Commit Graph
36 Commits
Author SHA1 Message Date
swung0x48 02cc0ce83c [Fix] (Review): scope the sample mask to a multisample target, version the sampled-set memo on completeness, clamp the mask word count, give the multisample placeholder every numeric domain, unwind the fixup revert one pass at a time, and bound the validator log 2026-08-27 13:03:51 -04:00
swung0x48 9dee53337f [Fix] (DirectVulkan): give an unbound multisample sampler a placeholder, clear a multisample texture through a load-op pass, and plumb glSampleMaski into the pipeline 2026-08-27 12:52:19 -04:00
swung0x48 59f7059bf4 [Fix, Test] (DirectVulkan): keep the draw when a program declares an image-backed resource the application left unbound 2026-08-24 05:31:15 -04:00
swung0x48andClaude Fable 5 12c94111b5 [Fix, Test] (DirectVulkan, SelfTest, MG_IntegrationTest, TraceReplay): snapshot sampler/image feedback and add Program 203 diagnostics
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-18 03:04:09 -04:00
swung0x48 d4766513e4 [Fix, Test] (DirectVulkan): replay Photon descriptor pressure correctly 2026-08-15 22:35:39 -04:00
swung0x48 0deff52a1b [Fix, Test] (DirectVulkan, trace-replay): replay quarter-turn surfaces correctly 2026-08-13 06:45:28 -04:00
swung0x48 2b46a3db96 [Fix, Test] (MG_Util, MG_Backend/DirectGLES, MG_Backend/DirectVulkan): the two image target kinds a compute dispatch could not read - 1D-array on ES, imageBuffer on Vulkan 2026-08-12 16:11:10 -04:00
swung0x48 d2a36d65a3 [Fix, Test] (MG_Backend/DirectVulkan, MG_IntegrationTest): a sampler uniform array is one binding with many descriptors too - Magma wrote only element zero, and declines the multi-dimensional shape loudly 2026-08-12 00:31:37 -04:00
swung0x48 f6849fc0b3 [Fix, Test] (MG_Backend/DirectVulkan, MG_IntegrationTest): an image uniform array is one binding with many descriptors, not one - Magma wrote only element zero and left the rest undefined 2026-08-11 23:49:31 -04:00
swung0x48 994ae372f8 [Fix, Test] (MG_Backend/DirectVulkan): an SSBO block instance array is one binding of N descriptors, so bind every element from its own GL binding point 2026-08-11 10:11:23 -04:00
BZLZHH 335f2decbd [Perf] (MG_Backend): stop DirectVulkan re-proving sampler sets and re-walking render passes
Two per-draw costs from the round-10 profiles. A per-program sampled-set
epoch inside UniformManager skips the per-binding descriptor proof walk
when no texture or sampler API ran since that program's previous draw -
the mc_sampler_churn/mc_tex_param pattern. The pass-switch path stops
re-deriving render-pass state that its own value hash already pins.

Load-gated 6-round order-alternating A/B (medians): magma tex_param
-13.3%, pass_switch -10.9%, state_toggle -5.4%; espryt untouched and
unmoved. The two matrix flags (sodium +7.5%, tex_stream +6.2%) reversed
under 10-pair isolated alternating re-runs (-5.5% and +2.5%) - the same
position-bias artifact every previous round's flags showed. Unit tests
421/421; retrace subset and the 52-entry integration suite pass.

Landing note: this diff was authored by a round-10 agent whose session
died before adjudication; the A/B data survived (r10bmag_ab_raw.csv)
and the flags were adjudicated before landing. Its relink also exposed
the pre-existing exit-teardown SIGSEGV fixed in the previous commit.
2026-08-07 04:13:55 -04:00
BZLZHH d0aae85da2 [Perf] (MG_Backend): let DirectVulkan's draw fast path survive a VAO swap
TrySetupDrawFastPath declined on its VAO pointer check for every draw of
a 512-VAO cycle - the Blaze3D chunk-render shape - so the fast path was
dead exactly where it mattered: full SetupDraw, per-draw
ResolveSamplerDescriptor, SyncTextureAndGetDescriptor and render-pass
re-fetch, for draws whose only change was the VAO.

Three fixes. A moved VAO now re-runs only the vertex-input pre-flight
and re-resolves the pipeline instead of declining to the full path. That
resolution probes the value-keyed pipeline memo directly off a cached
pipeline-state hash and snapshot render-pass hash, skipping
GetOrCreateRenderPass and its GetPendingRenderbufferClear probes per
draw; a stale cached hash can only miss, never false-hit. And when the
sampler-descriptor hint holds and the program's single dynamic UBO
re-resolves to the same VkBuffer and range - only the dynamic offset
moved, the per-draw glUniform case - the descriptor walk collapses to
one offset recompute and a vkCmdBindDescriptorSets of the same recorded
set with new pDynamicOffsets. The rebind memo is invalidated at
BeginFrame, layout destruction and override walks; the program lifetime
id never repeats, and per-frame descriptor sets are never rewritten
within their frame.

mc_vanilla_draw -36.9% (1260 -> 795 ns/op, 4.6x native to 3.4x),
sodium_multidraw -18.0%, state_toggle -14.9%, sampler_churn -7.8%,
use_program -7.7%, ubo_range -7.3%, tex_param -7.3%. All nine cases on
both backends, interleaved A/B; no attributable regression. Unit tests
421/421.
2026-08-06 12:00:31 -04:00
BZLZHH 4b3fd11462 [Perf] (MG_Backend): key DirectVulkan's pipeline memo on state values, not a version that never repeats
Two per-draw churn costs, one cause each.

