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5 commits

Author SHA1 Message Date
catbot
225556532a perf(ui): skip the destination read-modify-write on empty tiles (#127)
The standalone per-category UI shaders (quads/circles/images/text)
unconditionally imageLoad the destination pixel up front and imageStore
it at the end, paying a full read-modify-write even on tiles no item
touches — the common case for a sparse UI. The fused uber-kernel already
amortizes a single load/store across all four categories; the standalone
Dispatch* path has no such umbrella.

Defer the imageLoad to just before the first surviving blend (`loaded`
flag) and skip the imageStore unless something was actually blended.
Output is bit-identical: before the first blend `dst` is unused, and a
skipped store leaves the pixel exactly as a no-op load+store would have
rewritten it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-18 13:26:32 +00:00
catbot
256ce56f1d Merge remote-tracking branch 'origin/master' into claude/issue-46
# Conflicts:
#	shaders/ui-text.comp.glsl
2026-06-16 16:02:00 +00:00
catbot
6eb11fbf71 perf(ui): cooperative shared-memory tile culling in UI compute shaders
Each 8×8-tile workgroup previously had all 64 threads walk the entire
item list, re-reading every item from the SSBO 64× and running the
per-pixel reject for items that never touch the tile — O(tiles × N)
item loads dominated by SSBO traffic.

The workgroup now streams the item list in chunks of 64: each thread
loads one item, tests its AABB against the whole tile, and the survivors
are compacted — in original buffer order — into shared memory. Every
thread then runs the unchanged per-pixel accumulate over only those
survivors. This drops SSBO traffic ~64× (each item read once per
workgroup instead of once per pixel) and shrinks the inner loop to the
items that actually overlap the tile.

Draw order is preserved exactly: chunks run in array order and the
in-chunk compaction is a stable in-order scan, so later items still
overdraw earlier ones (no atomic-append nondeterminism). The inner loop
body is byte-for-byte the original per-pixel logic, so output is
pixel-identical — the cull only decides which items reach it. Threads
no longer early-return so every thread reaches the workgroup barriers.

Applied to ui-quads, ui-circles, ui-images and ui-text; shared helpers
(uiTileBounds / uiAabbOverlapsTile) live in ui-shared.glsl.

Resolves #46

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 15:45:12 +00:00
catbot
a8ed369c71 perf(shaders): drop nonuniformEXT on text font slots
fontTextureSlot/fontSamplerSlot are push constants, hence provably
dynamically uniform. Wrapping them in nonuniformEXT forced the
per-invocation divergent-descriptor path and blocked hoisting the
uniform descriptor load out of the per-pixel glyph loop.

Removing the decoration is zero correctness risk — it is purely a
read-index hint. Not applied to ui-images.comp.glsl, whose slots come
from an SSBO load the compiler cannot prove uniform.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-16 15:29:29 +00:00
1f5697326c UI rewrite 3rd attempt 2026-05-02 21:08:20 +02:00