perf(ui): scope inter-dispatch barrier to swapchain image (#48)

UIRenderer::Dispatch inserted a queue-wide VkMemoryBarrier
(SHADER_WRITE -> SHADER_READ|WRITE) before every dispatch after the
first, flushing/invalidating all shader caches even though the only
hazard is the read-modify-write of the single swapchain storage image
that every UI pass shares.

Narrow it to a VkImageMemoryBarrier scoped to that image's subresource
(COMPUTE -> COMPUTE, GENERAL -> GENERAL, no layout transition). Same
correctness — later passes still observe earlier passes' writes — but
only this image's caches are flushed; unrelated resources are no longer
invalidated.

This is a narrower cache flush only: the execution dependency stays
compute->compute queue-wide, so passes still do not overlap. Eliminating
the barriers entirely requires pass fusion (#47) and is intentionally
out of scope here.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
catbot 2026-06-16 16:53:51 +00:00
commit c1fec9e8af

View file

@ -182,15 +182,41 @@ void UIRenderer::Dispatch(GraphicsCommandBuffer cmd, const GraphicsComputeShader
const void* push, std::uint32_t pushBytes,
std::uint32_t gx, std::uint32_t gy, std::uint32_t gz) {
if (!firstDispatchThisFrame_) {
VkMemoryBarrier mb {
.sType = VK_STRUCTURE_TYPE_MEMORY_BARRIER,
// Every UI pass read-modify-writes the same swapchain storage image
// (later passes overdraw earlier ones), so each dispatch must observe
// the previous dispatch's writes. The only resource the hazard touches
// is that one image, so scope the dependency to its subresource with a
// VkImageMemoryBarrier rather than a queue-wide VkMemoryBarrier: same
// correctness, but only this image's shader caches are flushed —
// unrelated buffers/images are no longer invalidated. The image stays
// in VK_IMAGE_LAYOUT_GENERAL (bound as a storage image), so this is a
// pure memory dependency, no layout transition.
//
// The execution dependency is still COMPUTE->COMPUTE over the whole
// queue, so the passes do NOT overlap — this is a narrower cache flush
// only. Eliminating the barriers entirely requires fusing the passes
// into one dispatch (tracked in #47); do not attempt that here.
VkImageMemoryBarrier ib {
.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER,
.srcAccessMask = VK_ACCESS_SHADER_WRITE_BIT,
.dstAccessMask = VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
.oldLayout = VK_IMAGE_LAYOUT_GENERAL,
.newLayout = VK_IMAGE_LAYOUT_GENERAL,
.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED,
.image = window_->images[window_->currentBuffer],
.subresourceRange = {
.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT,
.baseMipLevel = 0,
.levelCount = 1,
.baseArrayLayer = 0,
.layerCount = 1,
},
};
vkCmdPipelineBarrier(cmd,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
0, 1, &mb, 0, nullptr, 0, nullptr);
0, 0, nullptr, 0, nullptr, 1, &ib);
}
firstDispatchThisFrame_ = false;
shader.Dispatch(cmd, push, pushBytes, gx, gy, gz);