Stable radix sprite sort and render hot-path optimizations

SpriteBatcher now sorts with a stable LSD radix sort: equal-key sprites
keep submission order across frames (no flicker) and passes over digits
identical in all keys are skipped, making the common single-layer case
nearly free. Hot paths avoid per-sprite trig and square roots: SinCos is
skipped for unrotated sprites and the culling radius comes from the
region's precomputed diagonal.

Stress scene (100k entities, ~61k on screen, Release): 103 -> 124 FPS.
Sample now runs with VSync off to show real frame rates.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-11 04:39:17 +03:00
co-authored by Claude Fable 5
parent 2b7d4c4fef
commit a3e6d3bb0a
9 changed files with 214 additions and 18 deletions
+14 -4
View File
@@ -97,7 +97,7 @@ public sealed class Renderer2D : IDisposable
}
var layer = Layers[sprite.Layer];
var (center, radius) = CullingMath.SpriteBoundingCircle(transform, region.Width, region.Height, sprite.Origin);
var (center, radius) = CullingMath.SpriteBoundingCircle(in transform, region, sprite.Origin);
if (layer.Space == LayerSpace.World &&
!CullingMath.CircleIntersectsRect(center, radius, Camera.CullRect))
@@ -203,9 +203,19 @@ public sealed class Renderer2D : IDisposable
(v0, v1) = (v1, v0);
}
var (sin, cos) = MathF.SinCos(instance.Rotation);
var rx = new Vector2(instance.HalfSize.X * cos, instance.HalfSize.X * sin);
var ry = new Vector2(-instance.HalfSize.Y * sin, instance.HalfSize.Y * cos);
Vector2 rx, ry;
if (instance.Rotation == 0f)
{
rx = new Vector2(instance.HalfSize.X, 0f);
ry = new Vector2(0f, instance.HalfSize.Y);
}
else
{
var (sin, cos) = MathF.SinCos(instance.Rotation);
rx = new Vector2(instance.HalfSize.X * cos, instance.HalfSize.X * sin);
ry = new Vector2(-instance.HalfSize.Y * sin, instance.HalfSize.Y * cos);
}
var center = instance.Center;
var vertex = i * 4;