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Add Swappy & Pre-Transformed Swapchain #96439

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darksylinc
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@darksylinc darksylinc commented Sep 1, 2024

  • Adds Swappy for Android for stable frame pacing
  • Implements pre-transformed Swapchain so that Godot's compositor is in charge of rotating the screen instead of Android's compositor (performance optimization for phones that don't have HW rotator)

============================

The work was performed by collaboration of TheForge and Google. I am merely splitting it up into smaller PRs and cleaning it up.

Changes from original PR:

  • Removed "display/window/frame_pacing/android/target_frame_rate" option to use Engine::get_max_fps instead.
  • Target framerate can be changed at runtime using Engine::set_max_fps.
  • Swappy is enabled by default.
  • Added documentation.
  • enable_auto_swap setting is replaced with swappy_mode.

@darksylinc darksylinc requested review from a team as code owners September 1, 2024 16:15
@darksylinc darksylinc force-pushed the matias-TheForge-pr03-rebased branch 3 times, most recently from 99ab0b7 to 4dff506 Compare September 1, 2024 17:19
@darksylinc darksylinc force-pushed the matias-TheForge-pr03-rebased branch 2 times, most recently from 0faaac2 to bc4a121 Compare September 1, 2024 19:00
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A little bit of background from TheForge's PR. They introduced the following:

  • Swappy, to improve frame pacing (I do not know about XR, but on regular devices Swappy makes a huge difference).
  • Pre-transformed swapchain: This makes a tiny bit of performance difference on devices that do not have a HW rotator. For this to work Godot needs the return value of get_current_screen_rotation.
  • Thermal code.

The most controversial change is likely the Thermal code:

  • It is not actually used, except for logging.
    • Thermal events help when troubleshooting performance and pacing issues, because phones tend to throttle themselves when warm or hot. That's the main reason of its inclusion. Perhaps there could be a better use for it in the future; but were it not for its debugging usefulness, it's borderline a solution looking for a problem.
  • It's not exposed to GDScript (should it? is there a use case of it?), but it is exposed in C++.
  • I suspect TheForget didn't know how/where to place them other than the main activity (after all, we must start listening in onCreate()). TBH I didn't know what to do with it either.

@darksylinc darksylinc force-pushed the matias-TheForge-pr03-rebased branch from bc4a121 to 91912c7 Compare September 1, 2024 19:23
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darksylinc commented Sep 1, 2024

CI is blocking the PR on the basis libswappy_static.a is blocked from being pushed.

The traditional way of adding Swappy is by adding the library after downloading the AGDK from Android.

However the AGDK is FOSS (Apache License), but it is a PITA to build from source code.

How do you want to proceed? Include *.a file as an exception? Build from source?

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bruvzg commented Sep 1, 2024

How do you want to proceed? Include *.a file as an exception? Build from source?

We are using separate repos for slow/hard to build libraries: Mesa/NIR, MoltenVK and ANGLE, it's build by from source, but main repo CI (and release build system) simply download release binaries (and there's build flags to override path to these).

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Ah I remember those repos.

How should I proceed? Do I prepare a repo, add it to github and then if it's Ok'ed it you push it to godotengine?
And SCons should always download (and cache) the lib when building for Android?

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bruvzg commented Sep 1, 2024

How should I proceed? Do I prepare a repo, add it to github and then if it's Ok'ed it you push it to godotengine?

That's what was done for these repos. When PR is merged, you can transfer repo to the godotengine organization.

And SCons should always download (and cache) the lib when building for Android?

For the other libs, SCons is not downloading anything, there's a separate script which is called by CI.

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darksylinc commented Sep 15, 2024

OK after some fighting with everything, I managed to put up https://github.com/darksylinc/godot-swappy/ , have the CI download the prebuilt version from there and now CI is passing.

I will now apply/fix some of the suggestions; but I have something to ask.

This change undoubtedly changes how Android is built from source, from a regular user perspective, i.e. a user trying to build from source will fail to link because of missing swappy lib.

