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.
A per-draw CPU profile of a real Minecraft frame (perf on the render thread,
which sits at 100% of one core on both backends) said the deficit is translation
overhead, not the GPU, and named where it goes. This removes the largest items
it found, on both backends and in the shared frontend they both feed.
The single biggest one was not translation at all: IsBackendContextCurrentOnThisThread
called eglGetCurrentContext on every invocation, and glvnd answers that with a
getpid() fork check - a real syscall. The predicate sits two and three deep in
every draw (the deferred-release drain, the global-UBO ring availability check,
and the ring allocation), so it accounted for 16.3% of the render thread. EGL is
still the ground truth, but re-verifying it once per thread per frame catches an
external migration at the next frame boundary rather than the next call, which
recovers the same bookkeeping.
Texture uploads now carry a dirty region instead of a per-level flag. Minecraft
animates atlas sprites with 16x16 glTexSubImage2D calls into a 1024x512 atlas
and respecifies the lightmap every frame; a per-level flag turned each of those
into a full-level re-upload - about 3.6 MB a frame of texels nobody changed.
MipmapStorage accumulates the written box, Espryt uploads it with
UNPACK_ROW_LENGTH striding into the level shadow, and Magma stages just that box.
The box is a union, not a range list: repeated writes to one level widen it and
it degrades to exactly the old whole-level upload, which is the honest worst case.
glBufferData(NULL) is the orphaning idiom, and the backend was answering it by
uploading the stale CPU shadow - turning a rename the driver does for free into
a full synchronized upload. BufferObject now records that a NULL respecify leaves
the store undefined, and the upload is skipped until content is actually written.
The rest are smaller and of a kind: the deferred-release queue is probed without
taking its mutex, the UBO ring waits on the frame fence that frees the space it
needs instead of draining the whole pipeline with glFinish at the size cap, VAO
binds go through a shadow so a draw's second bind of the same object does not
reach the driver, the per-draw clean-texture probe short-circuits on the content
version before rebuilding shape info, glUniform drops byte-identical writes
(which otherwise dirty the whole UBO for the next draw), re-binding the texture
or VAO a slot already holds no longer bumps the generation counters a backend
fast path is keyed on, and the texture validators stopped taking shared_ptr by
value.
On Magma: descriptor-set reuse keeps four entries instead of one, because draws
alternating between two programs - the chunk/entity ping-pong - thrashed a single
slot into a full re-allocate and re-write every draw; a DynamicDraw buffer whose
contents survive two frame boundaries is promoted to resident storage instead of
being re-copied into the per-frame arena forever; and sampled-read barriers name
only the shader stages whose device feature is enabled, which also removes a
latent VUID violation (ALL_GRAPHICS names geometry and tessellation stages a
device need not have).
Measured with the Minecraft rig (render distance 32, p50 fps, same machine,
single sample each): vanilla 1.21.1 Espryt 10.8 -> 36.3 and Magma 31.3 -> 44.6;
26.2 snapshot Magma 114.5 -> 210.5. Fabric+Sodium moved inside noise on Magma
(854 -> 766) with the native baseline itself moving 838 -> 1031 between the two
sessions, so treat that cell as unresolved rather than a regression measured.
Unit tests 421/421. The CTS A/B was not run: these numbers and the test suite are
the whole of the evidence, and a conformance regression would not have been
caught here.
Whether a backend can attach a single layer of a texture to a framebuffer was one
Bool, so it could only give the most conservative answer any target needed.
DirectVulkan therefore declined every layer of every target and
direct_state_access.framebuffers_texture_layer_attachment failed with 542
messages across four targets.
The three ways a GL layer maps onto Vulkan are independent capabilities, so the
flag becomes a per-TextureTarget mask. A 2D or 2D multisample array layer IS a
VkImage array layer and needed nothing but the gate opened. A cube map array is
one 2D image with arrayLayers = 6 * cubeCount and CUBE_COMPATIBLE, which is a
shape VkTextureManager simply did not have - it is declined softly when the depth
is not a whole number of cubes or the level is not square, because that function's
Bool return exists for unrepresentable shapes and asserting there would abort on
ordinary input, GL_PROXY_TEXTURE_CUBE_MAP_ARRAY above all. A 3D texture's layer is
a z slice, which needs a 2D-array-compatible image and a per-slice clear, because
vkCmdClearColorImage cannot address a subset of a 3D image's slices - a render
pass whose only content is its LOAD_OP_CLEAR can, since its attachment is a 2D
view over that one slice.
VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT is asked for per format and withdrawn per
format, mirroring the MUTABLE_FORMAT pattern already in this file: the capability
is per format+usage, so a single global probe answers a different question than
the one the frontend goes on to ask. Losing it costs per-slice attachment for that
format; failing creation would lose the texture.
Three things found on the way that are not the headline:
glFramebufferTextureLayer, the non-DSA twin, had no gate at all and additionally
refused cube map arrays that GL 4.5 requires it to accept. GL 4.6 core 9.2.8 makes
the two entry points equivalent, so they now decline in the same places - leaving
one ungated is what let an unrepresentable attachment reach the renderer.
ComputeFullMipLevelCount takes max(x, y, z), and for every array shape z is the
layer count rather than a mip-able axis, so a 4x4 array with 192 layers asked for
six mip levels on an image whose legal maximum is three
(VUID-VkImageCreateInfo-mipLevels-00958). Only the image's own extent can bound
it. lavapipe had been letting that through.
A layered GL clear queues layerCount = depth, which is illegal for a
VK_IMAGE_TYPE_3D image (VUID-vkCmdClearColorImage-baseArrayLayer-01472 pins it to
0/1, read as the whole mip level) and the old code passed it straight through.
Takes framebuffers_texture_layer_attachment green on DirectVulkan, so the whole
direct_state_access suite is 371/371 there; Espryt stays 370/371, the remaining
case being the fp64 one it declines by design.
Known and deliberately not fixed here, with a FIXME at the site:
KHR-GL44/45/46.geometry_shader.layered_framebuffer.clear_call_support now fails on
DirectVulkan - a layered clear of a 3D texture reads back zeros. Those cases exist
only in the GL44+ lists, above the 4.0 this backend reports. An A/B of a 6935-case
subset (cube map array, texture storage, framebuffer, 3D, the full DSA suite and
the GL33 texture group) is otherwise clean on both backends: 16 cases fixed and
none broken on Espryt, 15 fixed and those 2 broken on Magma, and zero difference
anywhere at GL 4.0 or below. The FIXME records which causes were already ruled out
by bisection so the next reader does not repeat them.
Sizing backings by their defined mip level count gave every level-0-only texture a
single-level image, and left growing it to the recreate-and-preserve path: the new
image is created and the old contents are carried over by a vkCmdCopyImage that
PreserveTextureContentsOnRecreate submits on its own command buffer and waits on
straight away.
Whatever the frame has already recorded into the old image has not been submitted
yet at that point, so that copy reads the texture as it stood before this frame's
writes. GenerateMipmap then descends the whole chain from a stale level 0, and the
composite pass that samples it renders a washed-out frame -
minecraft-1.21.4-fabric-iris-iterationt-in-world (Iris's mipmapped colour target,
the one texture in the trace that grows 1 -> 10 levels) came back at ssim 0.5699
against a 0.99 threshold.
This is the hazard the storage-usage upgrade already flushes for before its own
preserve-copy; growing the mip chain is simply the second trigger of that same
recreate, and it was added without the same ordering guarantee. Flush there too,
gated on a texture whose live image really does carry a short chain, so the submit
happens once per texture and only when a recreate is actually coming.
Keeps the single-level backing and its memory saving; ssim goes back to 0.9992.
GL renders into sRGB color attachments RAW when GL_FRAMEBUFFER_SRGB is
disabled (the core-profile default), but Vulkan sRGB attachments always
encode on write - one decode went missing whenever a rendered-into sRGB
texture was sampled again (multisampled sRGB targets in
texture_size_promotion and texture_swizzle idx27/28 ms cases).
Attachment views (textures and renderbuffers) now reinterpret sRGB
images through their UNORM twin while the capability is off, switching
back when enabled: images get MUTABLE_FORMAT, the attachment-view cache
keys the view format, renderbuffers carry a second view, and the render
pass hash includes the capability state. Sampled views keep decoding.
The VkTextureManager.cpp half of this rides with the next commit.
UploadDirtyMipLevels used to skip D24S8/D32FS8 textures outright, leaving
glTexImage-supplied depth-stencil data unuploaded (KHR-GL33
texture_repeat_mode depth24_stencil8 and texture_swizzle depth-stencil
cases all sampled zeros). De-interleave the shadow's GL wire format into a
depth plane (X8_D24 word / float) and a stencil byte plane and record one
copy per aspect, with cross-conversion when the device backs the texture
with the other depth-stencil format.
Depth32FStencil8's shadow byte size also claimed 16 bytes/texel while the
stored wire format (GL_FLOAT_32_UNSIGNED_INT_24_8_REV) is 8; that mismatch
truncated every upload of it.
Also route a multisample-texture sample-count request through the device's
supported counts (round up, GL promises at-least semantics).
