Files
codegirl-games/.github/issues/add-deterministic-sprite-performance-benchmark.md
T
2026-08-09 05:56:12 +00:00

5.9 KiB
Raw Blame History

Add deterministic CPU and frame benchmarks for sprite rendering

Summary

The current make flame workflow is valuable for finding call stacks, but it does not provide a reproducible performance metric:

  • examples/crowd draws only 24 sprites.
  • MAX_SPRITES limits the renderer to 128 sprites.
  • Recording starts an interactive application and asks the user to play for 1020 seconds before quitting.
  • The two checked-in reports contain only 499 and 469 samples.
  • CPU queue construction and GPU submission are combined in one profile.
  • The profiler currently builds unoptimized code.

These limitations make it difficult to tell whether a change made draw_sprite faster, changed driver behavior, or merely changed sampling noise.

Evidence

A temporary deterministic benchmark exposed two very different results:

  1. CPU-only draw_sprite, two million calls and seven trials:
    • -debug: median 192.560 ns/draw
    • -debug -o:speed: median 19.154 ns/draw
  2. Full 128-sprite frames through SDL GPU on Lavapipe, 1,000 measured frames and five trials:
    • -debug: median 2.486 ms/frame
    • -debug -o:speed: median 2.447 ms/frame

At the current cap, optimized CPU queue construction is approximately 3.2 microseconds for 128 sprites. The full software-rendered frame is around 2.45 milliseconds, so optimizing draw_sprite cannot materially improve that specific end-to-end workload. A hardware GPU or a larger future sprite limit may have a different balance.

This split also explains why percentages from the current unoptimized flamegraphs overstate small helper functions.

Follow-up enhancement benchmarks

Six proposed renderer changes were implemented temporarily and measured before being discarded. Full-frame tests used:

  • Odin dev-2026-05-nightly:ea5175d
  • -debug -o:speed
  • SDL 3.4.12 with Vulkan/Lavapipe
  • 128 animated sprites using real baked toad metadata and textures
  • Warm-up before measurement
  • Paired baseline/change samples on the same device with alternating order
  • Ten 400-frame samples per mode, except culling, which used seven 750-frame samples per mode

Each row is a separate paired run, so absolute frame times should only be compared within that row.

Enhancement Baseline median Changed median Result
Viewport culling, all visible 4.845 ms 4.822 ms 0.5% faster
Viewport culling, 50% offscreen 2.856 ms 2.878 ms 0.8% slower
SDL transfer and vertex buffer cycling 4.869 ms 4.834 ms 0.7% faster
Contiguous vertex queue and one upload-side copy 4.793 ms 4.809 ms 0.3% slower
Four-vertex indexed quads 4.745 ms 4.830 ms 1.8% slower
GPU instancing with 32-byte instance records 5.527 ms 5.467 ms 1.1% faster
Texture sorting, including sort cost, 128 runs to 2 5.765 ms 5.654 ms 1.9% faster

Interpretation:

  • Viewport culling is neutral at the current cap. The GPU already clips offscreen triangles, and the sprites remain in one batched draw.
  • SDL buffer cycling is a small performance improvement and is also the documented way to avoid overwriting resources still bound by prior frames.
  • Repacking the CPU queue does not help at 128 sprites; extra dynamic-array work offsets the saved small-copy loop.
  • Indexed quads regress performance despite reducing dynamic vertex data.
  • Instancing reduces per-sprite upload data from 96 to 32 bytes, but the 1.1% gain does not justify a second pipeline and shader path at the current cap.
  • Texture sorting has the largest full-frame gain, but unrestricted sorting can change alpha compositing. It is only safe within compatible layer/order groups.

The recommended order is:

  1. Profile optimized builds and establish the deterministic benchmark.
  2. Apply the clip-space math simplification documented in the related issue.
  3. Enable SDL buffer cycling for correct cross-frame resource reuse.
  4. Consider layer-aware texture grouping if a 1.9% workload-specific gain is worth the ordering complexity.
  5. Defer culling, queue repacking, indexed quads, and instancing until the sprite limit or measured workload grows substantially.

These results are from a software Vulkan backend. Hardware drivers may have a different balance, which is another reason to keep the benchmark reproducible and report backend details.

Proposed change

Add a non-interactive benchmark target with two explicitly separate workloads.

CPU queue benchmark

  • Construct App, Character_Data, and Sprite with real baked metadata.
  • Use safe fake non-null GPU handles; draw_sprite only checks/stores these.
  • Preallocate the draw list.
  • Clear the queue whenever it reaches MAX_SPRITES.
  • Vary sprite position between calls so the compiler cannot hoist the work.
  • Warm up before timing.
  • Run at least one million calls and report nanoseconds per draw.
  • Build with -o:speed by default.

Full-frame benchmark

  • Use a real SDL GPU device and baked texture.
  • Warm up before timing.
  • Run a fixed number of frames without interactive input.
  • Report milliseconds per frame and sprites per second.
  • Record GPU backend, present mode, compiler version, compiler flags, and sprite count.

The CPU benchmark should be available without a display or GPU. The full-frame benchmark may remain opt-in where a suitable GPU backend is unavailable.

Do not add a strict CI regression threshold initially; hosted runner variance will make a single threshold flaky. CI can still compile the benchmark and verify that it completes.

Acceptance criteria

  • A Makefile target runs the optimized CPU benchmark non-interactively.
  • Results include compiler flags, iteration count, median, and per-trial values.
  • CPU queue time is reported separately from complete frame time.
  • Sprite positions or frames vary during the measured loop.
  • The draw list never silently exceeds MAX_SPRITES.
  • The benchmark has documented commands for repeatable local comparison.
  • make check and make test continue to pass.