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Model.draw() calls updateShaderInputs(), which passed the uniforms of every shader module to the model's UniformStore. The store flattened each module's values and compared them leaf by leaf with the values of its uniform blocks before finding that most had not changed. ShaderInputs.setProps(), which deck.gl calls for every module of every layer at every draw, also copied every value of every module it was given (typed arrays into new arrays) whether it had changed or not. ShaderInputs.setProps() now compares each new value with the stored one and keeps a module's uniforms object when nothing changed. Each module has a revision that is incremented when its uniforms change, and getChangedUniformValues() returns the modules whose revision differs from a revision record kept by the caller. Model keeps one record per UniformStore, so models that share a ShaderInputs each see every change, and a new ShaderInputs is written in full. An object or array that is the stored value itself counts as changed, since it may have been changed in place. getUniforms() is given a shallow copy of the previous uniforms, so that fields it sets on it are seen; a getUniforms() that changes the arrays inside the previous uniforms in place and returns copies of them would go unseen (no module in luma.gl or deck.gl does this). Uniform values changed by writing into the object returned by getUniformValues() are no longer written by Model; use setProps(). The ShaderInputs docs and the upgrade guide say so. Material and Computation still write all modules. Chrome with ANGLE on Metal, deck.gl 9.4, CPU time of deck's frame with the view changing every frame; change switched off and on in the same page, median of 5 paired runs: 500 ScatterplotLayers 9.7 -> 9.0 ms 500 PathLayers 9.4 -> 8.5 ms 500 SolidPolygonLayers 17.3 -> 11.9 ms A vector basemap of ~510 draws per frame: 2.4-2.8 ms of 26-28 ms per frame (13 paired runs, all positive); 0.9 ms of 15 ms on a lighter style.
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I'd like a smaller first step here that reduces allocations while preserving the existing This PR adds public per-module revision counters, per-model consumed-revision records, and recursive equality logic alongside the existing uniform change detection in The behavior change is also concerning: mutating values returned by Could we split out an allocation-focused optimization that retains the existing updates and mutation behavior, and benchmark that independently? We can then evaluate revision tracking separately if the remaining gain warrants the extra state and a changed mutation contract. |
Revert 3cafbab, which added per-module uniform revisions to ShaderInputs, per-model consumed-revision records to Model, and value equality checks in ShaderInputs.setProps(). Model.updateShaderInputs() again passes the uniforms of every module to its UniformStore, so values changed in place in the object returned by getUniformValues() reach the GPU again.
…-changed-uniforms
…forms
Model.draw() calls updateShaderInputs(), which passes the uniforms of
every shader module to the model's UniformStore at every draw, and
deck.gl calls ShaderInputs.setProps() for every module of every layer
at every draw. Both paths allocated more than they needed to:
- Object.entries() in UniformStore.setUniforms(),
UniformBlock.setUniforms(), ShaderBlockWriter flattening and
serialization, and ShaderInputs uniform merging allocated an array
per key. These loops now use for...in.
- ShaderBlockWriter built every leaf path name ("lights[0]",
"lights[0].color") again at every flatten. It now keeps the names it
has built.
- UniformStore serialized a changed block with getData(), which
flattened the block's values again although UniformBlock holds them
flattened, and created four typed-array views of the scratch buffer
each time. The new ShaderBlockWriter.getFlatData() serializes flat
values, and the views are created again only when the scratch buffer
changes.
- Merging an array of structs copied the current array twice.
- cloneModuleUniformValue() used Object.fromEntries(Object.entries()
.map()) for structs.
The update path and its results do not change: Model still passes
every module to UniformStore, which still compares the values against
its own copy, so values changed in place in the object returned by
getUniformValues() are still written. A new test checks this.
