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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (DirectVulkan): stop fence-waiting out-of-band texture uploads; reclaim transients asynchronously
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@@ -420,6 +420,11 @@ private:
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void DeferViewRelease(VkImageView view);
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void CollectDeferredReleases(Uint32 frameIndex);
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void DestroyDeferredReleases();
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// Frees the fence/command buffer/staging buffer of every in-flight texture
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// upload whose fence has signaled (submission order = completion order on
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// the single queue, so the scan stops at the first still-pending entry).
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// waitAll blocks on every entry - Shutdown's drain.
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void ReclaimCompletedUploads(Bool waitAll = false);
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static TextureIdentity MakeTextureIdentity(MG_State::GLState::ITextureObject* texture);
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void EraseTrackedTexture(const TextureIdentity& identity);
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void PruneStaleTextureAliases(MG_State::GLState::ITextureObject* texture);
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@@ -458,5 +463,16 @@ private:
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std::unordered_set<TextureIdentity, TextureIdentityHash> m_storageImageTextures;
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Vector<Vector<TextureResource>> m_deferredReleases;
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Vector<Vector<VkImageView>> m_deferredViewReleases;
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// Texture uploads are submitted out-of-band but NOT waited on (waiting
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// behind the queue serialized the CPU against the previous frame's GPU
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// work every time an animated atlas re-uploaded). Their transient objects
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// are parked here and reclaimed once the upload fence signals.
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struct PendingUploadReclaim {
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VkFence fence = VK_NULL_HANDLE;
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VkCommandBuffer commandBuffer = VK_NULL_HANDLE;
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VkBuffer stagingBuffer = VK_NULL_HANDLE;
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VmaAllocation stagingAllocation = nullptr;
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};
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Vector<PendingUploadReclaim> m_pendingUploadReclaims;
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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