ludic/packages/ludic.render3d
Orkuncakilkaya f5d1a62ccf perf(render3d): Vulkan draws find pipelines by integer and reuse descriptor sets
R3D_VK_PROF at the camp view (about 2950 draws a frame) showed the frame spent in bookkeeping:
19.5 ms a frame finding pipelines by string key and 16 ms building descriptor sets.

- Pipelines: a mesh carries an interned vertex-layout id (dropped only when an attribute's shape
  changes, not when an instance buffer is swapped), render state packs into an int and the pass
  formats into another; the program's last hit is tried first. The string path only builds.
- Samplers: each texture keeps the sampler for its parameters until they change.
- Descriptor sets: a program's last set is reused within the frame while its blocks and resolved
  textures are unchanged; a uniform write that repeats the value it already holds changes nothing.

Headless on the RTX 3070 Ti at 1920x1080: 21.7 -> 53.3 fps (pipelines 0.2 ms, sets 8.5 ms, inside
draws 10 ms a frame; OpenGL 114 fps). The camp frame is unchanged and validation-clean. OpenGL frames
byte-identical at the five viewpoints; 59 self-tests pass; VKRES OK.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 13:22:51 +03:00
..
shaders fix(shaders): varyings meet by name on Vulkan, so the meadow's flowers draw 2026-09-15 12:50:54 +03:00
actor.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
assets.manifest feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
camera.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
collide.ludic feat(render3d): replace the world at run time, water bodies, terrain_sea 2026-09-13 00:03:40 +03:00
daylight.ludic feat(render3d): gpu.ludic - the seam for a second graphics API, and what the GPU can do 2026-09-15 09:52:12 +03:00
FEATURES.md feat: per-voice audio, outlines for what is not an actor, and a coast 2026-09-11 15:25:46 +03:00
fmath.ludic feat(render3d): gpu.ludic - the seam for a second graphics API, and what the GPU can do 2026-09-15 09:52:12 +03:00
gltf.ludic refactor(render3d): vertex data and draws behind gpu.ludic 2026-09-15 10:21:55 +03:00
gpu.ludic perf(render3d): Vulkan draws find pipelines by integer and reuse descriptor sets 2026-09-15 13:22:51 +03:00
gpu_manifest.ludic feat(render3d): read the SPIR-V manifest the way a Vulkan backend will 2026-09-15 10:41:43 +03:00
gpu_vk.ludic feat(render3d): Vulkan in the game's window on Windows 2026-09-15 13:08:40 +03:00
gpu_vk_draw.ludic perf(render3d): Vulkan draws find pipelines by integer and reuse descriptor sets 2026-09-15 13:22:51 +03:00
gpu_vk_res.ludic perf(render3d): Vulkan draws find pipelines by integer and reuse descriptor sets 2026-09-15 13:22:51 +03:00
grass.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
mesh.ludic perf(render3d): Vulkan draws find pipelines by integer and reuse descriptor sets 2026-09-15 13:22:51 +03:00
overlay.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
package.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
post.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
prof.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
programs.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
quat.ludic feat(gl): OpenGL 4.1 and the ludic.render3d renderer 2026-09-10 03:31:12 +03:00
r3d.ludic feat(render3d): gpu_vk_draw.ludic - Vulkan programs, pipelines, uniform blocks and passes 2026-09-15 12:11:03 +03:00
render.ludic feat(render3d): r3d_present and r3d_screenshot - the end of a frame through the layer 2026-09-15 11:43:55 +03:00
scatter.ludic fix(shaders): varyings meet by name on Vulkan, so the meadow's flowers draw 2026-09-15 12:50:54 +03:00
shadow.ludic refactor(render3d): render targets and passes behind gpu.ludic 2026-09-15 10:41:43 +03:00
skin.ludic refactor(render3d): vertex data and draws behind gpu.ludic 2026-09-15 10:21:55 +03:00
sky.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
stream.ludic feat(render3d): replace the world at run time, water bodies, terrain_sea 2026-09-13 00:03:40 +03:00
terrain.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00
texture.ludic refactor(render3d): textures behind gpu.ludic, their sampler state recorded 2026-09-15 10:29:28 +03:00
water.ludic refactor(render3d): programs, GPU timers and the context behind gpu.ludic 2026-09-15 11:33:01 +03:00