test(bench): SponzaBench harness + #40→HEAD perf measurement (#155)

Headless benchmark around the native Sponza RT scene: times setup and a
measured Render() loop over the full multi-mesh atrium, prints BENCH
metrics, and exits. Includes run-bench.sh and a README documenting the
methodology and the measured net gain from #40 to current master.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
catbot 2026-06-18 19:35:54 +00:00
commit 619e39369d
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# SponzaBench — measuring the post-#40 performance work
This example exists to answer issue **#155**: *starting with #40 a lot of
performance-related issues were merged — what is the net performance gain,
measured in a representative scene (Sponza)?*
It is a headless benchmark harness built around the **native Vulkan**
Sponza ray-tracing scene. Same asset bundle and camera as
[`examples/Sponza`](../Sponza), but instead of opening an interactive
window it times the work and prints machine-readable `BENCH …` lines, then
exits.
## What it measures
* **setup** — process start through the first command submission: asset
decompression, BLAS build per mesh group, the multi-instance TLAS, the
RT pipeline, GPU memory placement and the descriptor writes. This is the
window most of the post-#40 *native* perf work acts on.
* **frames** — a warmup followed by a measured loop calling
`Window::Render()`, reporting per-frame wall-clock stats and throughput.
Unlike the interactive Sponza example — which is single-material on native
because of the hit-shader dynamic-`descriptor_heap`-index driver fault
(see `examples/Sponza/README.md`) — SponzaBench's closest-hit shades from
barycentric coordinates and samples **no** texture, so it can build the
**full multi-mesh atrium** (25 mesh groups, ~262 k triangles) as one
multi-instance TLAS. The albedo is still decompressed and uploaded during
setup (to keep that path in the measurement) but is not bound.
## Running
```bash
cd examples/SponzaBench
crafter-build # native Vulkan
# from the produced bin dir:
VK_LOADER_LAYERS_DISABLE='~all~' \
CRAFTER_PRESENT_IMMEDIATE=1 \
BENCH_WARMUP=200 BENCH_FRAMES=2000 BENCH_MESHES=25 ./SponzaBench
```
`run-bench.sh <bindir> <label> <meshes> <reps> [--cold]` runs it N times
and reports the median / min / max of each metric.
Environment knobs:
| var | effect |
|---|---|
| `CRAFTER_PRESENT_IMMEDIATE=1` | uncapped present mode — without it FIFO pins frame time to the compositor's vblank (~60 Hz) and steady-state throughput can't be seen. |
| `VK_LOADER_LAYERS_DISABLE='~all~'` | disable the validation layer. The engine enables Khronos validation **and GPU-assisted validation** unconditionally; that adds large, version-dependent overhead and must be off for a representative measurement. |
| `BENCH_WARMUP` / `BENCH_FRAMES` | warmup and measured frame counts (default 200 / 2000). |
| `BENCH_MESHES` | cap on mesh groups loaded (default: all 25). A small cap shrinks GPU work so per-frame **CPU** cost dominates; the full scene is GPU-traversal bound. |
| `BENCH_CLEAN_EXIT=1` | exit via `std::exit` (runs `atexit`, which writes the #69 pipeline cache) instead of the default hard `_Exit`. Used once to seed `pipeline_cache.bin` for a warm-cache measurement. |
## Results — #40 vs current master
Measured on this repo's CI box: **NVIDIA RTX 4090**, driver `610.43.02`,
1280×720, validation disabled, `IMMEDIATE` present, 200 warmup + 2000
measured frames, **median of 9 runs**. "#40" is commit `1451e3a` (the #40
merge); "HEAD" is current master. The *same* SponzaBench sources were
built against each library revision (a git worktree at #40).
### Full atrium — 25 meshes / ~262 k triangles (GPU-traversal bound)
| metric | #40 | HEAD | Δ |
|---|---:|---:|---:|
| setup (cold) ms | 322.7 | 316.6 | **1.9 %** |
| setup (warm pipeline cache, #69) ms | 322.7¹ | 313.9 | **2.7 %** |
| throughput fps | 7 560 | 7 637 | **+1.0 %** |
| frame time p50 ms | 0.1311 | 0.1298 | **1.0 %** |
| peak host RSS (cold) MB | 336.0 | 344.2 | +2.4 % |
| peak host RSS (warm cache) MB | 336.0¹ | 332.0 | **1.2 %** |
¹ #40 predates the disk pipeline cache (#69), so its setup is always the
cold-compile path.