Thus I have the following questions:

  1. Should Scons detect if Swappy is there and disable Swappy supports if it's not included?
    • Or simply refuse to start building and tell the user to download Swappy? (like it asks for NIR if D3D12 support is enabled)
  2. Do I have to submit a separate PR to add the step of downloading Swappy in the documentation?.
  3. Should Scons instead try to detect if Swappy is there, and if it's not, download it from the internet?

@darksylinc darksylinc force-pushed the matias-TheForge-pr03-rebased branch from e0964c3 to a718a08 Compare September 15, 2024 19:39
darksylinc added a commit to darksylinc/godot that referenced this pull request Dec 9, 2024
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.

This is the most "risky" PR so far because the previous ones have been
miscellaneous stuff aimed at either [improve
debugging](godotengine#90993) (e.g. device
lost), [improve Android
experience](godotengine#96439) (add Swappy
for better Frame Pacing + Pre-Transformed Swapchains for slightly better
performance), or harmless [ASTC
improvements](godotengine#96045) (better
performance by simply toggling a feature when available).

However this PR contains larger modifications aimed at improving
performance or reducing memory fragmentation. With greater
modifications, come greater risks of bugs or breakage.

Changes introduced by this PR:

TBDR GPUs (e.g. most of Android + iOS + M1 Apple) support rendering to
Render Targets that are not backed by actual GPU memory (everything
stays in cache). This works as long as load action isn't `LOAD`, and
store action must be `DONT_CARE`. This saves VRAM (it also makes
painfully obvious when a mistake introduces a performance regression).
Of particular usefulness is when doing MSAA and keeping the raw MSAA
content is not necessary.

Some GPUs get faster when the sampler settings are hard-coded into the
GLSL shaders (instead of being dynamically bound at runtime). This
required changes to the GLSL shaders, PSO creation routines, Descriptor
creation routines, and Descriptor binding routines.

 - `bool immutable_samplers_enabled = true`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

Immutable samplers requires that the samplers stay... immutable, hence
this boolean is useful if the promise gets broken. We might want to turn
this into a `GLOBAL_DEF` setting.

Instead of creating dozen/hundreds/thousands of `VkDescriptorSet` every
frame that need to be freed individually when they are no longer needed,
they all get freed at once by resetting the whole pool. Once the whole
pool is no longer in use by the GPU, it gets reset and its memory
recycled. Descriptor sets that are created to be kept around for longer
or forever (i.e. not created and freed within the same frame) **must
not** use linear pools. There may be more than one pool per frame. How
many pools per frame Godot ends up with depends on its capacity, and
that is controlled by
`rendering/rendering_device/vulkan/max_descriptors_per_pool`.

- **Possible improvement for later:** It should be possible for Godot
to adapt to how many descriptors per pool are needed on a per-key basis
(i.e. grow their capacity like `std::vector` does) after rendering a few
frames; which would be better than the current solution of having a
single global value for all pools (`max_descriptors_per_pool`) that the
user needs to tweak.

 - `bool linear_descriptor_pools_enabled = true`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.
Setting it to false is required when workarounding driver bugs (e.g.
Adreno 730).

A ridiculous optimization. Ridiculous because the original code
should've done this in the first place. Previously Godot was doing the
following:

  1. Create a command buffer **pool**. One per frame.
  2. Create multiple command buffers from the pool in point 1.
3. Call `vkBeginCommandBuffer` on the cmd buffer in point 2. This
resets the cmd buffer because Godot requests the
`VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT` flag.
  4. Add commands to the cmd buffers from point 2.
  5. Submit those commands.
6. On frame N + 2, recycle the buffer pool and cmd buffers from pt 1 &
2, and repeat from step 3.

The problem here is that step 3 resets each command buffer individually.
Initially Godot used to have 1 cmd buffer per pool, thus the impact is
very low.