A blend toggle switched pipelines through a memo keyed on a monotonic
pipeline-state version - which never repeats, so flipping GL_BLEND off and back
on produced a "new" key both times, forced the full SetupDraw and rebuilt the
whole pipeline payload for a pipeline the cache already held. The memo now keys
on a value hash of the pipeline-relevant fixed-function state, recomputed only
when the state version moved, and the consecutive-draw fast path re-resolves
just the pipeline through it when nothing but render state changed. Blaze3D
brackets every batch with exactly this toggle; mc_state_toggle drops 36%
(6629 -> 4230 ns/op, 4.8x native to 3.7x).

The sampler-churn cost had the same shape as the Espryt side fixed separately:
glBindSampler bumps the frontend texture-bind generation even when it re-binds
the sampler the unit already holds, so the per-draw fast path died every draw.
The fast path now proves each binding's descriptor inputs unchanged - texture
and sampler lifetime ids, parameter and content sums, the sampling-resolution
generation, image epochs and exact layouts - and reuses the binding's cached
VkDescriptorImageInfo instead of re-running the resolve chain.
mc_sampler_churn drops 30% (1597 -> 1125), and the proof machinery pays for
itself on the uniform-range case too (-17%).

mc_tex_param stays where it is on this backend deliberately: profiling shows its
remaining cost is frontend validation with zero backend work, unreachable from
Renderer/.

All nine cases measured on both backends, interleaved A/B, no case worse than
noise. Unit tests 421/421.
2026-08-06 11:21:26 -04:00
BZLZHH 57aeeec053 [Perf] (MG_State, MG_Impl, MG_Backend): stop paying per draw and per upload for work already known
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.
2026-08-06 06:24:37 -04:00
swung0x48 6b0c2a15ab [Perf] (DirectVulkan): reuse unchanged global-UBO slices and skip identical descriptor binds 2026-07-30 08:18:21 -04:00
swung0x48 992d16267c [Fix] (DirectVulkan): rewrite implicit-LOD fragment samples to explicit LOD 0 when every bound sampler is pinned to a single mip level - Adreno 650 (driver 512.502) reads outside a full-screen colour render target's allocation on its implicit-LOD sampling path and faults the GPU, which killed MC 26.2 on its own blit shader (texture(InSampler, texCoord)) between frames 344-421 on every run; this is the same driver defect the default-framebuffer blit shader already works around with textureLod, but an application's shader cannot be edited, so ForceExplicitLod0SamplePass converts OpImageSample*ImplicitLod to the explicit form at the SPIR-V level under a new CompileOptionBit that is only requested when the rewrite provably cannot move a texel (every sampler binding on a single-level view, no anisotropy, and either a LOD clamp that already pins lambda at 0 or min and mag filters that agree - an explicit LOD 0 always takes the magnification side of the min/mag decision); a single-level view now also clamps its sampler to mipmapMode NEAREST with maxLod min(maxLod, 0.25) rather than 0, since collapsing the clamp would make every fragment magnify and quietly retire the min filter; and the program's backend hash memo grows from one slot to four so a program resolved under two compile-flag sets in the same frame stops re-hashing every stage's SPIR-V once per draw 2026-07-29 03:26:57 -04:00
swung0x48 8a0a8a0274 [Fix] (DirectVulkan): harden the leak-fix round after adversarial review - pipeline memo now drops at every command-buffer boundary (a flush-loop-memoized pipeline could age out and be destroyed while its submission was in flight), mid-frame drains no longer rewind the arena or advance the cache-aging clocks in presenting apps (gated to every 8th drain since the last Present, so readback/fence-heavy frames neither churn conversions nor shrink the 1024-boundary retire window), render-pass eviction notifies the pipeline cache once per sweep batch instead of once per dying pass, descriptor pools use FREE_DESCRIPTOR_SET_BIT so a destroyed layout's cached sets are freed back and credited instead of abandoning pool slots (the live-layout age sweep that could orphan slots is removed - layout destruction is the sole purge path), and renderbuffer respecify parks the old backing for aged destruction instead of destroying it while possibly in flight 2026-07-27 22:51:26 -04:00
swung0x48 34685b4bb0 [Fix] (DirectVulkan): age-based eviction for the content-addressed cache family - ProgramFactory entries (shader modules/layouts), PipelineFactory graphics pipelines, compute pipelines and per-layout descriptor-set tracking now retire after ~1024 idle frame boundaries (render-pass-manager sweep precedent), render-pass eviction purges pipelines hashed on the dying handle (closes a handle-recycling stale-pipeline hazard), and the program reflection cache is lifetime-id-keyed and cleared at EGL teardown - shader/program churn no longer grows Vulkan objects without bound 2026-07-27 22:05:25 -04:00
swung0x48 63f0756644 [Fix] (DirectVulkan): support UBO instance arrays as arrayed descriptors - uniform Block{...}b[N] reflected as one binding with descriptorCount=N, per-element GL block mapping, per-element buffer infos and dynamic offsets; non-UBO descriptor arrays now fail program creation cleanly instead of continuing corrupt 2026-07-26 18:30:41 -04:00
swung0x48 04b4627c65 [Fix] (DirectVulkan): pass depth/stencil formats through sampled-view resolution so D24S8/D32FS8 samplers stop dropping draws, and memoize per-binding view-format resolution 2026-07-20 02:36:24 -04:00
swung0x48 e5388c0e7e [Fix] (MG_Backend, MG_Impl, ShaderTranspiler, MG_Test): support iterationRP custom images and storage format reinterpretation 2026-07-20 02:35:30 -04:00
swung0x48 516d2a659e [Perf] (MG_Backend/DirectVulkan): cache resolved VkSampler per binding to skip the per-draw sampler key hash, keyed on a new sampler lifetime id 2026-07-13 02:04:57 -04:00
swung0x48 6f53b9a6bb [Perf] (MG_Backend/DirectVulkan): raw-ptr sampled-texture walk skips SharedPtr refcount churn per draw 2026-07-12 10:51:15 -04:00
swung0x48 acaa9f6dc7 [Perf] (MG_Backend/DirectVulkan): zero-copy UBO bind - point descriptor at the app's persistent VkBuffer instead of a per-draw transient copy; fps 127->166 2026-07-12 10:11:49 -04:00
swung0x48 009e37ec6f [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%.
2026-07-12 01:55:31 -04:00
swung0x48andClaude Fable 5 bd208783d7 [Perf] (MG_Backend/DirectVulkan, MG_State): stop re-deriving per-draw state
- Memoize the program content hash on ProgramObject (keyed by the backend
  state version + compile flags; relinking and binding changes invalidate
  it) and the vertex-input hash on VertexArrayObject (keyed by a new
  aggregate config version bumped by every attribute mutation). Full-SPIRV
  XXH64 hashing fell from 13.7% to 1.4% of the render thread.
- ProgramObject also gains a link version and a global-UBO content version
  (bumped by uniform writes and on relink, wrap-safe around the backends'
  "never uploaded" sentinel) for backends to gate uploads and link caches.
- Reuse member scratch vectors in SetupDraw, UploadAndBindVertexBuffers,
  GetOrCreatePipeline and BindProgramUniformBuffers instead of allocating
  per draw (~12% of render-thread time was in the allocator).
- Replace hot-path dynamic_cast with AsMipmapTexture (storage-type tag +
  static_cast); TextureObjectMipmap is the only Mipmap-tagged branch.
- Register/prune texture aliases only when a new (texture, lifetimeId)
  identity appears instead of scanning the entire alive map on every
  sampled-texture sync.
- Make the fallback VkPresentModeKHR log strings report the actual mode.