### Light scene — 1 mesh (deliberately CPU-bound)
| metric | #40 | HEAD | Δ |
|---|---:|---:|---:|
| throughput fps | 15 022 | 15 237 | **+1.4 %** |
| frame time p50 ms | 0.0662 | 0.0650 | **1.8 %** |
## Interpretation
**The net measured gain in a static Sponza RT scene is small: ~12 %
faster frames, ~23 % faster setup, and roughly flat host memory.** That is
an honest result, and the reason is *what Sponza exercises*, not that the
perf work was ineffective:
* **Most post-#40 PRs don't touch this workload.** The largest block is UI
/ text rendering (shaped-run cache, font-atlas dirty uploads, the UI
compute-shader rewrites — #46#57, #61, #122#129, #132). Sponza has no
UI, so those contribute **zero**. A second block optimises **per-frame
dynamic uploads** (TLAS dirty-tracking #118, deforming-mesh refit #119,
the staging ring #120). A *static* scene builds its TLAS once and never
re-uploads, so these don't fire in steady state either. WebGPU-only
(#130/#131/#133) and Win32-only (#134) PRs don't apply to a native
Vulkan build at all.
* **The PRs that *do* apply act on setup and memory, not frame time.**
Device-local placement (#65/#72/#73/#75), staging release
(#66/#67/#114), the pipeline cache (#69) and the deferred-deletion queue
(#101/#116) move setup cost and peak memory — which is exactly where the
measured ~23 % setup change and the warm-cache RSS drop show up. The
pipeline cache itself saves ~3 ms here (one RT pipeline) and, more
visibly, ~12 MB of peak RSS by skipping the cold shader-compile
allocations.
* **Steady-state frame time is GPU-traversal bound.** With 262 k triangles
the per-frame CPU work (barrier scoping #48/#115, cached heap-bind
structs #42/#43) is hidden behind GPU traversal, so it can't move the
frame time. Shrinking the scene until it is CPU-bound (the light scene
above) surfaces the per-frame CPU savings — and even then they are only
~1.8 %, because that CPU path was already cheap.
**Takeaway:** the post-#40 work is real but concentrated in UI/text and
per-frame dynamic-upload paths; a static, UI-less RT scene is the wrong
workload to see most of it. To quantify the UI/text gains a separate
benchmark over a text-heavy `UIRenderer` scene (or an animated/deforming
scene for the dynamic-upload PRs) would be needed.
## Caveats / notes
* The stock `examples/Sponza` **native** path does not currently compile
against the (unpinned) Vulkan-Headers `main`: the
`VkResourceDescriptorDataEXT` union no longer has the
`pCombinedImageSampler` member the example uses. SponzaBench sidesteps
this by not binding a combined image+sampler. (Pre-existing, unrelated to
#155 — worth a follow-up to port Sponza to the split sampled-image +
sampler-heap model the engine's own UI renderer already uses.)
* Numbers are CPU/GPU specific. Re-run `run-bench.sh` locally for your
hardware; the *deltas* between revisions are the point, not the absolute
figures.

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#version 460
#extension GL_EXT_ray_tracing : enable
// Benchmark closest-hit: shade from the hit's barycentric coordinates.
// SponzaBench deliberately avoids the descriptor-heap texture sample the
// interactive Sponza example uses — the point here is to measure the
// ray-tracing traversal + frame-loop cost, not texturing, and a
// texture-free hit keeps the host setup portable across library
// revisions (issue #155).
hitAttributeEXT vec2 hitAttrs;
layout(location = 0) rayPayloadInEXT vec3 hitValue;
void main() {
vec3 bary = vec3(1.0 - hitAttrs.x - hitAttrs.y, hitAttrs.x, hitAttrs.y);
hitValue = bary;
}

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// SponzaBench — headless benchmark around the native Sponza RT scene.