But not anymore (specially with Adreno workarounds to force splitting
compute dispatches into a new cmd buffer, more on this later). However
Godot keeps around a very low amount of command buffers per frame.

The recommended method is to reset the whole pool, to reset all cmd
buffers at once. Hence the new steps would be:

  1. Create a command buffer **pool**. One per frame.
  2. Create multiple command buffers from the pool in point 1.
3. Call `vkBeginCommandBuffer` on the cmd buffer in point 2, which is
already reset/empty (see step 6).
  4. Add commands to the cmd buffers from point 2.
  5. Submit those commands.
6. On frame N + 2, recycle the buffer pool and cmd buffers from pt 1 &
2, call `vkResetCommandPool` and repeat from step 3.

**Possible issues:** @DarioSamo added `transfer_worker` which creates a
command buffer pool:

```cpp
transfer_worker->command_pool =
driver->command_pool_create(transfer_queue_family,
RDD::COMMAND_BUFFER_TYPE_PRIMARY);
```

As expected, validation was complaining that command buffers were being
reused without being reset (that's good, we now know Validation Layers
will warn us of wrong use).
I fixed it by adding:

```cpp
void RenderingDevice::_wait_for_transfer_worker(TransferWorker
*p_transfer_worker) {
	driver->fence_wait(p_transfer_worker->command_fence);
	driver->command_pool_reset(p_transfer_worker->command_pool); //
! New line !
```

**Secondary cmd buffers are subject to the same issue but I didn't alter
them. I talked this with Dario and he is aware of this.**
Secondary cmd buffers are currently disabled due to other issues (it's
disabled on master).

 - `bool RenderingDeviceCommons::command_pool_reset_enabled`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

There's no other reason for this boolean. Possibly once it becomes well
tested, the boolean could be removed entirely.

Adds `command_bind_render_uniform_sets` and
`add_draw_list_bind_uniform_sets` (+ compute variants).

It performs the same as `add_draw_list_bind_uniform_set` (notice
singular vs plural), but on multiple consecutive uniform sets, thus
reducing graph and draw call overhead.

 - `bool descriptor_set_batching = true;`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

There's no other reason for this boolean. Possibly once it becomes well
tested, the boolean could be removed entirely.

Godot currently does the following:

 1. Fill the entire cmd buffer with commands.
 2. `submit()`
    - Wait with a semaphore for the swapchain.
- Trigger a semaphore to indicate when we're done (so the swapchain
can submit).
 3. `present()`

The optimization opportunity here is that 95% of Godot's rendering is
done offscreen.
Then a fullscreen pass copies everything to the swapchain. Godot doesn't
practically render directly to the swapchain.

The problem with this is that the GPU has to wait for the swapchain to
be released **to start anything**, when we could start *much earlier*.
Only the final blit pass must wait for the swapchain.

TheForge changed it to the following (more complicated, I'm simplifying
the idea):

 1. Fill the entire cmd buffer with commands.
 2. In `screen_prepare_for_drawing` do `submit()`
    - There are no semaphore waits for the swapchain.
    - Trigger a semaphore to indicate when we're done.
3. Fill a new cmd buffer that only does the final blit to the
swapchain.
 4. `submit()`
    - Wait with a semaphore for the submit() from step 2.
- Wait with a semaphore for the swapchain (so the swapchain can
submit).
- Trigger a semaphore to indicate when we're done (so the swapchain
can submit).
 5. `present()`

Dario discovered this problem independently while working on a different
platform.

**However TheForge's solution had to be rewritten from scratch:** The
complexity to achieve the solution was high and quite difficult to
maintain with the way Godot works now (after Übershaders PR).
But on the other hand, re-implementing the solution became much simpler
because Dario already had to do something similar: To fix an Adreno 730
driver bug, he had to implement splitting command buffers. **This is
exactly what we need!**. Thus it was re-written using this existing
functionality for a new purpose.

