Files
daedalus-fourier/src/v3d_runner.h
T
claude-noether 98553278dd v3d_runner: persistent per-pipeline command buffer
Phase 2 of the QPU-default substrate campaign — eliminate
vkAllocateCommandBuffers from the dispatch hot path.

Attaches a VkCommandBuffer to each v3d_pipeline, allocated once in
v3d_runner_create_pipeline() and freed in destroy_pipeline().  The
five dispatch_*_qpu sites switch from v3d_runner_alloc_cmdbuf() to
v3d_runner_pipeline_cmdbuf_reset() — vkResetCommandBuffer is O(1)
versus the driver-side allocation walk.  Pool was already created
with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT so reset is
permitted.

Microbench (hertz, Pi 5, kernel 6.18.29, V3D 7.1):

  before (task 160 pool only):
    steady-state p50: 76.44 us
    steady-state mean: 77.95 us
  after (task 160 pool + task 161 persistent cb):
    steady-state p50: 54.56 us
    steady-state mean: 56.00 us
    -> 28% per-dispatch reduction

The remaining ~54 us steady-state is dominated by vkQueueWaitIdle +
shader execution + the two memcpy(in/out) on the dst buffer — task
162 (dmabuf import for dst) targets the memcpy half.

test_api_idct stays bit-exact across CPU/QPU/AUTO substrates.

Refs daedalus-fourier task #161.
2026-05-23 19:56:35 +02:00

142 lines
5.5 KiB
C

/*
* v3d_runner — minimal Vulkan compute plumbing for V3D 7.1 on Pi 5.
*
* Factored out of tests/bench_vulkan_dispatch.c so successive kernel
* benches can reuse the device/queue/buffer/pipeline machinery
* without copy-paste. Kept deliberately small and concrete — no
* generality beyond what daedalus-fourier needs.
*
* License: BSD-2-Clause.
*/
#ifndef DAEDALUS_V3D_RUNNER_H
#define DAEDALUS_V3D_RUNNER_H
#include <stddef.h>
#include <stdint.h>
#include <vulkan/vulkan.h>
typedef struct v3d_runner v3d_runner;
/* Host-visible SSBO. .mapped is a CPU-side pointer to .size bytes. */
typedef struct {
VkBuffer buffer;
VkDeviceMemory memory;
void *mapped;
size_t size;
} v3d_buffer;
/* Compute pipeline + its descriptor set (one set per pipeline). */
typedef struct {
VkPipeline pipeline;
VkPipelineLayout layout;
VkDescriptorSetLayout ds_layout;
VkDescriptorPool pool;
VkDescriptorSet desc_set;
uint32_t n_ssbos;
uint32_t push_const_size;
/* Persistent command buffer. Allocated at create-pipeline time;
* dispatch sites use v3d_runner_pipeline_cmdbuf_reset() to
* vkResetCommandBuffer instead of paying vkAllocateCommandBuffers
* per dispatch. Pool flagged RESET_COMMAND_BUFFER_BIT so reset
* is permitted. */
VkCommandBuffer cb;
} v3d_pipeline;
/*
* Create runner: Vulkan instance, V3D physical device, logical
* device with storageBuffer{8,16}BitAccess features enabled,
* compute queue, command pool.
*
* Returns NULL on failure (writes errors to stderr).
*/
v3d_runner *v3d_runner_create(void);
void v3d_runner_destroy(v3d_runner *r);
/* Expose a few internals for code that wants direct vkCmd*. */
VkDevice v3d_runner_device(v3d_runner *r);
VkQueue v3d_runner_queue(v3d_runner *r);
uint32_t v3d_runner_queue_family(v3d_runner *r);
VkCommandPool v3d_runner_cmd_pool(v3d_runner *r);
const char *v3d_runner_device_name(v3d_runner *r);
/* Storage buffer, HOST_VISIBLE | HOST_COHERENT, mapped on the
* host side. The mapping persists for the lifetime of the buffer.
*
* Returns 0 on success, non-zero on failure.
*
* NOTE: prefer v3d_runner_acquire_buffer() on the dispatch hot path —
* create_buffer/destroy_buffer go straight to vkAllocateMemory each
* call, which on V3D7's Mesa stack costs ~10-50us. The acquire/
* release pair pulls from a freelist and pays vkAllocateMemory only
* on a cache miss.
*/
int v3d_runner_create_buffer(v3d_runner *r, size_t size, v3d_buffer *out);
void v3d_runner_destroy_buffer(v3d_runner *r, v3d_buffer *buf);
/*
* Pooled buffer acquisition. Returns a v3d_buffer whose .size is the
* smallest power-of-2 >= the requested size (so callers can pool
* across similar-sized requests). Backed by HOST_VISIBLE |
* HOST_COHERENT memory; mapped pointer is valid.
*
* On cache hit: zero-cost reuse of a previously-released buffer.
* On miss: falls through to v3d_runner_create_buffer(). Release with
* v3d_runner_release_buffer(); pool drains in v3d_runner_destroy().
*
* Lifetime contract: the returned buffer's .mapped contents are
* UNINITIALISED — the previous user's data may still be present.
* Callers that need a clean buffer must memset themselves. This is
* deliberate; the dispatch hot paths immediately overwrite the
* buffer with new coefficients / meta anyway.
*
* Thread-safety: NOT thread-safe. A daedalus_ctx is single-threaded
* by API contract; the pool inherits that constraint.
*/
int v3d_runner_acquire_buffer(v3d_runner *r, size_t size, v3d_buffer *out);
void v3d_runner_release_buffer(v3d_runner *r, v3d_buffer *buf);
/* Pool diagnostics: total allocated bytes (sum across all size
* classes, including currently-released entries). Useful for
* watermark logging. */
size_t v3d_runner_pool_total_bytes(v3d_runner *r);
/* Compute pipeline from a SPIR-V file path. The descriptor-set
* layout exposes `n_ssbos` storage buffer bindings at binding
* indices 0..n_ssbos-1, all visible to the compute stage. A push
* constant range of `push_const_size` bytes is added if non-zero.
*
* The single descriptor set is pre-allocated; bind buffers via
* v3d_runner_bind_buffers().
*/
int v3d_runner_create_pipeline(v3d_runner *r,
const char *spv_path,
uint32_t n_ssbos,
uint32_t push_const_size,
v3d_pipeline *out);
void v3d_runner_destroy_pipeline(v3d_runner *r, v3d_pipeline *p);
/* Bind SSBOs to the pipeline's descriptor set. `bufs` must have
* exactly `p->n_ssbos` entries, in binding order. Idempotent —
* rebind freely between dispatches if buffers change.
*/
int v3d_runner_bind_buffers(v3d_runner *r,
v3d_pipeline *p,
const v3d_buffer *bufs,
uint32_t n);
/* Allocate a primary command buffer from the runner's pool. */
VkCommandBuffer v3d_runner_alloc_cmdbuf(v3d_runner *r);
/* Reset @p->cb so it can be re-recorded. Returns 0 on success.
* Replaces v3d_runner_alloc_cmdbuf() on the dispatch hot path —
* vkResetCommandBuffer is O(1) vs vkAllocateCommandBuffers' ~1-5us
* driver cost. */
int v3d_runner_pipeline_cmdbuf_reset(v3d_runner *r, v3d_pipeline *p);
/* Submit `cb` to the queue and wait for completion. The classic
* timed operation. Returns 0 on success.
*/
int v3d_runner_submit_wait(v3d_runner *r, VkCommandBuffer cb);
#endif /* DAEDALUS_V3D_RUNNER_H */