//
// Identical setup to examples/Sponza (native branch): load the Sponza
// .cmesh + albedo .ctex, build BLAS/TLAS, wire an RTPass. Instead of
// opening an interactive window and idling in StartSync(), it times two
// things and exits:
//
// * setup — process start through the first command submission
// (asset decompress + BLAS/TLAS build + pipeline + memory
// placement + descriptor writes), which the bulk of the
// post-#40 perf work targets (device-local placement,
// staging release, pipeline cache, decompress, ...).
// * frames — a warmup then a measured loop calling Window::Render(),
// reporting per-frame wall-clock stats. Run with
// CRAFTER_PRESENT_IMMEDIATE=1 to uncap from vblank.
//
// Tunables (env): BENCH_WARMUP (default 200), BENCH_FRAMES (default 2000).
// Output lines are prefixed "BENCH " for easy scraping.
#include "vulkan/vulkan.h"
import Crafter.Graphics;
import Crafter.Asset;
import Crafter.Math;
import Crafter.Event;
import std;
using namespace Crafter;
namespace fs = std::filesystem;
using Clock = std::chrono::steady_clock;
namespace {
struct RGBA8 { std::uint8_t r, g, b, a; };
void RequireAssets(const fs::path& mesh, const fs::path& tex) {
if (fs::exists(mesh) && fs::exists(tex)) return;
std::println(std::cerr, "[SponzaBench] missing asset(s): {} / {}",
mesh.string(), tex.string());
std::abort();
}
// Peak resident set size (high-water mark) in kB, from /proc/self/status.
long PeakRSSkB() {
std::ifstream st("/proc/self/status");
std::string line;
while (std::getline(st, line)) {
if (line.rfind("VmHWM:", 0) == 0) {
long kb = 0;
std::sscanf(line.c_str(), "VmHWM: %ld", &kb);
return kb;
}
}
return -1;
}
std::size_t EnvSize(const char* name, std::size_t fallback) {
if (const char* v = std::getenv(name)) {
char* end = nullptr;
unsigned long parsed = std::strtoul(v, &end, 10);
if (end != v) return static_cast<std::size_t>(parsed);
}
return fallback;
}
double Ms(std::chrono::nanoseconds ns) {
return std::chrono::duration<double, std::milli>(ns).count();
}
}
int main() {
const std::size_t warmup = EnvSize("BENCH_WARMUP", 200);
const std::size_t frames = EnvSize("BENCH_FRAMES", 2000);
const auto tProcStart = Clock::now();
const fs::path texPath = "tex_0.ctex";
RequireAssets("mesh_0.cmesh", texPath);
// scene.txt (from the asset bundle): line 1 albedoCount, line 2
// meshCount, then per-mesh albedo index. We render every mesh group —
// unlike the interactive Sponza example, which is single-material on
// native because of the hit-shader dynamic-heap-index driver fault.
// SponzaBench's hit shader samples no texture, so it can build the
// full multi-mesh atrium as one multi-instance TLAS.
std::uint32_t albedoCount = 0, meshCount = 0;
{
std::ifstream manifest("scene.txt");
if (!manifest) { std::println(std::cerr, "[SponzaBench] missing scene.txt"); std::abort(); }
manifest >> albedoCount >> meshCount;
}
// BENCH_MESHES caps the number of mesh groups loaded (default: all).
// A small cap (e.g. 1) shrinks GPU work so per-frame CPU cost dominates;
// the full scene is GPU (traversal) bound.