To achieve this, I added a new argument, `bool p_split_cmd_buffer`, to
`RenderingDeviceGraph::add_draw_list_begin`, which is only set to true
by `RenderingDevice::draw_list_begin_for_screen`.

The graph will split the draw list into its own command buffer.

 - `bool split_swapchain_into_its_own_cmd_buffer = true;`

Setting it to false enforces the old behavior. This might be necessary
for consoles which follow an alternate solution to the same problem.
If not, then we should consider removing it.

PR godotengine#90993 added `shader_destroy_modules()` but it was not actually in
use.

This PR adds several places where `shader_destroy_modules()` is called
after initialization to free up memory of SPIR-V structures that are no
longer needed.
tGautot pushed a commit to tGautot/godot that referenced this pull request Feb 5, 2025
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.

This is the most "risky" PR so far because the previous ones have been
miscellaneous stuff aimed at either [improve
debugging](godotengine#90993) (e.g. device
lost), [improve Android
experience](godotengine#96439) (add Swappy
for better Frame Pacing + Pre-Transformed Swapchains for slightly better
performance), or harmless [ASTC
improvements](godotengine#96045) (better
performance by simply toggling a feature when available).

However this PR contains larger modifications aimed at improving
performance or reducing memory fragmentation. With greater
modifications, come greater risks of bugs or breakage.

Changes introduced by this PR:

TBDR GPUs (e.g. most of Android + iOS + M1 Apple) support rendering to
Render Targets that are not backed by actual GPU memory (everything
stays in cache). This works as long as load action isn't `LOAD`, and
store action must be `DONT_CARE`. This saves VRAM (it also makes
painfully obvious when a mistake introduces a performance regression).
Of particular usefulness is when doing MSAA and keeping the raw MSAA
content is not necessary.

Some GPUs get faster when the sampler settings are hard-coded into the
GLSL shaders (instead of being dynamically bound at runtime). This
required changes to the GLSL shaders, PSO creation routines, Descriptor
creation routines, and Descriptor binding routines.

 - `bool immutable_samplers_enabled = true`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

Immutable samplers requires that the samplers stay... immutable, hence
this boolean is useful if the promise gets broken. We might want to turn
this into a `GLOBAL_DEF` setting.

Instead of creating dozen/hundreds/thousands of `VkDescriptorSet` every
frame that need to be freed individually when they are no longer needed,
they all get freed at once by resetting the whole pool. Once the whole
pool is no longer in use by the GPU, it gets reset and its memory
recycled. Descriptor sets that are created to be kept around for longer
or forever (i.e. not created and freed within the same frame) **must
not** use linear pools. There may be more than one pool per frame. How
many pools per frame Godot ends up with depends on its capacity, and
that is controlled by
`rendering/rendering_device/vulkan/max_descriptors_per_pool`.

- **Possible improvement for later:** It should be possible for Godot
to adapt to how many descriptors per pool are needed on a per-key basis
(i.e. grow their capacity like `std::vector` does) after rendering a few
frames; which would be better than the current solution of having a
single global value for all pools (`max_descriptors_per_pool`) that the
user needs to tweak.

 - `bool linear_descriptor_pools_enabled = true`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.
Setting it to false is required when workarounding driver bugs (e.g.
Adreno 730).

A ridiculous optimization. Ridiculous because the original code
should've done this in the first place. Previously Godot was doing the
following:

  1. Create a command buffer **pool**. One per frame.
  2. Create multiple command buffers from the pool in point 1.
3. Call `vkBeginCommandBuffer` on the cmd buffer in point 2. This
resets the cmd buffer because Godot requests the
`VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT` flag.
  4. Add commands to the cmd buffers from point 2.
  5. Submit those commands.
6. On frame N + 2, recycle the buffer pool and cmd buffers from pt 1 &
2, and repeat from step 3.

The problem here is that step 3 resets each command buffer individually.
Initially Godot used to have 1 cmd buffer per pool, thus the impact is
very low.

