4.0 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.
Follow-up paired full-frame experiments at the 128-sprite cap found no larger
renderer-architecture win: buffer cycling improved median frame time by 0.7%,
GPU instancing by 1.1%, and texture sorting by 1.9%, while culling, queue
repacking, and indexed quads were neutral or slower. The clip-space change
therefore remains the strongest measured optimization specifically inside
draw_sprite, although its absolute frame impact is still small.
Environment:
- Odin
dev-2026-05-nightly:ea5175d - Optimized with
-debug -o:speed - Linux x86-64
Reproduction harness
Run the committed CPU harness on the baseline commit and again after applying the suggested fix:
make perf-draw PERF_ODIN_FLAGS="-debug -o:speed"
Keep PERF_DRAW_ITERATIONS, PERF_DRAW_WARMUP, and PERF_DRAW_TRIALS
unchanged between commits. Compare median_ns_per_draw.
Suggested fix
Compute clip scaling once and construct corners from the unique coordinates:
sprite_quad_to_clip :: proc(x0, y0, x1, y1, sw, sh: f32) -> [4]Vec2 {
sx := 2.0 / sw
sy := 2.0 / sh
left := x0 * sx - 1
right := x1 * sx - 1
top := 1 - y0 * sy
bottom := 1 - y1 * sy
return {
{left, top},
{right, top},
{right, bottom},
{left, bottom},
}
}
points := sprite_quad_to_clip(x0_px, y0_px, x1_px, y1_px, sw, sh)
p0, p1, p2, p3 := points[0], points[1], points[2], points[3]
Keep to_clip for general callers and its existing tests; this change only
specializes quad construction inside draw_sprite.
Add an equivalence test before replacing the current calls:
@(test)
sprite_quad_clip_math_matches_to_clip :: proc(t: ^testing.T) {
x0, y0 := f32(125), f32(80)
x1, y1 := f32(325), f32(280)
sw, sh := f32(800), f32(600)
expected := [4]Vec2 {
to_clip(x0, y0, sw, sh),
to_clip(x1, y0, sw, sh),
to_clip(x1, y1, sw, sh),
to_clip(x0, y1, sw, sh),
}
actual := sprite_quad_to_clip(x0, y0, x1, y1, sw, sh)
for i in 0 ..< 4 {
testing.expect_value(t, actual[i], expected[i])
}
}
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.