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Hosts that run the WebGPU engine over a JS/native boundary (e.g. BabylonNative over wgpu-native) pay one bridge crossing per render-pass encoder call: setPipeline, setBindGroup, setVertexBuffer, setIndexBuffer, and draw* each traverse Node-API individually. This brings the WebGPU path into congruence with the pattern core already ships for the bgfx-based NativeEngine (CommandBufferEncoder + NativeDataStream): encode commands as words into a reused buffer and submit them across the boundary in batches. - RenderCommandBatcher: a generic lower-or-replay adapter. Pending lowered work is always flushed before a command replays, so submission order is preserved unconditionally. - WebGPURenderPassCommandStream: encodes compatibility-mode draws as opcode words in a reused Uint32Array, state-diffing pipeline, index/vertex buffers, and bind groups so redundant state is elided before it is recorded, then submits each batch through a single _recordCommands call on the render pass. - Hosts opt in by installing an IWebGPURenderPassCommandRecorderProvider on engine.renderPassCommandRecorderProvider, supplying resource handle ids, enablement, and diagnostics, with a protocol-version handshake mirroring NativeEngine's PROTOCOL_VERSION guard. A version mismatch or a recording failure logs once and falls back permanently to direct encoder calls; nothing throws from the render loop. - Batched draws are recorded before every direct render-pass mutation - viewport, scissor, stencil reference, blend constant, full-quad clears, occlusion query begin/end, debug markers, and pass end - through a ThinWebGPUEngine._flushRenderPassCommands seam, keeping occlusion-query results and GPU-capture debug groups attributed to the correct draws. - The draw hot path is allocation-free via reused scratch draw commands and id arrays. With no provider installed (always the case in browsers), the per-draw overhead is a null check and a work-free flush, and draws take the standard WebGPU encoder calls unchanged. - Unit tests cover the batcher and stream contracts, plus flush-boundary scenario tests that assert occlusion-query and debug-group draw attribution on a decoded native timeline rather than encoder-call ordinality.
Provider-supplied resource ids are encoded into 64-bit command words from JS numbers; an id beyond Number.MAX_SAFE_INTEGER would encode imprecisely and corrupt the stream. Treat out-of-range ids like missing ones - the draw falls back to direct encoder replay - and document the range in the provider contract. Also document at the failure site why a failed backend recording drops the in-flight batch instead of retaining replayable copies of every draw.
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deltakosh
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Hello @matthargett,
The opt-in batching and render-pass flush boundaries look ready to merge.
Thanks!
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🟢 Memory Leak Test Results4 passed, 0 leaked out of 4 scenarios 🟢 All memory leak tests passed — no leaks detected. Passed Scenarios (4)
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Visualization tests for WebGPU |
⚡ Performance Test Results🟢 All performance tests passed — no regressions detected. |
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Follow-up review after merge: the native batching benefit is credible, but the no-provider browser path still builds a scratch command and goes through submit -> failed append -> empty flush -> direct replay. My isolated comparison of the exact base/head I am preparing a focused follow-up to gate batching before command construction, initialize native batching lazily, and preserve direct submission when no provider is installed. It will cover compatibility draws and render-bundle construction/reuse without changing the native wire protocol. @matthargett, could you clarify the native contract separately?
These are ownership/recovery contract questions, not a claim that the tested native backend has exhibited a resource-lifetime failure. I will keep any protocol/recovery correction separate from the browser-path follow-up until the implementation guarantees are established. |
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The browser-path follow-up is now open as #19076. It restores direct no-provider submission and initializes native batching lazily, without changing the native wire protocol or failure policy. The focused devhost comparison covered pre-merge, merged and corrected submission methods in compatibility mode, forced bundle construction and warmed bundle reuse. All variants produced identical pixels and 1,000 draws/frame with no GPU validation errors. The frame timings were noisy, so the PR reports them without claiming a reliable FPS gain. The 55 focused unit scenarios and scoped compiler/lint/format checks passed. The native resource-pinning / failure-atomicity / render-once recovery questions above remain a separate follow-up pending your implementation details, @matthargett. |