But not anymore (specially with Adreno workarounds to force splitting
compute dispatches into a new cmd buffer, more on this later). However
Godot keeps around a very low amount of command buffers per frame.

The recommended method is to reset the whole pool, to reset all cmd
buffers at once. Hence the new steps would be:

  1. Create a command buffer **pool**. One per frame.
  2. Create multiple command buffers from the pool in point 1.
3. Call `vkBeginCommandBuffer` on the cmd buffer in point 2, which is
already reset/empty (see step 6).
  4. Add commands to the cmd buffers from point 2.
  5. Submit those commands.
6. On frame N + 2, recycle the buffer pool and cmd buffers from pt 1 &
2, call `vkResetCommandPool` and repeat from step 3.

**Possible issues:** @DarioSamo added `transfer_worker` which creates a
command buffer pool:

```cpp
transfer_worker->command_pool =
driver->command_pool_create(transfer_queue_family,
RDD::COMMAND_BUFFER_TYPE_PRIMARY);
```

As expected, validation was complaining that command buffers were being
reused without being reset (that's good, we now know Validation Layers
will warn us of wrong use).
I fixed it by adding:

```cpp
void RenderingDevice::_wait_for_transfer_worker(TransferWorker
*p_transfer_worker) {
	driver->fence_wait(p_transfer_worker->command_fence);
	driver->command_pool_reset(p_transfer_worker->command_pool); //
! New line !
```

**Secondary cmd buffers are subject to the same issue but I didn't alter
them. I talked this with Dario and he is aware of this.**
Secondary cmd buffers are currently disabled due to other issues (it's
disabled on master).

 - `bool RenderingDeviceCommons::command_pool_reset_enabled`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

There's no other reason for this boolean. Possibly once it becomes well
tested, the boolean could be removed entirely.

Adds `command_bind_render_uniform_sets` and
`add_draw_list_bind_uniform_sets` (+ compute variants).

It performs the same as `add_draw_list_bind_uniform_set` (notice
singular vs plural), but on multiple consecutive uniform sets, thus
reducing graph and draw call overhead.

 - `bool descriptor_set_batching = true;`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

There's no other reason for this boolean. Possibly once it becomes well
tested, the boolean could be removed entirely.

Godot currently does the following:

 1. Fill the entire cmd buffer with commands.
 2. `submit()`
    - Wait with a semaphore for the swapchain.
- Trigger a semaphore to indicate when we're done (so the swapchain
can submit).
 3. `present()`

The optimization opportunity here is that 95% of Godot's rendering is
done offscreen.
Then a fullscreen pass copies everything to the swapchain. Godot doesn't
practically render directly to the swapchain.

The problem with this is that the GPU has to wait for the swapchain to
be released **to start anything**, when we could start *much earlier*.
Only the final blit pass must wait for the swapchain.

TheForge changed it to the following (more complicated, I'm simplifying
the idea):

 1. Fill the entire cmd buffer with commands.
 2. In `screen_prepare_for_drawing` do `submit()`
    - There are no semaphore waits for the swapchain.
    - Trigger a semaphore to indicate when we're done.
3. Fill a new cmd buffer that only does the final blit to the
swapchain.
 4. `submit()`
    - Wait with a semaphore for the submit() from step 2.
- Wait with a semaphore for the swapchain (so the swapchain can
submit).
- Trigger a semaphore to indicate when we're done (so the swapchain
can submit).
 5. `present()`

Dario discovered this problem independently while working on a different
platform.

**However TheForge's solution had to be rewritten from scratch:** The
complexity to achieve the solution was high and quite difficult to
maintain with the way Godot works now (after Übershaders PR).
But on the other hand, re-implementing the solution became much simpler
because Dario already had to do something similar: To fix an Adreno 730
driver bug, he had to implement splitting command buffers. **This is
exactly what we need!**. Thus it was re-written using this existing
functionality for a new purpose.

