perf(window): cache per-frame heap-bind structs across frames #77
2 changed files with 41 additions and 21 deletions
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@ -734,27 +734,35 @@ void Window::Render() {
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// Pass-side dispatches still run with the same heaps bound — moving
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// the bind earlier doesn't change anything for them.
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if (descriptorHeap) {
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VkBindHeapInfoEXT resourceHeapInfo = {
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.sType = VK_STRUCTURE_TYPE_BIND_HEAP_INFO_EXT,
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.heapRange = {
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.address = descriptorHeap->resourceHeap[currentBuffer].address,
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.size = static_cast<std::uint32_t>(descriptorHeap->resourceHeap[currentBuffer].size)
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},
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.reservedRangeOffset = (descriptorHeap->resourceHeap[currentBuffer].size - Device::descriptorHeapProperties.minResourceHeapReservedRange) & ~(Device::descriptorHeapProperties.imageDescriptorAlignment - 1),
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.reservedRangeSize = Device::descriptorHeapProperties.minResourceHeapReservedRange
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};
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Device::vkCmdBindResourceHeapEXT(drawCmdBuffers[currentBuffer], &resourceHeapInfo);
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VkBindHeapInfoEXT samplerHeapInfo = {
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.sType = VK_STRUCTURE_TYPE_BIND_HEAP_INFO_EXT,
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.heapRange = {
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.address = descriptorHeap->samplerHeap[currentBuffer].address,
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.size = static_cast<std::uint32_t>(descriptorHeap->samplerHeap[currentBuffer].size)
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},
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.reservedRangeOffset = descriptorHeap->samplerHeap[currentBuffer].size - Device::descriptorHeapProperties.minSamplerHeapReservedRange,
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.reservedRangeSize = Device::descriptorHeapProperties.minSamplerHeapReservedRange
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};
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Device::vkCmdBindSamplerHeapEXT(drawCmdBuffers[currentBuffer], &samplerHeapInfo);
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// Rebuild the cached per-frame bind structs only when the heap changes.
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// The address/size of each frame's heap and the reservedRangeOffset
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// bitmask are stable for a given heap, so this runs once per assignment
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// rather than every frame.
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if (descriptorHeap != cachedDescriptorHeap) {
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for (std::uint8_t i = 0; i < numFrames; ++i) {
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resourceHeapInfos[i] = {
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.sType = VK_STRUCTURE_TYPE_BIND_HEAP_INFO_EXT,
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.heapRange = {
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.address = descriptorHeap->resourceHeap[i].address,
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.size = static_cast<std::uint32_t>(descriptorHeap->resourceHeap[i].size)
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},
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.reservedRangeOffset = (descriptorHeap->resourceHeap[i].size - Device::descriptorHeapProperties.minResourceHeapReservedRange) & ~(Device::descriptorHeapProperties.imageDescriptorAlignment - 1),
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.reservedRangeSize = Device::descriptorHeapProperties.minResourceHeapReservedRange
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};
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samplerHeapInfos[i] = {
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.sType = VK_STRUCTURE_TYPE_BIND_HEAP_INFO_EXT,
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.heapRange = {
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.address = descriptorHeap->samplerHeap[i].address,
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.size = static_cast<std::uint32_t>(descriptorHeap->samplerHeap[i].size)
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},
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.reservedRangeOffset = descriptorHeap->samplerHeap[i].size - Device::descriptorHeapProperties.minSamplerHeapReservedRange,
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.reservedRangeSize = Device::descriptorHeapProperties.minSamplerHeapReservedRange
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};
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}
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cachedDescriptorHeap = descriptorHeap;
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}
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Device::vkCmdBindResourceHeapEXT(drawCmdBuffers[currentBuffer], &resourceHeapInfos[currentBuffer]);
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Device::vkCmdBindSamplerHeapEXT(drawCmdBuffers[currentBuffer], &samplerHeapInfos[currentBuffer]);
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}
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onUpdate.Invoke({startTime, startTime-lastFrameBegin});
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@ -264,6 +264,18 @@ export namespace Crafter {
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VkPipelineStageFlags submitPipelineStages = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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std::vector<RenderPass*> passes;
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DescriptorHeapVulkan* descriptorHeap = nullptr;
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// Cached per-frame heap-bind structs. The heap address/size per slot
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// are stable once a heap is assigned; only currentBuffer varies frame
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// to frame, so the structs (and the reservedRangeOffset arithmetic)
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// are computed once per heap rather than every frame in Render().
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// Keyed on the heap pointer: whenever descriptorHeap differs from
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// cachedDescriptorHeap the cache is rebuilt. This invalidates on any
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// heap (re)assignment — heaps never resize today, so a stable pointer
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// means stable ranges. Not tied to onResize (the heap is independent
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// of swapchain size).
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VkBindHeapInfoEXT resourceHeapInfos[numFrames];
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VkBindHeapInfoEXT samplerHeapInfos[numFrames];
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DescriptorHeapVulkan* cachedDescriptorHeap = nullptr;
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std::optional<std::array<float, 4>> clearColor;
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#else
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// DOM mode: the page IS the window. WebGPU device and canvas are
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