2.7 KiB
Reduce repeated clip-space work in draw_sprite
Summary
draw_sprite calls to_clip four times for an axis-aligned quad:
p0 := to_clip(x0_px, y0_px, sw, sh)
p1 := to_clip(x1_px, y0_px, sw, sh)
p2 := to_clip(x1_px, y1_px, sw, sh)
p3 := to_clip(x0_px, y1_px, sw, sh)
This repeats the same divisions and converts duplicate x/y coordinates. An axis-aligned sprite has only two unique x values and two unique y values.
This is a measurable optimization, but it is low priority at the current 128-sprite limit because the absolute saving is small.
Evidence
The checked-in unoptimized profiles report engine::to_clip at 5.33% and 5.51%
self time. Those percentages are inflated by the unoptimized profiling build,
so the change was also measured with -debug -o:speed.
A temporary benchmark used the real baked toad metadata, changed sprite position on every iteration, preallocated the queue, and performed two million draws per mode over seven trials:
| Mode | Median time per draw |
|---|---|
Current draw_sprite |
25.128 ns |
| Precomputed clip scale and reused coordinates | 21.531 ns |
Same math plus cached Frame_Def |
21.778 ns |
Simplifying the math improved isolated draw time by approximately 14.3%. Caching the resolved frame did not provide an additional benefit and should not be included without new evidence.
At MAX_SPRITES == 128, the measured math saving is only about 0.46
microseconds per completely full frame. GPU/driver work dominated the
end-to-end benchmark, so this should follow the profiling and deterministic
benchmark improvements.
Environment:
- Odin
dev-2026-05-nightly:ea5175d - Optimized with
-debug -o:speed - Linux x86-64
Proposed change
Compute clip scaling once and construct corners from the unique coordinates:
sx := 2.0 / f32(app.swapchain_w)
sy := 2.0 / f32(app.swapchain_h)
left := x0_px * sx - 1
right := x1_px * sx - 1
top := 1 - y0_px * sy
bottom := 1 - y1_px * sy
p0 := Vec2{left, top}
p1 := Vec2{right, top}
p2 := Vec2{right, bottom}
p3 := Vec2{left, bottom}
Keep to_clip for general callers and its existing tests; this change only
specializes quad construction inside draw_sprite.
Acceptance criteria
- Existing sprite geometry, camera, UV, and batching tests pass.
- Add or extend a test that compares all four generated corners against
to_clipfor representative viewport and sprite coordinates. - Flipped and unflipped sprites produce identical vertices to the current code.
- An optimized deterministic benchmark shows at least a 10% improvement in
isolated
draw_spritetime under comparable conditions. - Do not add a per-sprite frame cache as part of this issue.