## Summary Follow-up to #19075. Preserve direct WebGPU encoder submission when no native command-recorder provider is installed, instead of constructing a scratch command and entering the batcher only to replay it immediately. - Allocate the stream, batcher and reusable indexed/non-indexed commands only when a host first installs a provider. - Keep no-provider compatibility draws, render-bundle construction, and snapshot recording on the direct encoder path. Cached bundle reuse retains its existing early return. - Preserve flushing before provider replacement/removal and before leaving native compatibility-mode submission for bundle recording. - Retain the lazily allocated native state after provider removal so removing/reinstalling a provider does not reset the existing permanent-fallback policy. - Add 12 focused engine-submission scenarios covering direct indexed/non-indexed/indirect draws, bundle construction/reuse, snapshot recording, native batching, provider transitions and permanent fallback. Update the provider API documentation to describe lazy allocation and the direct default path. This removes unnecessary default-path work; it does not claim that every additional branch is literally free or promise a measurable FPS gain. ## Native ownership and failure semantics: separate follow-up The wire protocol, resource-ID handling and recording-failure policy are unchanged here. Questions to @matthargett about pending-resource pinning, atomic versus partial recording failure, and recovery of render-once targets are tracked separately in [the merged-PR discussion](#19075 (comment)). No behavior is assumed for an unavailable native decoder implementation. ## Focused browser comparison Used the `testScene` devhost experience with a static 512x512 WebGPU scene containing 1,000 boxes and 32 materials on Edge 156 / Windows / NVIDIA Blackwell. Compared the exact draw/dynamic-state/pass-end methods from pre-merge `d7ee32b22f972ab359594cc1668709f07b0d237b`, merged `87250b7ba41eac62ad0c135e8a8ec3634cae5f1f`, and the corrected source, installed sequentially into the same engine/scene to isolate the submission changes. This is a source-method comparison, **not an independent full-bundle A/B benchmark**. Each mode used six rotated/reversed variant blocks, ten warm-up frames per block and thirty measured frames per block (180 measured frames per variant per mode). Timed main-thread `beginFrame()` + `scene.render()` + `endFrame()`; these are CPU frame-submission times, not GPU timings. | Workload | Pre-merge mean | Merged mean | Corrected mean | | --- | ---: | ---: | ---: | | Compatibility mode | 10.111 ms | 9.809 ms | 10.054 ms | | Bundle construction forced each frame | 12.156 ms | 12.812 ms | 11.379 ms | | Warmed bundle reuse | 7.778 ms | 7.856 ms | 7.703 ms | The frame measurements are noisy and do not support claiming a reliable scene-level speedup. All nine workload/variant combinations produced exactly 1,000 draws per frame, identical pixel SHA-256 `8b629f51cbbc241480c6e7990a90fa5b6e04753dde378dd4777b009a47c59f6a`, and no WebGPU validation errors. The no-provider corrected engine retained null batching state. Raw samples and comparison scripts are preserved in the implementation session artifacts. ## Validation - 55 focused tests passed across draw submission, command stream, generic batcher, flush boundaries, engine queries and snapshot rendering. - Scoped TypeScript compiler check of the changed engine/test and their dependencies passed. - Changed-file ESLint and Prettier checks passed; the repository pre-commit hook also passed without additional tracked changes. - Temporary devhost changes were reverted, and both validation servers were stopped. - No full-repository build or test suite was run. Co-authored-by: Copilot App <223556219+Copilot@users.noreply.github.com>
Summary
This PR adds an internal render-command batching layer for WebGPU draw submission, bringing the WebGPU engine into congruence with a pattern Babylon.js core already ships: the bgfx-based NativeEngine batches its engine commands through a
CommandBufferEncoder(thinNativeEngine.pure.ts) and flushes them across the JS/native bridge in bulk, rather than paying one Node-API crossing per call. The WebGPU engine has no equivalent layer, so on hosts that run it over a JS/native boundary everysetPipeline,setBindGroup,setVertexBuffer,setIndexBufferanddraw*crosses that boundary individually. That per-draw bridge traffic is the CPU cost profiled in this forum post (iPhone XS / iPhone 12, Hill Valley AR portal scene).This is also the architecture browsers use one layer down for the identical boundary problem: Chromium's Dawn wire protocol serializes WebGPU commands into batched buffers across the renderer-to-GPU-process boundary, and Unreal's
FRHICommandListrecords on the render thread and translates on the RHI thread. The boundary here is N-API or JSI rather than IPC or a thread hop; the remedy is the same.Browsers are unaffected, and this is now measured rather than asserted (see Browser cost below): the no-provider path costs about 5 ns per draw in isolation, and a 3,000-draw-per-frame scene in Chrome 152 shows no measurable frame-time difference between this branch and master.
Scope note: this is transport-level, order-preserving submission batching, not draw merging. It does not reorder, sort or combine draws, so it composes with instancing rather than competing with it, and the stream format reserves multi-draw fields for future multi-draw-indirect lowering.
Why the engine is the right layer
Every native WebGPU host for JavaScript binds the render-pass encoder one call at a time, because none of them owns the draw loop:
GPURenderPassEncodermethod as its own N-API callback;setBindGroupreads its dynamic offsets into a freshstd::vectoron every call (NativeDawn.cpp#L2295-L2340).The Babylon Lite native plan treats this as a first-class metric: every prototype must report "JS↔C crossing count and cost per frame", and option S0d is a purpose-built JS↔C wire that crosses once per frame (BABYLON_LITE_PLAN.md). This PR is that wire for the existing engine: it lives in the transport layer, behind the standard WebGPU API, and a host opts in by installing a provider.