meshCount = std::min<std::uint32_t>(meshCount, EnvSize("BENCH_MESHES", meshCount));
CompressedTextureAsset loadedTex = LoadCompressedTexture(texPath);
std::println("[SponzaBench] scene: {} meshes, {} albedos, {}x{} probe albedo",
meshCount, albedoCount, loadedTex.sizeX, loadedTex.sizeY);
Device::Initialize();
Window window(1280, 720, "SponzaBench");
VkCommandBuffer cmd = window.StartInit();
DescriptorHeapVulkan descriptorHeap;
descriptorHeap.Initialize(/*images*/ 2, /*buffers*/ 1, /*samplers*/ 0);
VkSpecializationMapEntry raygenEntry = { .constantID = 0, .offset = 0, .size = sizeof(std::uint16_t) };
VkSpecializationInfo raygenSpec = {
.mapEntryCount = 1, .pMapEntries = &raygenEntry,
.dataSize = sizeof(std::uint16_t), .pData = &descriptorHeap.bufferStartElement,
};
auto imgSlots = descriptorHeap.AllocateImageSlots(1);
auto bufSlots = descriptorHeap.AllocateBufferSlots(1);
std::array<VulkanShader, 3> shaders {{
{ "raygen.spv", "main", VK_SHADER_STAGE_RAYGEN_BIT_KHR, &raygenSpec },
{ "miss.spv", "main", VK_SHADER_STAGE_MISS_BIT_KHR, nullptr },
{ "closesthit.spv", "main", VK_SHADER_STAGE_CLOSEST_HIT_BIT_KHR, nullptr },
}};
ShaderBindingTableVulkan shaderTable;
shaderTable.Init(shaders);
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> raygenGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 0, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> missGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_GENERAL_KHR,
.generalShader = 1, .closestHitShader = VK_SHADER_UNUSED_KHR,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
std::array<VkRayTracingShaderGroupCreateInfoKHR, 1> hitGroups {{ {
.sType = VK_STRUCTURE_TYPE_RAY_TRACING_SHADER_GROUP_CREATE_INFO_KHR,
.type = VK_RAY_TRACING_SHADER_GROUP_TYPE_TRIANGLES_HIT_GROUP_KHR,
.generalShader = VK_SHADER_UNUSED_KHR, .closestHitShader = 2,
.anyHitShader = VK_SHADER_UNUSED_KHR, .intersectionShader = VK_SHADER_UNUSED_KHR,
} }};
PipelineRTVulkan pipeline;
pipeline.Init(cmd, raygenGroups, missGroups, hitGroups, shaderTable);
// One Mesh + RenderingElement3D per mesh group → BLAS each, then a
// single multi-instance TLAS. Pointers handed to RenderingElement3D
// live in the static vectors, so reserve up-front: a reallocation
// would dangle every registered element.
static std::vector<Mesh> meshes;
static std::vector<RenderingElement3D> renderers;
meshes.reserve(meshCount);
renderers.reserve(meshCount);
std::uint64_t totalVerts = 0, totalIdx = 0;
for (std::uint32_t i = 0; i < meshCount; ++i) {
const fs::path mp = std::format("mesh_{}.cmesh", i);
if (!fs::exists(mp)) continue;
CompressedMeshAsset loaded = LoadCompressedMesh(mp);
totalVerts += loaded.vertexCount;
totalIdx += loaded.indexCount;
meshes.emplace_back();
meshes.back().Build(loaded, cmd);
renderers.emplace_back();
RenderingElement3D& r = renderers.back();
r.instance = {
.transform = {},
.instanceCustomIndex = 0,
.mask = 0xFF,
.instanceShaderBindingTableRecordOffset = 0,
.flags = VK_GEOMETRY_INSTANCE_FORCE_OPAQUE_BIT_KHR,
.accelerationStructureReference = meshes.back().blasAddr,
};
MatrixRowMajor<float, 4, 3, 1>::Identity()
.Store(reinterpret_cast<float*>(r.instance.transform.matrix));
RenderingElement3D::Add(&r);
}
std::println("[SponzaBench] built {} BLAS, {} verts, {} idx total",
renderers.size(), totalVerts, totalIdx);
Image2D<RGBA8> albedo;
albedo.Create(loadedTex.sizeX, loadedTex.sizeY, /*mipLevels*/ 1, cmd,
VK_FORMAT_R8G8B8A8_UNORM,
VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
albedo.Update(loadedTex, cmd, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
// The albedo is uploaded to keep the texture-decompress + staging
// setup path in the measured "setup" window, but is not bound — the
// closest-hit shades from barycentrics, so only the TLAS + per-frame
// output image need descriptors.