- a draw whose sampled texture needs out-of-pass work (deferred clear
materialization or a sampled-layout transition) used to end the active
render pass - a full-target store+reload on a tiler - even when the only
ordering the work needs is 'before this draw'; MC 26.2 clears an overlay
texture every frame and samples it mid-pass, splitting the main scene pass
once per frame for nothing
- every frame slot now carries a second primary command buffer, submitted
strictly AHEAD of the frame command buffer in the same vkQueueSubmit; when
the open recording has not referenced the image yet (tracked via a
recording-generation stamp on the texture resource, advanced on every
frame-command-buffer begin and stamped at every recorded reference:
attachments at BeginRenderPass/attachment-write, sampled reads per draw,
layout transitions), the clear/transition is recorded there and the active
pass stays open - ANGLE's outside-render-pass command stream, restricted
to the provably reorderable case
- mid-frame flushes and readback submits close and carry the pre stream with
the frame buffer (it must never be submitted later than the recording it
was paired with), retiring both under the same submit index; dropped
recordings (present suspension, swapchain recreation) abandon it
- MaterializePendingClearForTexture's no-active-render-pass assert now
applies only to the frame command buffer, since the pre stream records
while a pass is open on the frame buffer by design
- Every storage-capable colour texture was created MUTABLE_FORMAT, and Adreno
gives up bandwidth compression on an image that may be viewed as any format in
its compatibility class. MC's main render target therefore ran uncompressed;
in a fill-bound scene that is the whole frame budget. Measured on Adreno 650,
MC 26.2, same scene and camera, device cooled to 38-40C before each run:
65.3 -> 80.9 fps (+23.9%), GPU busy ~93% in both.
- VK_KHR_image_format_list (enabled when present) fixes it without giving up
mutability: VkImageFormatListCreateInfo names the exact formats a view may
use, so the driver can keep the image compressed. The set must be exhaustive
or the result is undefined - for sampled views it is exactly what
ResolveSampledImageViewFormat can return over the three numeric domains.
- glBindImageTexture may name any compatible format, which cannot be enumerated
ahead of time, so a texture bound to an image unit gets no format list. That
is what VK_IMAGE_USAGE_STORAGE_BIT becoming on-demand is for: it makes
"unmarked" mean "will never receive an arbitrary-format storage view", which
is what makes the list sound. Removing STORAGE is worth nothing on its own
(65.4 fps, measured) - only the mutability bound pays.
- MarkStorageImageTexture runs over every collected image-unit texture before
the probe loop in PrepareStorageImageTextures, because that loop stops at the
first texture needing work and would leave the rest unmarked. The mark makes
NeedsStorageImagePreparation report true, which is what ends the render pass,
so the recreate lands outside it.
- storageUsageResolved separates "not upgraded yet" from "this format can never
carry STORAGE", so a format whose optimalTilingFeatures lack STORAGE_IMAGE
cannot ask for a recreate that will never happen. SyncTexture's cross-draw
early-out also has to break on a pending upgrade or the recreate never runs.
- An upgrade recreates the image and carries its contents forward through
PreserveTextureContentsOnRecreate, which submits its own command buffer and
waits. Whatever the frame already recorded into the old image is still
unsubmitted, so that copy would read pre-frame content and this frame's
rendering into the texture would be lost - exactly the render-target-then-
image-unit case. PrepareStorageImageTextures now flushes first; it takes the
FrameData rather than a command buffer because the flush retires the current
one, and drops the sampled-descriptor-set memo that described it.
Each sampled texture was resolved ~3x per draw: SetupDraw's layout-probe
loop, its post-transition loop, and again inside ResolveSamplerDescriptor.
No GL texture mutation happens mid-SetupDraw, and layout is tracked on the
TextureResource independently of SyncTexture, so the repeat SyncTexture work
(mip-completeness / resource+view resync / dirty scan) is pure redundancy.
Add a per-draw memo in VkTextureManager (BeginDrawSyncScope/EndDrawSyncScope
+ RAII DrawSyncScope guard around SetupDraw): after the first successful sync
of a texture in a draw, repeat SyncTextureAndGetDescriptor calls short-circuit
to the already-synced resource.
Device-verified on Adreno 830 (MC 26.3-snapshot3, Magma): rendering correct,
no validation errors; wall-clock profile of the render thread shows
SyncTextureAndGetDescriptor dropping from 15.2% to ~5% and SetupDraw from
43.7% to 28.9%.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- Support cube map face uploads with cube-compatible images and per-face array layers
- Add uniform texel buffer descriptor support for samplerBuffer bindings
- Cache transient vertex/index buffer uploads per frame to avoid VMA allocation failures