render3d: cut-out padding on every core - tex_dilate's rows per pass through Job.parallel_for, bytes unchanged

Within a pass a row writes only its own still-masked texels and reads only neighbours already let go,
which no row writes that pass, so the result is the single-threaded one. The worker takes a DilateJob
of plain buffers and allocates nothing. tex_dilate_bytes (safe_api) and examples/rendering/dilate.ludic,
which checks it against the old loop on RGB and RGBA atlases of sizes that do not divide (DILATE OK).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 17:11:21 +03:00
parent 509b5ef111
commit 7c74d95efa
4 changed files with 128 additions and 17 deletions

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@ -0,0 +1,8 @@
bump: patch
type: performance
**Cut-out edge padding runs on every core.** `tex_dilate`'s passes hand their rows, sixteen at a time, to
`Job.parallel_for`: within a pass a row writes only its own still-masked texels and reads only
neighbours the mask already let go, so the bytes are the ones the single-threaded loop made. The worker
is handed plain buffers in a `DilateJob` and makes nothing. `tex_dilate_bytes` is the slice-taking
form (safe_api.ludic), and `examples/rendering/dilate.ludic` holds the result against the old loop
(prints DILATE OK). It was 206 ms of the main thread in a Maroon Lake boot.

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@ -0,0 +1,77 @@
# dilate.ludic - render3d's cut-out padding, now a pass's rows on every core, gives exactly the
# bytes the one-thread version gave: the old loop is kept here as the oracle, over a patterned atlas
#
# bin/ludic build examples/rendering/dilate.ludic --headless && ./build/dilate_headless (prints DILATE OK)
program Dilate {
numbers float
import "ludic.render3d/r3d.ludic"
# the dilate as it was, one row after another
function oracle(px: []byte, w: int, h: int, c: int, thresh: int, passes: int) -> void {
let mask = buffer(w * h)
for i in 0 .. w * h { let o = i * c; if px[o] + px[o + 1] + px[o + 2] < thresh { mask[i] = 1 } else { mask[i] = 0 } }
let next = buffer(w * h)
for pass in 0 .. passes {
for q in 0 .. w * h { next[q] = mask[q] }
for y in 0 .. h {
for x in 0 .. w {
let k = y * w + x
if mask[k] == 1 {
var r = 0; var g = 0; var b = 0; var n = 0
if x > 0 and mask[k - 1] == 0 { let o = (k - 1) * c; r += px[o]; g += px[o + 1]; b += px[o + 2]; n += 1 }
if x < w - 1 and mask[k + 1] == 0 { let o = (k + 1) * c; r += px[o]; g += px[o + 1]; b += px[o + 2]; n += 1 }
if y > 0 and mask[k - w] == 0 { let o = (k - w) * c; r += px[o]; g += px[o + 1]; b += px[o + 2]; n += 1 }
if y < h - 1 and mask[k + w] == 0 { let o = (k + w) * c; r += px[o]; g += px[o + 1]; b += px[o + 2]; n += 1 }
if n > 0 { let o = k * c; px[o] = r / n; px[o + 1] = g / n; px[o + 2] = b / n; next[k] = 0 }
}
}
}
for q in 0 .. w * h { mask[q] = next[q] }
}
}
# blades and blobs of colour on black, different in every row and column
function atlas(w: int, h: int, c: int) -> []byte {
let px = buffer(w * h * c)
for y in 0 .. h {
for x in 0 .. w {
let o = (y * w + x) * c
let lit = ((x * 7 + y * 13) % 29 < 6) or ((x / 9 + y / 11) % 5 == 0)
for k in 0 .. c { px[o + k] = 0 }
if lit {
px[o] = (x * 3 + y) % 256
px[o + 1] = (x + y * 5) % 256
px[o + 2] = (x * y) % 256
}
if c == 4 { px[o + 3] = 255 }
}
}
return px
}
handler Boot(render3d_st: mut Render3dState) phase Start {
var ok = true
for c in 3 .. 5 {
let w = 173
let h = 101
let a = atlas(w, h, c)
let b = atlas(w, h, c)
render3d_st.tex_w = w
render3d_st.tex_h = h
render3d_st.tex_channels = c
render3d_st.tex_depth = 8
tex_dilate_bytes(render3d_st, a, 60, 24)
oracle(b, w, h, c, 60, 24)
let orig = atlas(w, h, c)
var same = 0
var moved = 0
for i in 0 .. w * h * c {
if a[i] == b[i] { same += 1 }
if a[i] != orig[i] { moved += 1 }
}
if same != w * h * c or moved == 0 { ok = false } # the same bytes, and the padding did pad
}
if ok { print("DILATE OK") } else { print("DILATE FAILED") }
quit()
}
}