To achieve this, I added a new argument, `bool p_split_cmd_buffer`, to
`RenderingDeviceGraph::add_draw_list_begin`, which is only set to true
by `RenderingDevice::draw_list_begin_for_screen`.

The graph will split the draw list into its own command buffer.

 - `bool split_swapchain_into_its_own_cmd_buffer = true;`

Setting it to false enforces the old behavior. This might be necessary
for consoles which follow an alternate solution to the same problem.
If not, then we should consider removing it.

PR godotengine#90993 added `shader_destroy_modules()` but it was not actually in
use.

This PR adds several places where `shader_destroy_modules()` is called
after initialization to free up memory of SPIR-V structures that are no
longer needed.
tGautot pushed a commit to tGautot/godot that referenced this pull request Feb 5, 2025
The work was performed by collaboration of TheForge and Google. I am
merely splitting it up into smaller PRs and cleaning it up.

This is the most "risky" PR so far because the previous ones have been
miscellaneous stuff aimed at either [improve
debugging](godotengine#90993) (e.g. device
lost), [improve Android
experience](godotengine#96439) (add Swappy
for better Frame Pacing + Pre-Transformed Swapchains for slightly better
performance), or harmless [ASTC
improvements](godotengine#96045) (better
performance by simply toggling a feature when available).

However this PR contains larger modifications aimed at improving
performance or reducing memory fragmentation. With greater
modifications, come greater risks of bugs or breakage.

Changes introduced by this PR:

TBDR GPUs (e.g. most of Android + iOS + M1 Apple) support rendering to
Render Targets that are not backed by actual GPU memory (everything
stays in cache). This works as long as load action isn't `LOAD`, and
store action must be `DONT_CARE`. This saves VRAM (it also makes
painfully obvious when a mistake introduces a performance regression).
Of particular usefulness is when doing MSAA and keeping the raw MSAA
content is not necessary.

Some GPUs get faster when the sampler settings are hard-coded into the
GLSL shaders (instead of being dynamically bound at runtime). This
required changes to the GLSL shaders, PSO creation routines, Descriptor
creation routines, and Descriptor binding routines.

 - `bool immutable_samplers_enabled = true`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

Immutable samplers requires that the samplers stay... immutable, hence
this boolean is useful if the promise gets broken. We might want to turn
this into a `GLOBAL_DEF` setting.

Instead of creating dozen/hundreds/thousands of `VkDescriptorSet` every
frame that need to be freed individually when they are no longer needed,
they all get freed at once by resetting the whole pool. Once the whole
pool is no longer in use by the GPU, it gets reset and its memory
recycled. Descriptor sets that are created to be kept around for longer
or forever (i.e. not created and freed within the same frame) **must
not** use linear pools. There may be more than one pool per frame. How
many pools per frame Godot ends up with depends on its capacity, and
that is controlled by
`rendering/rendering_device/vulkan/max_descriptors_per_pool`.

- **Possible improvement for later:** It should be possible for Godot
to adapt to how many descriptors per pool are needed on a per-key basis
(i.e. grow their capacity like `std::vector` does) after rendering a few
frames; which would be better than the current solution of having a
single global value for all pools (`max_descriptors_per_pool`) that the
user needs to tweak.

 - `bool linear_descriptor_pools_enabled = true`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.
Setting it to false is required when workarounding driver bugs (e.g.
Adreno 730).

A ridiculous optimization. Ridiculous because the original code
should've done this in the first place. Previously Godot was doing the
following:

  1. Create a command buffer **pool**. One per frame.
  2. Create multiple command buffers from the pool in point 1.
3. Call `vkBeginCommandBuffer` on the cmd buffer in point 2. This
resets the cmd buffer because Godot requests the
`VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT` flag.
  4. Add commands to the cmd buffers from point 2.
  5. Submit those commands.
6. On frame N + 2, recycle the buffer pool and cmd buffers from pt 1 &
2, and repeat from step 3.

