perf(ui): subgroup prefix-sum stream compaction, not lane-0 serial scan (#124)
uiCompactChunk ran the survivor scan entirely on gl_LocalInvocationIndex == 0: ~64 serial iterations with 63/64 lanes idle, between two barriers, 4x per chunk in the fused kernel. It must emit a stable in-order (buffer-order) exclusive prefix of the survivors so the per-pixel inner loop still sees items in draw order. Replace it with a per-subgroup subgroupExclusiveAdd of the keep bits plus a carry across subgroups: each subgroup publishes its survivor total to shared memory, then every lane sums the totals of all lower-id subgroups for its base. A survivor's slot in s_order[] therefore equals the number of survivors with a smaller local index — buffer (draw) order preserved exactly, unlike an atomicAdd which would scramble it. The carry makes the result correct for any subgroup width (2 subgroups on the 32-wide descriptor_heap target, up to 8/16 on narrower parts), relying only on the gl_LocalInvocationIndex <-> (gl_SubgroupID, gl_SubgroupInvocationID) linear mapping every Vulkan compute implementation provides. The feature is free at the device baseline (apiVersion 1.4 + VK_EXT_descriptor_heap implies Vulkan 1.1 subgroup arithmetic), so no correctness fallback is needed; WebGPU is unaffected (separate embedded WGSL). Applied to ui-fused.comp.glsl and the same pattern inlined in ui-quads/circles/images/text. Verified: all 23 tests pass (UIFusedShader recompiles + spirv-val + pins push-constant offsets); a 140k-trial CPU simulation of the algorithm matches the serial reference for subgroup sizes 1..64; HelloUI renders correctly on an RTX 4090 (DispatchFused quads+circles+text) with draw order intact. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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5 changed files with 167 additions and 43 deletions
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@ -1,5 +1,7 @@
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#version 460
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_KHR_shader_subgroup_basic : enable
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#extension GL_KHR_shader_subgroup_arithmetic : enable
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#include "ui-shared.glsl"
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// One workgroup per 8×8 screen tile. The workgroup cooperatively streams the
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@ -21,6 +23,34 @@ shared vec4 s_outline[UI_CHUNK];
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shared uint s_keep[UI_CHUNK];
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shared uint s_order[UI_CHUNK];
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shared uint s_count;
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shared uint s_subTotals[UI_CHUNK]; // per-subgroup survivor totals (carry step)
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// Stable in-order compaction of one chunk's survivors via a per-subgroup
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// exclusive prefix-sum plus a carry across subgroups, so a survivor's slot in
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// s_order[] equals the number of survivors with a smaller local index — buffer
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// (draw) order preserved. Replaces the old lane-0 serial scan. See
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// ui-fused.comp.glsl for the full rationale; the body is identical.
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void uiCompactChunk() {
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uint lid = gl_LocalInvocationIndex;
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uint keep = s_keep[lid];
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uint subPrefix = subgroupExclusiveAdd(keep);
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uint subTotal = subgroupAdd(keep);
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if (subgroupElect())
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s_subTotals[gl_SubgroupID] = subTotal;
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barrier();
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uint base = 0u;
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uint total = 0u;
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for (uint s = 0u; s < gl_NumSubgroups; ++s) {
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uint t = s_subTotals[s];
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if (s < gl_SubgroupID) base += t;
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total += t;
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}
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if (lid == 0u) s_count = total;
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if (keep != 0u)
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s_order[base + subPrefix] = lid;
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}
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void main() {
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// NOTE: do not early-return — every thread must reach the barriers below.
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@ -54,14 +84,7 @@ void main() {
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s_keep[lid] = keep ? 1u : 0u;
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barrier();
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// Stable in-order compaction of this chunk's survivors.
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if (lid == 0u) {
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uint n = 0u;
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uint lim = min(UI_CHUNK, pc.hdr.itemCount - base);
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for (uint k = 0u; k < lim; ++k)
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if (s_keep[k] != 0u) s_order[n++] = k;
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s_count = n;
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}
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uiCompactChunk();
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barrier();
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if (valid) {
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