7.1 KiB
Forge: Windows A/B of parallel draw-list replay + recording (engine a967d12b)
Why: Windows sits at 45–50 fps with the RTX 5080 idle. The render thread is the limiter (10–13 ms wall, end_frame
replay + submit 3.8–4.8 ms). The NVIDIA/WDDM driver path is paid serially on that thread for every vkCmd*.
Engine 06ecc5df can cut large draw lists into chunks and record them into secondary command buffers on worker
threads (Vulkan only, default off). Design + Mac results: engine .agents/wiki/parallel-draw-replay.md.
Since then the engine also does parallel recording (Forward+ splits a pass's render list over worker threads, each
recording its own slice of the draw list; every driver; default off) — gpucull record on|off|status. It attacks the
other half of the render thread (Godot's per-draw bookkeeping before the driver). Same page, § Parallel recording.
Nothing is published or pinned for this yet. This is a test build on Forge only.
1. Build + oracle (Vulkan, Khronos layer)
git checkout a967d12bin the engine (replay + recording), build the Windows editor with thewindows-x64manifest flags. GodotSharp regen is not needed for the test: the game reaches the new API throughCall.- With the Vulkan SDK's validation layer available (
--gpu-validationturns it on):bash tests/gpu_oracle/parallel_draw_replay/run.sh <tinqs.windows.editor.x86_64.mono.exe> vulkanExpectORACLE: 10 passed, 0 failed, exit 0, zeroVUID/ validation lines in the output. Paste the output back.
2. In-game A/B (box otherwise idle, one engine, nothing else running)
The game pins 4.7.2@e64890fd3; skip the pin for this test build:
TINQS_ENGINE_SKIP_CHECK=1 GAME_ARGS=--gpu-profile GAME_RES=1600x900 bash tools/game.sh run
READY_TIMEOUT=400 bash tools/game.sh ready
curl -s -X POST 127.0.0.1:4328/command -d '{"command":"host_game"}' # if it stops at the menu
# wait until in the world with fps settled (~50 s+), then:
curl -s -X POST 127.0.0.1:4328/command -d '{"command":"gpucull","value":"replay status"}' # supported True
LOG="$APPDATA/Tinqs/app_userdata/Ariki/logs/godot.log"
OUT=.game-cli/replay-windows-$(date +%Y%m%d-%H%M)
ARIKI_API=http://127.0.0.1:4328 python tools/render_thread_profile.py --log "$LOG" \
--poses tools/render_thread_poses.json --out "$OUT" --blocks 8 \
--states "both off=gpucull:replay off;gpucull:record off" "replay=gpucull:replay on;gpucull:record off" \
"record=gpucull:replay off;gpucull:record on" "both on=gpucull:replay on;gpucull:record on" \
--restore "gpucull:replay off;gpucull:record off"
Also take three curl -s 127.0.0.1:4328/mainthread reads with replay off and with replay on (from e3582841a).
They show which thread paces the frame.
Also: curl -s -X POST 127.0.0.1:4328/command -d '{"command":"occlusion","value":"off"}' vs on at the spawn pose
(5 /perf reads each) — the 1.2–1.3 ms "Update Occlusion Buffer" label decides whether CPU occlusion culling earns its
cost now that vegetation is GPU-culled.
Also, after the run above (it can be its own run if the first one has already started), GPU depth-pyramid
occlusion for the gpu-culled vegetation (rendering/occlusion_culling/gpu_hzb, default off). It costs the render
thread nothing. On the Mac it cut kept plants by 16 % and GPU time by ~2 ms; it has never been measured on Windows:
OUT=.game-cli/hzb-windows-$(date +%Y%m%d-%H%M)
ARIKI_API=http://127.0.0.1:4328 python tools/render_thread_profile.py --log "$LOG" \
--poses tools/render_thread_poses.json --out "$OUT" --blocks 8 \
--states "hzb off=gpucull:hzb off" "hzb on=gpucull:hzb on" \
--restore "gpucull:hzb off"
Eye check with hzb on: turn the camera fast past a hill and a house. Plants must not pop in a frame late or
vanish while visible.
Report per pose and state: frame ms, _draw wall, end_frame, render-CPU labels, fps p25, /perf gpucullCounters.parallelReplay (lists / chunks), pixel diff vs the A/A floor, and the full results.json.
3. Soak + eye check
gpucull replay on, walk 10 minutes (shore, inland, village, a tree felling), with --gpu-validation on a second run:
no device lost, no PARALLEL-REPLAY-BUG, no validation errors. Eye check where tree/rock shadows fall on open sand.
A stepped shadow edge was seen in one Mac capture and is probably a static-tile boundary; compare replay off vs on
at the same spot.
Decision rule
Default flips on (rendering/rendering_device/parallel_draw_replay/enabled=true in the game's project.godot,
then publish + pin) only if: oracle clean, soak clean, and frame time / end_frame drop at all 3 poses.
gpu_hzb flips on (game project.godot) if frame time and render-GPU ms do not rise at any pose and the eye check
is clean.
2026-10-19 Engine-side test results on Forge (ZCode) — build a967d12bf, NOT published (test-only per this handoff)
Tooling note: Vulkan SDK + Khronos validation layer and the D3D12 debug layer (Graphics Tools) are now INSTALLED on Forge (admin install, C:\VulkanSDK) — the "--gpu-validation owed" notes in the manifest are resolved from here on.
- parallel_draw_replay oracle, vulkan, --gpu-validation (RTX 5080): ORACLE: 10 passed, 0 failed, exit 0 (replay 64x8/8x32/120x2/16x3, record 96x8/8x32/200x2, record+replay 16x5, inline-again — all pixel-identical, real chunk splits up to 160 chunks). VUID FINDING (not zero-VUID as this handoff expected): 10x VUID-vkBeginCommandBuffer-commandBuffer-00050 ("commandBuffer must be in the initial state … pool must have VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT"). They fire in the FIRST parallel state (after the inline reference, before its PASS) and hit the duplicate limit. Control: 120 frames of the same project, validation on, feature OFF → 0 VUIDs. So the parallel path re-begins secondary command buffers from pools without the RESET bit — spec-UB that the current NVIDIA driver tolerates (and MoltenVK runs never flagged). Benign today, but a candidate fix is the pool flag or explicit vkResetCommandBuffer per chunk reuse. Pixel identity is unaffected.
- draw_indirect_count oracle, d3d12, debug layer ON (run.sh): 22 passed, 0 failed, exit 0, with the expected
ORACLE SKIP base-instance cases: D3D12 shaders see base instance 0line and zero D3D12 ERROR lines — this now matches the wiki Windows checklist exactly (the earlier 22/2 was the no-debug-layer run where the cases ran instead of skipping). Old "owed" item closed. - multimesh_cull_pool oracle, d3d12, debug layer ON: 4524 passed, 0 failed, exit 0, zero D3D12 ERROR lines — full parity with Mac Metal (4524/4524). The "base-instance gap may bite pooled draws" concern did NOT materialize; per the G2 handoff this un-gates making pool the default. Old "owed" item closed.
Still owed on Windows: the in-game A/Bs of this handoff (replay/record 4-state + occlusion on/off at the spawn pose, render_thread_profile.py tables), the 10-minute replay soak + shadow-edge eye check, the tests=yes unit suites (CrashReport/FreezeDetector/FreezeWatchdog/AgentLog/GpuCullArena/StaticShadow), and the 8-step crash checklist. Publishing windows-x64 a967d12b + the default flip remain Ozan's call after the VUID finding.