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Directly copy data into uniform buffers #9865
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mockersf
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james7132:minimally-destructive-direct-bufffer-copy
Sep 25, 2023
Merged
Directly copy data into uniform buffers #9865
mockersf
merged 2 commits into
bevyengine:main
from
james7132:minimally-destructive-direct-bufffer-copy
Sep 25, 2023
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james7132
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Drawing game state to the screen
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superdump
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LGTM
alice-i-cecile
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# Objective This is a minimally disruptive version of bevyengine#8340. I attempted to update it, but failed due to the scope of the changes added in bevyengine#8204. Fixes bevyengine#8307. Partially addresses bevyengine#4642. As seen in bevyengine#8284, we're actually copying data twice in Prepare stage systems. Once into a CPU-side intermediate scratch buffer, and once again into a mapped buffer. This is inefficient and effectively doubles the time spent and memory allocated to run these systems. ## Solution Skip the scratch buffer entirely and use `wgpu::Queue::write_buffer_with` to directly write data into mapped buffers. Separately, this also directly uses `wgpu::Limits::min_uniform_buffer_offset_alignment` to set up the alignment when writing to the buffers. Partially addressing the issue raised in bevyengine#4642. Storage buffers and the abstractions built on top of `DynamicUniformBuffer` will need to come in followup PRs. This may not have a noticeable performance difference in this PR, as the only first-party systems affected by this are view related, and likely are not going to be particularly heavy. --- ## Changelog Added: `DynamicUniformBuffer::get_writer`. Added: `DynamicUniformBufferWriter`.
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Labels
A-Rendering
Drawing game state to the screen
C-Performance
A change motivated by improving speed, memory usage or compile times
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Objective
This is a minimally disruptive version of #8340. I attempted to update it, but failed due to the scope of the changes added in #8204.
Fixes #8307. Partially addresses #4642. As seen in #8284, we're actually copying data twice in Prepare stage systems. Once into a CPU-side intermediate scratch buffer, and once again into a mapped buffer. This is inefficient and effectively doubles the time spent and memory allocated to run these systems.
Solution
Skip the scratch buffer entirely and use
wgpu::Queue::write_buffer_with
to directly write data into mapped buffers.Separately, this also directly uses
wgpu::Limits::min_uniform_buffer_offset_alignment
to set up the alignment when writing to the buffers. Partially addressing the issue raised in #4642.Storage buffers and the abstractions built on top of
DynamicUniformBuffer
will need to come in followup PRs.This may not have a noticeable performance difference in this PR, as the only first-party systems affected by this are view related, and likely are not going to be particularly heavy.
Changelog
Added:
DynamicUniformBuffer::get_writer
.Added:
DynamicUniformBufferWriter
.