for (std::uint32_t f = 0; f < Window::numFrames; ++f)
RenderingElement3D::BuildTLAS(cmd, f);
window.FinishInit();
VkDeviceAddressRangeKHR tlasRanges[Window::numFrames];
VkImageDescriptorInfoEXT outImgInfos[Window::numFrames];
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
tlasRanges[f] = { .address = RenderingElement3D::tlases[f].address };
outImgInfos[f] = {
.sType = VK_STRUCTURE_TYPE_IMAGE_DESCRIPTOR_INFO_EXT,
.pView = &window.imageViews[f],
.layout = VK_IMAGE_LAYOUT_GENERAL,
};
}
std::vector<VkResourceDescriptorInfoEXT> resources;
std::vector<VkHostAddressRangeEXT> destinations;
resources.reserve(Window::numFrames * 2);
destinations.reserve(Window::numFrames * 2);
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_ACCELERATION_STRUCTURE_KHR,
.data = { .pAddressRange = &tlasRanges[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value
+ descriptorHeap.BufferByteOffset(bufSlots.firstElement),
.size = Device::descriptorHeapProperties.bufferDescriptorSize,
});
resources.push_back({
.sType = VK_STRUCTURE_TYPE_RESOURCE_DESCRIPTOR_INFO_EXT,
.type = VK_DESCRIPTOR_TYPE_STORAGE_IMAGE,
.data = { .pImage = &outImgInfos[f] },
});
destinations.push_back({
.address = descriptorHeap.resourceHeap[f].value
+ descriptorHeap.ImageByteOffset(imgSlots.firstElement),
.size = Device::descriptorHeapProperties.imageDescriptorSize,
});
}
Device::vkWriteResourceDescriptorsEXT(Device::device,
static_cast<std::uint32_t>(resources.size()),
resources.data(), destinations.data());
for (std::uint32_t f = 0; f < Window::numFrames; ++f) {
descriptorHeap.resourceHeap[f].FlushDevice();
}
window.descriptorHeap = &descriptorHeap;
RTPass rtPass(&pipeline);
window.passes.push_back(&rtPass);
// ── Setup complete. Everything above is the per-run, one-time cost. ──
const auto tSetupDone = Clock::now();
const double setupMs = Ms(tSetupDone - tProcStart);
// ── Warmup: let the pipeline fill (frames-in-flight), caches warm. ──
for (std::size_t i = 0; i < warmup; ++i) window.Render();
// ── Measured loop: per-frame wall-clock around Render(). ────────────
std::vector<double> frameMs;
frameMs.reserve(frames);
const auto tLoopStart = Clock::now();
for (std::size_t i = 0; i < frames; ++i) {
const auto a = Clock::now();
window.Render();
const auto b = Clock::now();
frameMs.push_back(Ms(b - a));
}
const auto tLoopEnd = Clock::now();
// Drain so the loop's wall-clock isn't charged the GPU tail of the
// last few in-flight frames inconsistently across runs.
vkQueueWaitIdle(Device::queue);
const long peakRSS = PeakRSSkB();
// ── Stats. throughput uses the loop wall-clock (steady-state FPS);
// per-frame percentiles use the sorted per-frame samples. ─────────
const double loopWallMs = Ms(tLoopEnd - tLoopStart);
std::sort(frameMs.begin(), frameMs.end());
auto pct = [&](double p) {
if (frameMs.empty()) return 0.0;
std::size_t idx = static_cast<std::size_t>(p * (frameMs.size() - 1));
return frameMs[idx];
};
double sum = 0.0; for (double v : frameMs) sum += v;
const double meanMs = frameMs.empty() ? 0.0 : sum / frameMs.size();
std::println("");
std::println("BENCH setup_ms {:.3f}", setupMs);
std::println("BENCH frames {}", frames);
std::println("BENCH loop_wall_ms {:.3f}", loopWallMs);
std::println("BENCH fps {:.1f}", frames / (loopWallMs / 1000.0));
std::println("BENCH frame_mean_ms {:.4f}", meanMs);
std::println("BENCH frame_min_ms {:.4f}", pct(0.0));
std::println("BENCH frame_p50_ms {:.4f}", pct(0.50));
std::println("BENCH frame_p99_ms {:.4f}", pct(0.99));
std::println("BENCH frame_max_ms {:.4f}", pct(1.0));
std::println("BENCH peak_rss_kb {}", peakRSS);
// The interactive Sponza example never tears Device/Window down (it
// loops in StartSync forever); doing so here races GPU-still-in-flight
// resources at static-destruction time. The measurement is already
// printed, so skip destructors entirely with a hard exit.