Vanilla render-thread share of libMobileGL dropped from 48% to 35% on
DirectVulkan (simpleperf, Adreno 830).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-09 12:12:50 +00:00
swung0x48 5cfe9c8998 [Feat] (MG_Backend/DirectVulkan): support compute shaders 2026-06-05 11:52:10 +08:00
swung0x48 9e0e03d4c0 [Optimaization] (MG_Backend/DirectVulkan): optimize perf
- Properly reuse descriptor sets rather than always allocating
- Add program lookup cache
2026-05-11 23:20:55 +08:00
swung0x48 d7e768096e [Fix] (MG_Backend/DirectVulkan): fix Minecraft 26.2 startup crashes
- 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
2026-05-10 08:50:55 +08:00
swung0x48 407d4344c4 [Feat] (MG_Backend/DirectVulkan): generate mipmap, add fallback texture, implement shader-based depth mipmap blit, enumerate more vk physical device features
- Supporting iterationT
2026-05-08 09:25:41 +08:00
swung0x48 22582dea3e [Chore] (MG_Backend/DirectVulkan): get rid of 1x1 texture fallback path for unbinded sampler 2026-05-07 09:30:10 +08:00
swung0x48 f600a07404 [Fix] (MG_Backend/DirectVulkan): use fallback texture in case some
shaderpack failes to properly bind texture
2026-05-06 17:57:59 +08:00
swung0x48 659fbf26da [Fix] (MG_Backend/DirectVulkan): fix depth sampler state, fixing BSL
shadow
2026-05-05 00:40:17 +08:00
swung0x48 f61a7bb9c0 [Fix] (MG_Backend/DirectVulkan): fix some uniform/sampler binding 2026-05-04 22:48:50 +08:00
swung0x48 4a3a44924a [Refactor] (MG_Backend/DirectVulkan/ProgramFactory): refactor uniform reflection 2026-04-03 16:45:11 +08:00
swung0x48 accfaab720 [Refactor] (MG_Backend/DirectVulkan): get rid of junk, and rename some symbols 2026-03-24 14:20:21 +08:00