The heap acceleration-structure read still needs the rewrite on 615.78.08; the READMEs say so and point at HeapASRead --no-workaround for checking a newer driver. Dynamic descriptor indexing in hit shaders is fixed there, which the README and the Sponza and SponzaBench notes now say, and the VulkanTriangle investigation no longer contradicts itself about llvmpipe, which advertises VK_EXT_descriptor_heap now. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
131 lines
6.6 KiB
Markdown
131 lines
6.6 KiB
Markdown
# SponzaBench — measuring the post-#40 performance work
|
||
|
||
This example exists to answer issue **#155**: *starting with #40 a lot of
|
||
performance-related issues were merged — what is the net performance gain,
|
||
measured in a representative scene (Sponza)?*
|
||
|
||
It is a headless benchmark harness built around the **native Vulkan**
|
||
Sponza ray-tracing scene. Same asset bundle and camera as
|
||
[`examples/Sponza`](../Sponza), but instead of opening an interactive
|
||
window it times the work and prints machine-readable `BENCH …` lines, then
|
||
exits.
|
||
|
||
## What it measures
|
||
|
||
* **setup** — process start through the first command submission: asset
|
||
decompression, BLAS build per mesh group, the multi-instance TLAS, the
|
||
RT pipeline, GPU memory placement and the descriptor writes. This is the
|
||
window most of the post-#40 *native* perf work acts on.
|
||
* **frames** — a warmup followed by a measured loop calling
|
||
`Window::Render()`, reporting per-frame wall-clock stats and throughput.
|
||
|
||
Unlike the interactive Sponza example — which is single-material on native
|
||
because of the hit-shader dynamic-`descriptor_heap`-index driver fault, fixed
|
||
in NVIDIA `615.78.08` (see `examples/Sponza/README.md`) — SponzaBench's closest-hit shades from
|
||
barycentric coordinates and samples **no** texture, so it can build the
|
||
**full multi-mesh atrium** (25 mesh groups, ~262 k triangles) as one
|
||
multi-instance TLAS. The albedo is still decompressed and uploaded during
|
||
setup (to keep that path in the measurement) but is not bound.
|
||
|
||
## Running
|
||
|
||
```bash
|
||
cd examples/SponzaBench
|
||
crafter-build # native Vulkan
|
||
# from the produced bin dir:
|
||
VK_LOADER_LAYERS_DISABLE='~all~' \
|
||
CRAFTER_PRESENT_IMMEDIATE=1 \
|
||
BENCH_WARMUP=200 BENCH_FRAMES=2000 BENCH_MESHES=25 ./SponzaBench
|
||
```
|
||
|
||
`run-bench.sh <bindir> <label> <meshes> <reps> [--cold]` runs it N times
|
||
and reports the median / min / max of each metric.
|
||
|
||
Environment knobs:
|
||
|
||
| var | effect |
|
||
|---|---|
|
||
| `CRAFTER_PRESENT_IMMEDIATE=1` | uncapped present mode — without it FIFO pins frame time to the compositor's vblank (~60 Hz) and steady-state throughput can't be seen. |
|
||
| `VK_LOADER_LAYERS_DISABLE='~all~'` | disable the validation layer. The engine enables Khronos validation **and GPU-assisted validation** unconditionally; that adds large, version-dependent overhead and must be off for a representative measurement. |
|
||
| `BENCH_WARMUP` / `BENCH_FRAMES` | warmup and measured frame counts (default 200 / 2000). |
|
||
| `BENCH_MESHES` | cap on mesh groups loaded (default: all 25). A small cap shrinks GPU work so per-frame **CPU** cost dominates; the full scene is GPU-traversal bound. |
|
||
| `BENCH_CLEAN_EXIT=1` | exit via `std::exit` (runs `atexit`, which writes the #69 pipeline cache) instead of the default hard `_Exit`. Used once to seed `pipeline_cache.bin` for a warm-cache measurement. |
|
||
|
||
## Results — #40 vs current master
|
||
|
||
Measured on this repo's CI box: **NVIDIA RTX 4090**, driver `610.43.02`,
|
||
1280×720, validation disabled, `IMMEDIATE` present, 200 warmup + 2000
|
||
measured frames, **median of 9 runs**. "#40" is commit `1451e3a` (the #40
|
||
merge); "HEAD" is current master. The *same* SponzaBench sources were
|
||
built against each library revision (a git worktree at #40).