//
// BENCH_CLEAN_EXIT=1 instead exits via std::exit, which runs atexit
// handlers (on builds that have the disk pipeline cache, #69, this is
// where it is written) before the destructor teardown. Used once to
// seed pipeline_cache.bin for a warm-cache setup measurement; the
// subsequent destructor race is irrelevant since the data is flushed.
std::cout.flush();
if (std::getenv("BENCH_CLEAN_EXIT")) std::exit(0);
std::_Exit(0);
}

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#version 460
#extension GL_EXT_ray_tracing : enable
layout(location = 0) rayPayloadInEXT vec3 hitValue;
void main() {
// Soft sky gradient based on ray direction Y. The actual ray dir
// isn't accessible without an extra payload field; use a flat warm
// tone that matches Sponza's interior lighting.
hitValue = vec3(0.10, 0.08, 0.06);
}

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import std;
import Crafter.Build;
namespace fs = std::filesystem;
using namespace Crafter;
// SponzaBench — a headless benchmark harness around the native Sponza
// ray-tracing scene. Same asset bundle and shaders as examples/Sponza,
// but main.cpp times setup + a fixed measured frame loop instead of
// opening an interactive window. Native (Vulkan) only — the point is to
// measure the native renderer's per-frame and setup cost across library
// revisions (issue #155: net perf gain from #40 to now).
constexpr std::string_view kSponzaGitUrl = "https://github.com/jimmiebergmann/Sponza.git";
constexpr std::string_view kSponzaCommitSHA = "222338979d32f4f4818466291bdbc29f192b86ba";
constexpr std::uint16_t kAlbedoSize = 1024u;
extern "C" Configuration CrafterBuildProject(std::span<const std::string_view> args) {
std::vector<std::string> graphicsArgs(args.begin(), args.end());
Configuration* graphics = LocalProject({
.projectFile = "../../project.cpp",
.args = graphicsArgs,
});
Configuration cfg;
cfg.path = "./";
cfg.name = "SponzaBench";
cfg.outputName = "SponzaBench";
cfg.type = ConfigurationType::Executable;
ApplyStandardArgs(cfg, args);
cfg.dependencies = { graphics };
std::array<fs::path, 0> ifaces = {};
std::array<fs::path, 1> impls = { "main" };
cfg.GetInterfacesAndImplementations(ifaces, impls);
fs::path sponzaRoot = GitFetch({
.url = std::string(kSponzaGitUrl),
.commit = std::string(kSponzaCommitSHA),
});
std::string bundleKey = std::format("{}|{}", kSponzaCommitSHA, kAlbedoSize);
auto bundleHash = std::hash<std::string>{}(bundleKey);
fs::path bundleDir = fs::path("build") / std::format("sponza-bundle-{:016x}", bundleHash);
if (auto err = BuildOBJBundle(
sponzaRoot / "sponza.obj",
sponzaRoot / "sponza.mtl",
bundleDir,
kAlbedoSize); !err.empty()) {
std::println(std::cerr, "Sponza bundle error: {}", err);
std::exit(1);
}
for (const auto& entry : fs::directory_iterator(bundleDir)) {
if (entry.is_regular_file()) cfg.files.push_back(entry.path());
}
cfg.shaders.emplace_back(fs::path("raygen.glsl"), std::string("main"), ShaderType::RayGen);
cfg.shaders.emplace_back(fs::path("closesthit.glsl"), std::string("main"), ShaderType::ClosestHit);
cfg.shaders.emplace_back(fs::path("miss.glsl"), std::string("main"), ShaderType::Miss);
return cfg;
}

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#version 460
#extension GL_EXT_ray_tracing : enable
#extension GL_EXT_shader_image_load_formatted : enable
#extension GL_EXT_shader_explicit_arithmetic_types_int16 : enable
#extension GL_EXT_descriptor_heap : enable
#extension GL_EXT_nonuniform_qualifier : enable
// Specialization constant set from descriptorHeap.bufferStartElement —
// shared with closesthit.glsl. The TLAS lives at descriptor_heap slot
// `bufferStart` (it's an SSBO-typed entry), the per-frame output image
// at heap slot 0.
