent f5761ea1f3
commit d49d79a64b
3 changed files with 375 additions and 71 deletions
@@ -2710,7 +2710,8 @@ void main() {
succeeded = m_textureManager->Initialize(
{m_device, m_physicalDevice.handle, m_allocator, m_commandPool, m_graphicsQueue,
m_frameContext.GetFrameCount(), m_imageFormatListExtensionEnabled,
m_sampledReadStageMask});
m_sampledReadStageMask,
static_cast<Uint32>(m_physicalDevice.queueFamilies.graphicsFamily)});
MOBILEGL_ASSERT(succeeded, "VkTextureManager initialization failed.");
m_clearManager = MakeUnique<VkClearManager>();
MOBILEGL_ASSERT(m_clearManager != nullptr, "VkClearManager creation failed.");
@@ -9445,6 +9446,12 @@ void main() {
}
Bool VulkanRenderer::SubmitPendingCommandBuffer(FrameContext::FrameData& frame, VkFence fence, Bool pooledFence) {
// Batched texture uploads must reach the queue before the frame's
// commands: the recording being submitted may sample images whose
// texels only exist in the texture manager's open upload batch.
if (m_textureManager) {
m_textureManager->FlushPendingUploads();
}
VkPipelineStageFlags waitDstStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
VkSemaphore waitSemaphore = frame.imageAvailableSemaphore;
VkSubmitInfo submitInfo{VK_STRUCTURE_TYPE_SUBMIT_INFO};
@@ -9488,6 +9495,11 @@ void main() {
RefreshCompletedSubmits();
auto& frame = m_frameContext.GetCurrent();
if (!frame.isCommandRecording && !frame.hasCommandBufferRecorded) {
// GL flush semantics still demand batched texture uploads start
// executing in finite time even when no draw was recorded.
if (m_textureManager) {
m_textureManager->FlushPendingUploads();
}
return false;
}
// Acquire the fence while recording is still open: failing here must
@@ -9787,6 +9799,12 @@ void main() {
// 1) Submit current frame work (the pre-pass stream, when recorded,
// rides the same submission strictly ahead of the frame commands).
// Batched texture uploads go first: the frame's commands may sample
// images whose texels only exist in the open upload batch, and
// flushing here also bounds upload latency to one frame.
if (m_textureManager) {
m_textureManager->FlushPendingUploads();
}
auto submitPacket = m_frameContext.GetSubmitInfo(shouldSubmitCommandBuffer, m_imageIndexAcquired);
VK_VERIFY(vkQueueSubmit(m_graphicsQueue, 1, &submitPacket.submitInfo, frame.imageInFlightFence));
RegisterSubmit(frame.imageInFlightFence, /*pooledFence=*/false);