5.9 KiB
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/crowddraws only 24 sprites.MAX_SPRITESlimits the renderer to 128 sprites.- Recording starts an interactive application and asks the user to play for 10–20 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:
- CPU-only
draw_sprite, two million calls and seven trials:-debug: median 192.560 ns/draw-debug -o:speed: median 19.154 ns/draw
- 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:
- Profile optimized builds and establish the deterministic benchmark.
- Apply the clip-space math simplification documented in the related issue.
- Enable SDL buffer cycling for correct cross-frame resource reuse.
- Consider layer-aware texture grouping if a 1.9% workload-specific gain is worth the ordering complexity.
- 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, andSpritewith real baked metadata. - Use safe fake non-null GPU handles;
draw_spriteonly 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:speedby 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 checkandmake testcontinue to pass.