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Don't reallocate work item buffers every frame. #17684
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We were calling `clear()` on the work item buffer table, which caused us to deallocate all the CPU side buffers. This patch changes the logic to instead just clear the buffers individually, but leave their backing stores. This has two consequences: 1. To effectively retain work item buffers from frame to frame, we need to key them off `RetainedViewEntity` values and not the render world `Entity`, which is transient. This PR changes those buffers accordingly. 2. We need to clean up work item buffers that belong to views that went away. Amusingly enough, we actually have a system, `delete_old_work_item_buffers`, that tries to do this already, but it wasn't doing anything because the `clear_batched_gpu_instance_buffers` system already handled that. This patch actually makes the `delete_old_work_item_buffers` system useful, by removing the clearing behavior from `clear_batched_gpu_instance_buffers` and instead making `delete_old_work_item_buffers` delete buffers corresponding to nonexistent views. On Bistro, this PR improves the performance of `batch_and_prepare_binned_render_phase` from 61.2 us to 47.8 us, a 28% speedup.
IceSentry
approved these changes
Feb 4, 2025
Code looks good, CI is failing on a unneeded import so everything should be good once it's fixed. |
tychedelia
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Feb 4, 2025
superdump
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Feb 5, 2025
pcwalton
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Feb 8, 2025
PR bevyengine#17684 broke occlusion culling because it neglected to set the indirect parameter offsets for the late mesh preprocessing stage if the work item buffers were already set. This PR moves the update of those values to a new function, `init_work_item_buffers` which is unconditionally called for every phase every frame. Note that there's some complexity in order to handle the case in which occlusion culling was enabled on one frame and disabled on the next, or vice versa. This was necessary in order to make the occlusion culling toggle in the `occlusion_culling` example work again.
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PR #17684 broke occlusion culling because it neglected to set the indirect parameter offsets for the late mesh preprocessing stage if the work item buffers were already set. This PR moves the update of those values to a new function, `init_work_item_buffers`, which is unconditionally called for every phase every frame. Note that there's some complexity in order to handle the case in which occlusion culling was enabled on one frame and disabled on the next, or vice versa. This was necessary in order to make the occlusion culling toggle in the `occlusion_culling` example work again.
mrchantey
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Feb 17, 2025
We were calling `clear()` on the work item buffer table, which caused us to deallocate all the CPU side buffers. This patch changes the logic to instead just clear the buffers individually, but leave their backing stores. This has two consequences: 1. To effectively retain work item buffers from frame to frame, we need to key them off `RetainedViewEntity` values and not the render world `Entity`, which is transient. This PR changes those buffers accordingly. 2. We need to clean up work item buffers that belong to views that went away. Amusingly enough, we actually have a system, `delete_old_work_item_buffers`, that tries to do this already, but it wasn't doing anything because the `clear_batched_gpu_instance_buffers` system already handled that. This patch actually makes the `delete_old_work_item_buffers` system useful, by removing the clearing behavior from `clear_batched_gpu_instance_buffers` and instead making `delete_old_work_item_buffers` delete buffers corresponding to nonexistent views. On Bistro, this PR improves the performance of `batch_and_prepare_binned_render_phase` from 61.2 us to 47.8 us, a 28% speedup. 
mrchantey
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) PR bevyengine#17684 broke occlusion culling because it neglected to set the indirect parameter offsets for the late mesh preprocessing stage if the work item buffers were already set. This PR moves the update of those values to a new function, `init_work_item_buffers`, which is unconditionally called for every phase every frame. Note that there's some complexity in order to handle the case in which occlusion culling was enabled on one frame and disabled on the next, or vice versa. This was necessary in order to make the occlusion culling toggle in the `occlusion_culling` example work again.
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A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
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We were calling
clear()
on the work item buffer table, which caused us to deallocate all the CPU side buffers. This patch changes the logic to instead just clear the buffers individually, but leave their backing stores. This has two consequences:To effectively retain work item buffers from frame to frame, we need to key them off
RetainedViewEntity
values and not the render worldEntity
, which is transient. This PR changes those buffers accordingly.We need to clean up work item buffers that belong to views that went away. Amusingly enough, we actually have a system,
delete_old_work_item_buffers
, that tries to do this already, but it wasn't doing anything because theclear_batched_gpu_instance_buffers
system already handled that. This patch actually makes thedelete_old_work_item_buffers
system useful, by removing the clearing behavior fromclear_batched_gpu_instance_buffers
and instead makingdelete_old_work_item_buffers
delete buffers corresponding to nonexistent views.On Bistro, this PR improves the performance of
batch_and_prepare_binned_render_phase
from 61.2 us to 47.8 us, a 28% speedup.