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@ -39,3 +39,8 @@ function png_decode_bytes(render3d_st: mut Render3dState, path: string, reuse: [
function tex_upload_bytes(render3d_st: mut Render3dState, px: []byte, srgb: bool, mips: bool) -> int {
return tex_upload(render3d_st, data_of(px), srgb, mips)
}
# cut-out edge padding over samples laid out as the last decode left them (tex_dilate)
function tex_dilate_bytes(render3d_st: Render3dState, px: []byte, thresh: int, passes: int) -> void {
if px == null or len(px) < render3d_st.tex_w * render3d_st.tex_h * render3d_st.tex_channels { return }
tex_dilate(render3d_st, data_of(px), thresh, passes)
}

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@ -198,28 +198,49 @@ function tex_dilate(render3d_st: Render3dState, px: pointer, thresh: int, passes
var i = 0
while i < w * h { let o = i * c; if px[o] + px[o + 1] + px[o + 2] < thresh { mask[i] = 1 } else { mask[i] = 0 }; i += 1 }
let next = bytes(w * h)
let j = new DilateJob
j.px = px; j.mask = mask; j.next = next; j.w = w; j.h = h; j.c = c
let blocks = (h + TEX_DILATE_ROWS - 1) / TEX_DILATE_ROWS
for pass in 0 .. passes {
mem_copy(next, mask, w * h)
var y = 0
while y < h {
Job.parallel_for(blocks, fn tex_dilate_rows, j)
mem_copy(mask, next, w * h)
}
free(mask); free(next)
}
# A pass's rows on every core. Within a pass a row writes only its own still-masked texels and reads
# only neighbours the mask already let go, which no row writes this pass - so rows are independent and
# the result is the one row-by-row order gave. The worker is handed plain buffers and makes nothing.
const TEX_DILATE_ROWS: int = 16
property DilateJob {
px: pointer = null
mask: pointer = null
next: pointer = null
w: int = 0
h: int = 0
c: int = 0
}
function tex_dilate_rows(b: int, j: DilateJob) -> void {
let w = j.w; let c = j.c; let px = j.px; let mask = j.mask; let next = j.next
var y = b * TEX_DILATE_ROWS
let y1 = min(j.h, y + TEX_DILATE_ROWS)
while y < y1 {
var x = 0
while x < w {
let k = y * w + x
if mask[k] == 1 {
var r = 0; var g = 0; var b = 0; var n = 0
if x > 0 and mask[k - 1] == 0 { let o = (k - 1) * c; r += px[o]; g += px[o + 1]; b += px[o + 2]; n += 1 }
if x < w - 1 and mask[k + 1] == 0 { let o = (k + 1) * c; r += px[o]; g += px[o + 1]; b += px[o + 2]; n += 1 }
if y > 0 and mask[k - w] == 0 { let o = (k - w) * c; r += px[o]; g += px[o + 1]; b += px[o + 2]; n += 1 }
if y < h - 1 and mask[k + w] == 0 { let o = (k + w) * c; r += px[o]; g += px[o + 1]; b += px[o + 2]; n += 1 }
if n > 0 { let o = k * c; px[o] = r / n; px[o + 1] = g / n; px[o + 2] = b / n; next[k] = 0 }
var r = 0; var g = 0; var bl = 0; var n = 0
if x > 0 and mask[k - 1] == 0 { let o = (k - 1) * c; r += px[o]; g += px[o + 1]; bl += px[o + 2]; n += 1 }
if x < w - 1 and mask[k + 1] == 0 { let o = (k + 1) * c; r += px[o]; g += px[o + 1]; bl += px[o + 2]; n += 1 }
if y > 0 and mask[k - w] == 0 { let o = (k - w) * c; r += px[o]; g += px[o + 1]; bl += px[o + 2]; n += 1 }
if y < j.h - 1 and mask[k + w] == 0 { let o = (k + w) * c; r += px[o]; g += px[o + 1]; bl += px[o + 2]; n += 1 }
if n > 0 { let o = k * c; px[o] = r / n; px[o + 1] = g / n; px[o + 2] = bl / n; next[k] = 0 }
}
x += 1
}
y += 1
}
mem_copy(mask, next, w * h)
}
free(mask); free(next)
}
# Upload the last-decoded samples as a 2D texture. srgb: colour data (8-bit only).