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Don't reallocate work item buffers every frame. #17684

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Merged
merged 4 commits into from
Feb 5, 2025

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pcwalton
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@pcwalton pcwalton commented Feb 4, 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.

Screenshot 2025-02-04 135542

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.
@pcwalton pcwalton added A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Feb 4, 2025
@IceSentry
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Code looks good, CI is failing on a unneeded import so everything should be good once it's fixed.

@tychedelia tychedelia added S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it and removed S-Needs-Review Needs reviewer attention (from anyone!) to move forward labels Feb 4, 2025
@superdump superdump added this pull request to the merge queue Feb 5, 2025
Merged via the queue into bevyengine:main with commit 69b2ae8 Feb 5, 2025
28 checks passed
pcwalton added a commit to pcwalton/bevy that referenced this pull request 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.
github-merge-queue bot pushed a commit that referenced this pull request Feb 9, 2025
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 pushed a commit to mrchantey/bevy that referenced this pull request 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.

![Screenshot 2025-02-04
135542](https://github.com/user-attachments/assets/b0ecb551-f6c8-4677-8e4e-e39aa28115a3)
mrchantey pushed a commit to mrchantey/bevy that referenced this pull request Feb 17, 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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A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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4 participants