perf(ui): subgroup prefix-sum stream compaction in the UI compute shaders (#124) #145

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catbot merged 1 commit from claude/issue-124 into master 2026-06-18 15:27:30 +02:00

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catbot
da9f2a89e8 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>
2026-06-18 13:26:37 +00:00