The problem here is that step 3 resets each command buffer individually.
Initially Godot used to have 1 cmd buffer per pool, thus the impact is
very low.

But not anymore (specially with Adreno workarounds to force splitting
compute dispatches into a new cmd buffer, more on this later). However
Godot keeps around a very low amount of command buffers per frame.

The recommended method is to reset the whole pool, to reset all cmd
buffers at once. Hence the new steps would be:

  1. Create a command buffer **pool**. One per frame.
  2. Create multiple command buffers from the pool in point 1.
3. Call `vkBeginCommandBuffer` on the cmd buffer in point 2, which is
already reset/empty (see step 6).
  4. Add commands to the cmd buffers from point 2.
  5. Submit those commands.
6. On frame N + 2, recycle the buffer pool and cmd buffers from pt 1 &
2, call `vkResetCommandPool` and repeat from step 3.

**Possible issues:** @DarioSamo added `transfer_worker` which creates a
command buffer pool:

```cpp
transfer_worker->command_pool =
driver->command_pool_create(transfer_queue_family,
RDD::COMMAND_BUFFER_TYPE_PRIMARY);
```

As expected, validation was complaining that command buffers were being
reused without being reset (that's good, we now know Validation Layers
will warn us of wrong use).
I fixed it by adding:

```cpp
void RenderingDevice::_wait_for_transfer_worker(TransferWorker
*p_transfer_worker) {
	driver->fence_wait(p_transfer_worker->command_fence);
	driver->command_pool_reset(p_transfer_worker->command_pool); //
! New line !
```

**Secondary cmd buffers are subject to the same issue but I didn't alter
them. I talked this with Dario and he is aware of this.**
Secondary cmd buffers are currently disabled due to other issues (it's
disabled on master).

 - `bool RenderingDeviceCommons::command_pool_reset_enabled`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

There's no other reason for this boolean. Possibly once it becomes well
tested, the boolean could be removed entirely.

Adds `command_bind_render_uniform_sets` and
`add_draw_list_bind_uniform_sets` (+ compute variants).

It performs the same as `add_draw_list_bind_uniform_set` (notice
singular vs plural), but on multiple consecutive uniform sets, thus
reducing graph and draw call overhead.

 - `bool descriptor_set_batching = true;`

Setting it to false enforces the old behavior. Useful for debugging bugs
and regressions.

There's no other reason for this boolean. Possibly once it becomes well
tested, the boolean could be removed entirely.

Godot currently does the following:

 1. Fill the entire cmd buffer with commands.
 2. `submit()`
    - Wait with a semaphore for the swapchain.
- Trigger a semaphore to indicate when we're done (so the swapchain
can submit).
 3. `present()`

The optimization opportunity here is that 95% of Godot's rendering is
done offscreen.
Then a fullscreen pass copies everything to the swapchain. Godot doesn't
practically render directly to the swapchain.

The problem with this is that the GPU has to wait for the swapchain to
be released **to start anything**, when we could start *much earlier*.
Only the final blit pass must wait for the swapchain.

TheForge changed it to the following (more complicated, I'm simplifying
the idea):

 1. Fill the entire cmd buffer with commands.
 2. In `screen_prepare_for_drawing` do `submit()`
    - There are no semaphore waits for the swapchain.
    - Trigger a semaphore to indicate when we're done.
3. Fill a new cmd buffer that only does the final blit to the
swapchain.
 4. `submit()`
    - Wait with a semaphore for the submit() from step 2.
- Wait with a semaphore for the swapchain (so the swapchain can
submit).
- Trigger a semaphore to indicate when we're done (so the swapchain
can submit).
 5. `present()`

Dario discovered this problem independently while working on a different
platform.

**However TheForge's solution had to be rewritten from scratch:** The
complexity to achieve the solution was high and quite difficult to
maintain with the way Godot works now (after Übershaders PR).
But on the other hand, re-implementing the solution became much simpler
because Dario already had to do something similar: To fix an Adreno 730
driver bug, he had to implement splitting command buffers. **This is
exactly what we need!**. Thus it was re-written using this existing
functionality for a new purpose.