layout(constant_id = 0) const uint16_t bufferStart = 0us;
layout(descriptor_heap) uniform accelerationStructureEXT topLevelAS[];
layout(descriptor_heap) uniform writeonly image2D image[];
layout(location = 0) rayPayloadEXT vec3 hitValue;
void main() {
uvec2 pixel = gl_LaunchIDEXT.xy;
uvec2 resolution = gl_LaunchSizeEXT.xy;
vec2 uv = (vec2(pixel) + 0.5) / vec2(resolution);
vec2 ndc = uv * 2.0 - 1.0;
// Camera positioned to look down the Sponza atrium axis. Sponza-OBJ
// from McGuire's archive is roughly 30 units wide × 13 tall × 18 deep,
// axis-aligned, with the floor near y=0 and the atrium centered on
// origin. -X faces the long end, so we sit inside looking +X.
vec3 origin = vec3(-10.0, 5.0, 0.0);
float aspect = float(resolution.x) / float(resolution.y);
float fov = radians(70.0);
float tanHalf = tan(fov * 0.5);
vec3 direction = normalize(vec3(
ndc.x * aspect * tanHalf,
-ndc.y * tanHalf,
1.0));
// Rotate +Z forward → +X forward (90° about Y).
direction = vec3(direction.z, direction.y, -direction.x);
traceRayEXT(
topLevelAS[bufferStart],
gl_RayFlagsNoneEXT,
0xff,
0, 0, 0,
origin,
0.001,
direction,
10000.0,
0);
imageStore(image[0], ivec2(pixel), vec4(hitValue, 1.0));
}

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#!/usr/bin/env bash
# Repeated-measurement harness for SponzaBench. Runs the binary in $BINDIR
# REPS times for a given mesh cap and reports the median (and min/max) of
# each BENCH metric. Validation is force-disabled via the loader (it adds
# huge, version-dependent overhead) and present mode is uncapped so frame
# time reflects real work rather than the compositor's vblank.
#
# Usage: run-bench.sh <bindir> <label> <meshes> <reps> [--cold]
# --cold deletes pipeline_cache.bin before EACH run (cold-compile path).
set -u
BINDIR="$1"; LABEL="$2"; MESHES="$3"; REPS="$4"; COLD="${5:-}"
cd "$BINDIR" || exit 1
declare -A vals
metrics="setup_ms fps frame_mean_ms frame_p50_ms frame_p99_ms peak_rss_kb"
for m in $metrics; do vals[$m]=""; done
for ((i=0;i<REPS;i++)); do
[ "$COLD" = "--cold" ] && rm -f pipeline_cache.bin
out=$(VK_LOADER_LAYERS_DISABLE='~all~' CRAFTER_PRESENT_IMMEDIATE=1 \
BENCH_WARMUP=200 BENCH_FRAMES=2000 BENCH_MESHES="$MESHES" \
./SponzaBench 2>/dev/null)
for m in $metrics; do
v=$(echo "$out" | awk -v k="$m" '$1=="BENCH" && $2==k {print $3}')
vals[$m]="${vals[$m]} $v"
done
done
med() { tr ' ' '\n' | grep -v '^$' | sort -n | awk '{a[NR]=$1} END{print a[int((NR+1)/2)]}'; }
lo() { tr ' ' '\n' | grep -v '^$' | sort -n | head -1; }
hi() { tr ' ' '\n' | grep -v '^$' | sort -n | tail -1; }
echo "## $LABEL (meshes=$MESHES reps=$REPS ${COLD})"
printf "%-15s %12s %12s %12s\n" metric median min max
for m in $metrics; do
echo -n "$(printf '%-15s' "$m") "
printf "%12s %12s %12s\n" \
"$(echo "${vals[$m]}" | med)" "$(echo "${vals[$m]}" | lo)" "$(echo "${vals[$m]}" | hi)"
done
echo