|
||
|
||
### Full atrium — 25 meshes / ~262 k triangles (GPU-traversal bound)
|
||
|
||
| metric | #40 | HEAD | Δ |
|
||
|---|---:|---:|---:|
|
||
| setup (cold) ms | 322.7 | 316.6 | **−1.9 %** |
|
||
| setup (warm pipeline cache, #69) ms | 322.7¹ | 313.9 | **−2.7 %** |
|
||
| throughput fps | 7 560 | 7 637 | **+1.0 %** |
|
||
| frame time p50 ms | 0.1311 | 0.1298 | **−1.0 %** |
|
||
| peak host RSS (cold) MB | 336.0 | 344.2 | +2.4 % |
|
||
| peak host RSS (warm cache) MB | 336.0¹ | 332.0 | **−1.2 %** |
|
||
|
||
¹ #40 predates the disk pipeline cache (#69), so its setup is always the
|
||
cold-compile path.
|
||
|
||
### Light scene — 1 mesh (deliberately CPU-bound)
|
||
|
||
| metric | #40 | HEAD | Δ |
|
||
|---|---:|---:|---:|
|
||
| throughput fps | 15 022 | 15 237 | **+1.4 %** |
|
||
| frame time p50 ms | 0.0662 | 0.0650 | **−1.8 %** |
|
||
|
||
## Interpretation
|
||
|
||
**The net measured gain in a static Sponza RT scene is small: ~1–2 %
|
||
faster frames, ~2–3 % faster setup, and roughly flat host memory.** That is
|
||
an honest result, and the reason is *what Sponza exercises*, not that the
|
||
perf work was ineffective:
|
||
|
||
* **Most post-#40 PRs don't touch this workload.** The largest block is UI
|
||
/ text rendering (shaped-run cache, font-atlas dirty uploads, the UI
|
||
compute-shader rewrites — #46–#57, #61, #122–#129, #132). Sponza has no
|
||
UI, so those contribute **zero**. A second block optimises **per-frame
|
||
dynamic uploads** (TLAS dirty-tracking #118, deforming-mesh refit #119,
|
||
the staging ring #120). A *static* scene builds its TLAS once and never
|
||
re-uploads, so these don't fire in steady state either. WebGPU-only
|
||
(#130/#131/#133) and Win32-only (#134) PRs don't apply to a native
|
||
Vulkan build at all.
|
||
* **The PRs that *do* apply act on setup and memory, not frame time.**
|
||
Device-local placement (#65/#72/#73/#75), staging release
|
||
(#66/#67/#114), the pipeline cache (#69) and the deferred-deletion queue
|
||
(#101/#116) move setup cost and peak memory — which is exactly where the
|
||
measured ~2–3 % setup change and the warm-cache RSS drop show up. The
|
||
pipeline cache itself saves ~3 ms here (one RT pipeline) and, more
|
||
visibly, ~12 MB of peak RSS by skipping the cold shader-compile
|
||
allocations.
|
||
* **Steady-state frame time is GPU-traversal bound.** With 262 k triangles
|
||
the per-frame CPU work (barrier scoping #48/#115, cached heap-bind
|
||
structs #42/#43) is hidden behind GPU traversal, so it can't move the
|
||
frame time. Shrinking the scene until it is CPU-bound (the light scene
|
||
above) surfaces the per-frame CPU savings — and even then they are only
|
||
~1.8 %, because that CPU path was already cheap.
|
||
|
||
**Takeaway:** the post-#40 work is real but concentrated in UI/text and
|
||
per-frame dynamic-upload paths; a static, UI-less RT scene is the wrong
|
||
workload to see most of it. To quantify the UI/text gains a separate
|
||
benchmark over a text-heavy `UIRenderer` scene (or an animated/deforming
|
||
scene for the dynamic-upload PRs) would be needed.
|
||
|
||
## Caveats / notes
|
||
|
||
* The stock `examples/Sponza` **native** path does not currently compile
|
||
against the (unpinned) Vulkan-Headers `main`: the
|
||
`VkResourceDescriptorDataEXT` union no longer has the
|
||
`pCombinedImageSampler` member the example uses. SponzaBench sidesteps
|
||
this by not binding a combined image+sampler. (Pre-existing, unrelated to
|
||
#155 — worth a follow-up to port Sponza to the split sampled-image +
|
||
sampler-heap model the engine's own UI renderer already uses.)
|
||
* Numbers are CPU/GPU specific. Re-run `run-bench.sh` locally for your
|
||
hardware; the *deltas* between revisions are the point, not the absolute
|
||
figures.
|