To achieve this, I added a new argument, `bool p_split_cmd_buffer`, to
`RenderingDeviceGraph::add_draw_list_begin`, which is only set to true
by `RenderingDevice::draw_list_begin_for_screen`.

The graph will split the draw list into its own command buffer.

 - `bool split_swapchain_into_its_own_cmd_buffer = true;`

Setting it to false enforces the old behavior. This might be necessary
for consoles which follow an alternate solution to the same problem.
If not, then we should consider removing it.

PR godotengine#90993 added `shader_destroy_modules()` but it was not actually in
use.

This PR adds several places where `shader_destroy_modules()` is called
after initialization to free up memory of SPIR-V structures that are no
longer needed.
WhalesState pushed a commit to WhalesState/blazium that referenced this pull request Mar 9, 2025
Fixes an issue introduced in godotengine#96439 (see
godotengine#96439 (comment))

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
godotengine#96439) and now saves the preTransform value in the swapchain.
WhalesState pushed a commit to WhalesState/blazium that referenced this pull request Mar 9, 2025
Fixes an issue introduced in godotengine#96439 (see
godotengine#96439 (comment))

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
godotengine#96439) and now saves the preTransform value in the swapchain.
WhalesState pushed a commit to WhalesState/blazium that referenced this pull request Mar 9, 2025
Fixes an issue introduced in godotengine#96439 (see
godotengine#96439 (comment))

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
godotengine#96439) and now saves the preTransform value in the swapchain.
WhalesState pushed a commit to WhalesState/blazium that referenced this pull request Mar 10, 2025
Fixes an issue introduced in godotengine#96439 (see
godotengine#96439 (comment))

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
godotengine#96439) and now saves the preTransform value in the swapchain.
WhalesState pushed a commit to WhalesState/blazium that referenced this pull request Mar 13, 2025
Fixes an issue introduced in godotengine#96439 (see
godotengine#96439 (comment))

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
godotengine#96439) and now saves the preTransform value in the swapchain.
WhalesState pushed a commit to WhalesState/blazium that referenced this pull request Mar 13, 2025
Fixes an issue introduced in godotengine#96439 (see
godotengine#96439 (comment))

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
godotengine#96439) and now saves the preTransform value in the swapchain.
WhalesState pushed a commit to WhalesState/blazium that referenced this pull request Mar 15, 2025
Fixes an issue introduced in godotengine#96439 (see
godotengine#96439 (comment))

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
godotengine#96439) and now saves the preTransform value in the swapchain.
WhalesState pushed a commit to WhalesState/blazium that referenced this pull request Mar 16, 2025
Fixes an issue introduced in godotengine#96439 (see
godotengine#96439 (comment))

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
godotengine#96439) and now saves the preTransform value in the swapchain.
WhalesState pushed a commit to WhalesState/blazium that referenced this pull request Mar 20, 2025
Fixes an issue introduced in godotengine#96439 (see
godotengine#96439 (comment))

Godot was relying on Java's
activity.getWindowManager().getDefaultDisplay().getRotation(); to apply
pre-rotation but this is wrong.

First, getRotation() may temporarily return a different value from the
correct one; which is what was causing the splash screen to be upside
down. It would return -90 instead of 90 for the first rendered frame.

But unfortunately, the splash screen is just one frame rendered for a
very long time, so the error lingered for a long time for everyone to
see.

Second, to determine what rotation to use, we should be looking at what
Vulkan told us, which is the value we pass to
VkSurfaceTransformFlagBitsKHR::preTransform.

This commit removes the now-unnecessary
screen_get_internal_current_rotation() function (which was introduced by
godotengine#96439) and now saves the preTransform value in the swapchain.
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Integrating Frame Pacing Library to Vulkan Renderer for Android
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