Chrome with ANGLE on Metal, luma.gl 9.4 and deck.gl 9.4, CPU time of
deck's frame with the view changing every frame; change switched off
and on in the same page, median of 5 paired runs:
500 ScatterplotLayers 10.7 -> 10.2 ms
500 PathLayers 10.0 -> 9.4 ms
500 SolidPolygonLayers 17.7 -> 15.3 ms
500 SolidPolygonLayers + picking 32.0 -> 26.5 ms
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@ibgreen Thanks, done. I reverted the revision tracking (7add6b9) and merged
Measured on its own with the same method as before (500 deck.gl layers, view panning, CPU time of deck's frame, change switched off and on in the same page, 5 and 7 paired runs):
The polygon layer gains most, because its lighting uniforms are an array of structs. The bytes allocated per frame fell by about 40% in the polygon and scatterplot scenes. The PR body has the full table. The earlier CI failure ( |
The previous commit put the minified @luma.gl/core bundle 157 B over its 101,000 B budget. One helper now builds both the array-element and struct-field names, and getFlatData() creates the typed-array views of the scratch buffer itself. The behavior does not change: 100,994 B.
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Measured in a real application as well: a deck.gl-community
Geometric mean -3.3%, faster in all 8 cases. Changing zoom repeatedly within one style zoom level, where per-frame uniform writes dominate, is 10.9% faster (geometric mean over the four style and view cases); changes across a zoom step are 4.8% faster. |
…iform loops Review of the previous commits found two regressions: - The leaf-name cache in ShaderBlockWriter was a plain object, so a struct field named `constructor`, `toString`, `valueOf` or `hasOwnProperty` resolved to an Object.prototype function instead of a field path, and the field was never written. The cache now has a null prototype. - for...in also visits inherited enumerable properties, which Object.entries() skipped. A partial struct update could then reset a saved field from an inherited value. Each loop over caller-supplied values now checks Object.hasOwn() before it reads the value: ShaderBlockWriter.getFlatUniformValues() (uniforms and struct fields), UniformBlock.setUniforms(), UniformStore.setUniforms(), and the merge and clone helpers in ShaderInputs. UniformBlock reads each value once again. No loop allocates. To keep @luma.gl/core within its 101,000 B budget, getFlatData() no longer caches a Uint8Array view; it returns the one view it already created for each call: 100,995 B.
Background
When an application draws many small models per frame, the per-draw CPU cost of uniform handling adds up.
Model.draw()callsupdateShaderInputs(), which passes the uniforms of every shader module to the model'sUniformStoreat every draw, and deck.gl callsShaderInputs.setProps()for every module of every layer at every draw. A sampling heap profile of 500 deck.gl layers showed that most of the memory allocated per frame came from these two paths. Most of it was temporary arrays and strings that the result does not need.This replaces the first version of this PR, which added per-module revision counters and wrote only changed modules. As requested in review, this version keeps the existing
Model->UniformStoreupdate path and behavior. It only removes allocations.Change List
UniformStore.setUniforms(),UniformBlock.setUniforms(),ShaderBlockWriterflattening and serialization, andShaderInputsuniform merging usedObject.entries(), which allocates an array per key. These loops now usefor...in.ShaderBlockWriterbuilt every leaf path name (lights[0],lights[0].color, ...) again at every flatten. It now keeps the names it has built.UniformStoreserialized a changed block withgetData(). That flattened the block's values again, althoughUniformBlockalready holds them flattened, and it created four typed-array views of the scratch buffer each time. The newShaderBlockWriter.getFlatData()serializes values that are already flat. The views are created again only when the scratch buffer changes.getData()is nowgetFlatData(getFlatUniformValues(values)).cloneModuleUniformValue()cloned structs withObject.fromEntries(Object.entries().map()). It now uses a loop.ShaderInputs.getBindingValues()no longer usesObject.values().getFlatData()in theShaderBlockLayoutpage.What does not change:
Modelstill passes every module toUniformStore.UniformStorestill compares each value with its own copy.ShaderInputs.setProps()still makes a new uniforms object for each module it is given, with copied values. So a value changed in place in the object returned bygetUniformValues()still reaches the GPU at the nextupdateShaderInputs().Measurements
Setup: Chrome with ANGLE on Metal, Apple M1 Max, luma.gl 9.4.0 and deck.gl 9.4.0 (the changed code is the same on
master). The page has 500 deck.gl layers of one type, each with 1–2 features, and the view pans every frame. The metric is the CPU time of deck's frame callback (Deck._onRenderFrame). A runtime flag in the same page switches the change off and on, and the two arms alternate. Each value is the median of the paired runs, with the range in brackets. Run A has 5 pairs and run B has 7.pickObject()each framepickObject()each framepickObject()each frameSolidPolygonLayer gains most because its lighting uniforms are an array of structs. That makes many leaf paths and nested objects per draw. In a sampling heap profile over 60 frames, the bytes allocated fell from 865 MB to 500 MB for the polygon scene and from 523 MB to 327 MB for the scatterplot scene.
