Parallel rendering pipeline, ring vertex buffer, phase timings

Five optimizations measured on the 100k-entity stress scene (Release,
vsync off): 103 FPS baseline -> 297 FPS.

- Sprite submission and vertex building run on all cores above
  Renderer2DOptions.ParallelThreshold (default 8192). Work is sliced
  into 4096-entity segments: a Friflo chunk holds a whole archetype,
  so per-chunk parallelism degenerates to one thread. Segments merge
  in deterministic order, preserving radix sort stability.
- Vertex buffer is ring-written with SetDataOptions.NoOverwrite
  (GPU buffer 2x frame size); Discard only on wrap-around.
- Texture2DRegion precomputes UVs - four float divisions per sprite
  per frame removed.
- Renderer2D exposes per-phase timings (submit/sort/build/upload/draw),
  shown in the sample HUD - all further optimization is data-driven.
- Sample BounceSystem parallelized the same segmented way.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-11 05:06:55 +03:00
co-authored by Claude Fable 5
parent af319d1276
commit e06f24a319
10 changed files with 589 additions and 132 deletions
+64 -18
View File
@@ -50,33 +50,76 @@ public sealed class CameraControlSystem(Entity cameraEntity, Entity player, Inpu
}
}
/// <summary>Отскок сущностей со скоростью от границ мира.</summary>
/// <summary>
/// Отскок сущностей со скоростью от границ мира. На больших количествах работа режется
/// на сегменты по всем ядрам (чанк Friflo держит весь архетип — сам по себе он слишком крупный).
/// </summary>
public sealed class BounceSystem(RectF bounds) : QuerySystem<Transform2D, Velocity>
{
private const int ParallelThreshold = 8192;
private const int SegmentSize = 8192;
private readonly List<(Chunk<Transform2D> Transforms, Chunk<Velocity> Velocities)> _chunks = [];
private readonly List<(int Chunk, int Start, int Length)> _segments = [];
protected override void OnUpdate()
{
var delta = Tick.deltaTime;
_chunks.Clear();
var total = 0;
foreach (var (transforms, velocities, _) in Query.Chunks)
{
var t = transforms.Span;
var v = velocities.Span;
for (var i = 0; i < t.Length; i++)
_chunks.Add((transforms, velocities));
total += transforms.Length;
}
if (total < ParallelThreshold)
{
foreach (var (transforms, velocities) in _chunks)
{
ref var position = ref t[i].Position;
ref var velocity = ref v[i].Value;
position += velocity * delta;
Move(transforms, velocities, 0, transforms.Length, delta);
}
if (position.X < bounds.Left || position.X > bounds.Right)
{
velocity.X = -velocity.X;
position.X = Math.Clamp(position.X, bounds.Left, bounds.Right);
}
return;
}
if (position.Y < bounds.Top || position.Y > bounds.Bottom)
{
velocity.Y = -velocity.Y;
position.Y = Math.Clamp(position.Y, bounds.Top, bounds.Bottom);
}
_segments.Clear();
for (var c = 0; c < _chunks.Count; c++)
{
var length = _chunks[c].Transforms.Length;
for (var start = 0; start < length; start += SegmentSize)
{
_segments.Add((c, start, Math.Min(SegmentSize, length - start)));
}
}
Parallel.For(0, _segments.Count, i =>
{
var (chunk, start, length) = _segments[i];
Move(_chunks[chunk].Transforms, _chunks[chunk].Velocities, start, length, delta);
});
}
private void Move(Chunk<Transform2D> transforms, Chunk<Velocity> velocities, int start, int length, float delta)
{
var t = transforms.Span.Slice(start, length);
var v = velocities.Span.Slice(start, length);
for (var i = 0; i < t.Length; i++)
{
ref var position = ref t[i].Position;
ref var velocity = ref v[i].Value;
position += velocity * delta;
if (position.X < bounds.Left || position.X > bounds.Right)
{
velocity.X = -velocity.X;
position.X = Math.Clamp(position.X, bounds.Left, bounds.Right);
}
if (position.Y < bounds.Top || position.Y > bounds.Bottom)
{
velocity.Y = -velocity.Y;
position.Y = Math.Clamp(position.Y, bounds.Top, bounds.Bottom);
}
}
}
@@ -137,7 +180,10 @@ public sealed class StatsSystem(
context.Services.Get<GameWindow>().Title = $"MrGameEng Sample — {sceneName} | {stats}";
if (hudLabel is not null)
{
hudLabel.Text = $"{sceneName}\n{stats}";
hudLabel.Text =
$"{sceneName}\n{stats}\n" +
$"submit {renderer.SubmitMs:F2} | sort {renderer.SortMs:F2} | build {renderer.BuildMs:F2} | " +
$"upload {renderer.UploadMs:F2} | draw {renderer.DrawMs:F2} (ms)";
}
}
}