The benefit scales with draws per frame, which is the honest way to read the native numbers below: a frame with ten draws gains nothing; the full Hill Valley scene at 81 draws per frame gains about 8% on iPhone 12; the stress scene at thousands of draws per second cuts draw-level bridge crossings by about 95%.
Architecture
RenderCommandBatcher: a small generic lower-or-replay adapter. It tries the optional lowering path; for a draw that cannot lower, it flushes pending lowered work first, then replays the original command exactly once. Ordering is preserved unconditionally.WebGPURenderPassCommandStream: the WebGPU-specific lowerer. It encodes compatibility-mode draws as opcode words into a reusedUint32Array, state-diffing pipeline, index/vertex buffers and bind groups so redundant state is elided before it is recorded, then submits the whole batch through a single_recordCommandscall on the render pass.ThinWebGPUEngine._flushRenderPassCommands()seam that is a no-op for engines that do not batch. Without these boundaries a draw batched inside an occlusion-query bracket would be recorded after the bracket closes (the query reports zero samples and the mesh wrongly disappears as occluded), and GPU captures would attribute draws to the wrong debug group. The occlusion-query flush sits inside the_occlusionQueryActiveguard introduced by Fix WebGPU occlusion query begin sequencing #18918._drawnow has one apply site,ApplyWebGPURenderPassDrawCommand, so indirect and multi-draw lowering plug in at one place rather than at each encoder call.Host contract
A host opts in by installing a provider on the engine:
and exposing a
_recordCommands(words, drawCount, multiDrawCallCount, multiDrawDrawCount, wordCount)hook on its render-pass encoders. The recorder must consume the words synchronously; the buffer is reused after the call returns. TheprotocolVersionhandshake mirrors thePROTOCOL_VERSIONguard the bgfx-based NativeEngine uses to keep the JS encoder and native decoder from drifting, soft-failing here because this transport is an optimization rather than the engine's only path.Browser cost
With no provider installed (always the case in browsers) a compatibility-mode draw fills the scratch command, calls
submit, which returns at the provider null check, and replays throughApplyWebGPURenderPassDrawCommand, which issues the same encoder calls the old inline code did.beginFrame()throughscene.render():The two are indistinguishable within run-to-run noise; Chrome's own cost in that scene is about 13 µs per draw, three orders of magnitude above the added path.
Test coverage
webgpuRenderPassFlushBoundaries.test.ts) drive the real registered engine prototype methods against a semantic model of the native render pass: a GPU timeline that executes direct calls and decoded command-stream batches in submission order, attributing each executed draw to the occlusion query and debug groups open at execution time. Assertions are on user-visible outcomes ("which draws did query N observe", "which draws are inside group X", "did the draws stay on the batched path"), not on encoder-call ordinality.Validation
npx vitest run --project=unitoverpackages/dev/core/test/unitwith this branch merged with current master: 289 files, 4,793 tests pass plus the one pre-existing expected failure, including 39 focused tests acrossrenderCommandBatcher.test.ts,webgpuRenderPassCommandStream.test.ts,webgpuRenderPassFlushBoundaries.test.tsandengine.query.test.ts.npx eslint --quietover all changed source and test files: clean. Thepure.tsbarrel entry is in the generator's order.nx build babylonjs: passes; the resulting bundle is the one measured above.Native integration validation (BabylonNative, WebGPU backed by wgpu-native):
issues=0), SSAO2 enabled inmode=prepass. Command stream enabled, steady windows: about 13,920 draws per 2 s grouped into about 720 command-stream bridge calls, about 94.8% fewer draw-level bridge traversals, at 59.5–60.5 native fps. Command stream disabled: same draw volume,cmdStreams=0, about 59–60 native fps. The M4 path is vsync-bound, so this run demonstrates the bridge-call reduction rather than an fps gain.Related work
This continues the Hill Valley NativeXR AR Portal optimization series already merged from this validation effort:
Future work
multiDrawCallCount/multiDrawDrawCountstream fields (wgpu-native exposes MDI; the WebGPU spec does not yet).pushDebugGroup/popDebugGroup/insertDebugMarker) into stream opcodes so that enabling GPU profiler markers does not fragment batches with boundary flushes; today markers stay correct (flushed) but each marker costs a bridge crossing and splits the batch, which is acceptable for profiling sessions only.GPURenderBundleEncoder, so the same lowering could batch bundle construction undercompatibilityMode = falseif profiling justifies it.