The first version of this PR (writing only changed modules) saved more in the polygon scene without picking (17.3 -> 11.9 ms, measured with other fixes applied). It saved almost nothing with picking. This version saves less without picking and more with picking. The two could be combined later if revision tracking is still wanted.
Verification
yarn lint: passed.yarn build: passed.yarn bundle-size:@luma.gl/coreis 100,994 B minified (budget 101,000 B;masteris 100,751 B). The first push of this version was 157 B over the budget, so a second commit merges the two name helpers into one and creates the scratch views ingetFlatData()itself. The measurements above were taken before that size change, which does not change behavior.yarn test-node: 4,189 passed, 8 skipped (497 files).npx vitest run --project headless --no-coverage: 381 files, 2,749 passed, 23 skipped.Model#updateShaderInputs writes uniform values changed in place(null device): it changes a scalar, and then an array element twice, in the object returned bygetUniformValues(), and checks the bytes written to the uniform buffer after eachupdateShaderInputs(). It also checks that a call with nothing changed writes nothing. The test fails ifUniformBlockstores the value without copying it. It would also fail with the first version of this PR.ShaderBlockWriter flattens and serializes repeated values consistently: leaf names are built again correctly for different values,getFlatData()gives the same bytes asgetData(), and data from an earlier serialization is cleared. The test fails if the name cache ignores the parent name, or if the scratch buffer is not cleared.CI on the first version
Browser coverage (3/3)failed inModel#updateShaderInputs writes only changed moduleswithGLSL compilation errors ... WebGL did not provide a shader compiler log. The log shows that the GPU process failed (GPU state invalid after WaitForGetOffsetInRange) just after the WebGPU testModel#draw skips WebGPU render pipelines that failed init. The new test was the next one to compile a WebGL shader, so its compile failed with no log.Aggregate test coveragefailed only because that shard failed. That test is removed with the revision tracking. The newModeltest uses the null device and does not compile shaders.Note
Low Risk
Behavior-preserving performance work with expanded tests for flattening, serialization, and own-property iteration; no change to which modules or uniforms are updated each draw.
Overview
Reduces per-frame CPU allocations on the uniform path (
UniformStore,ShaderBlockWriter,ShaderInputs,UniformBlock) without changing the existing update semantics.Serialization: Adds
ShaderBlockWriter.getFlatData()for already-flattened values;UniformStore.getUniformBufferData()uses it instead of re-flattening viagetData(). Scratch typed-array views are recreated only when the scratch buffer changes. Leaf path strings (lights[0].position, etc.) are cached per writer instance.Iteration: Hot loops switch from
Object.entries()/Object.values()tofor...inwithObject.hasOwn(), matching priorObject.entries()behavior for own properties only (including struct fields named likeObject.prototypemembers).ShaderInputs: Struct/array merge and clone use the same own-property iteration; array-of-struct merges copy the current array once.
Docs add
getFlatData()to the shader-block-layout API page. New tests cover flat serialization, inherited enumerable properties, and in-place uniform updates throughModel#updateShaderInputs.Reviewed by Cursor Bugbot for commit 62ca83b. Bugbot is set up for automated code reviews on this repo. Configure here.