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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (DirectGLES): flush queued buffer ranges through a range-invalidating map first, so a partial write into a busy store is priced by the range
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@@ -176,6 +176,14 @@ namespace MobileGL::MG_Config {
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// upload ring (negative control / driver-bug escape hatch; the immediate
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// upload stalls on drivers that resolve the WAR hazard on the CPU, e.g. Mali).
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Bool DisableUploadRing = false;
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// MOBILEGL_DISABLE_INVALIDATE_FLUSH: skip the glMapBufferRange(WRITE |
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// INVALIDATE_RANGE) tier of the DirectGLES pending-range flush and go straight
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// to the upload ring's staged glCopyBufferSubData (negative control / escape
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// hatch for a driver whose range-invalidating map misbehaves). The map tier is
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// what keeps a partial write into a large in-flight buffer priced by the RANGE:
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// on Mali both the immediate glBufferSubData and a staged copy into a busy
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// mutable store ghost the whole destination on the CPU.
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Bool DisableInvalidateFlush = false;
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// MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION: make DirectGLES skip the native ES
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// depth/stencil reads and always go through the shader-sampling emulation. Core GL
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// ES has no depth or stencil readback, but some drivers accept it anyway (Mesa does,
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@@ -186,6 +186,7 @@ namespace MobileGL::MG_ConfigLoader {
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features.DisableUboRing = QueryEnvFlag("MOBILEGL_DISABLE_UBO_RING");
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features.DisableUnpackRing = QueryEnvFlag("MOBILEGL_DISABLE_UNPACK_RING");
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features.DisableUploadRing = QueryEnvFlag("MOBILEGL_DISABLE_UPLOAD_RING");
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features.DisableInvalidateFlush = QueryEnvFlag("MOBILEGL_DISABLE_INVALIDATE_FLUSH");
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features.EsprytForceDepthStencilReadbackEmulation =
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QueryEnvFlag("MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION");
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features.RelaxedSemantics = QueryEnvFlag("MOBILEGL_RELAXED_SEMANTICS");
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@@ -829,10 +829,32 @@ namespace MobileGL::MG_Backend::DirectGLES {
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}
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// Push every queued range of `resource` from the shadow into the backend
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// store. Ranges go through the staging ring + glCopyBufferSubData when the
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// ring is usable - the copy resolves the WAR hazard against in-flight
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// frames on the GPU timeline, where it is mere job ordering - and fall
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// back to the direct (potentially stalling) glBufferSubData otherwise.
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// store, without ever letting a driver resolve the WAR hazard against
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// in-flight frames at the WHOLE BUFFER's expense. Three tiers:
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//
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// 1. glMapBufferRange(WRITE | INVALIDATE_RANGE) + memcpy. The entire
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// mapped range is rewritten from the authoritative shadow, so
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// declaring its old bytes dead is exact - and it lets the driver
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// swap fresh pages in for JUST that range. This is the only tier
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// whose cost scales with the RANGE on this Mali driver: both the
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// immediate glBufferSubData (pre-queueing) and a staged
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// glCopyBufferSubData into a busy MUTABLE store ghost the whole
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// destination with a worker-thread memcpy - Minecraft 26.3 streams
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// ~1MB section meshes into 128MB arenas about nine times a frame
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// during a camera pan, and 9 x 128MB of ghosting per frame is
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// ~380ms, the measured 2-4 fps. (Backing the arenas with immutable
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// stores also kills the ghost, but eagerly commits every arena's
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// full extent - +hundreds of MB - which LMK'd the whole device.)
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// 2. The staging ring + glCopyBufferSubData: the copy is ordered on
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// the GPU timeline, no CPU wait (MOBILEGL_DISABLE_INVALIDATE_FLUSH
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// forces this tier as the map path's negative control).
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// 3. Direct glBufferSubData (potentially stalling) when neither the
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// map entry points nor the ring exist.
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//
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// The ranges are flushed AS QUEUED (VecRange1D::Add already merges
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// near-adjacent ones): bytes, not flush calls, are the cost axis here,
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// and collapsing a scattered flush into its union re-copied nearly whole
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// chunk-mesh arenas every frame.
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// The caller owns syncedChangeSerial; this only drains the queue.
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void FlushPendingRangesNow(GLESBufferResource& resource, BufferObject& bufferObject) {
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#ifdef TRACY_ENABLE
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@@ -848,19 +870,26 @@ namespace MobileGL::MG_Backend::DirectGLES {
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// Clamp against BOTH extents: the readback flush may run while the
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// frontend size and the backend store disagree (a pending respecify
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// resolves that later; bytes past either end have nowhere to land).
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//
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// The ranges are copied AS QUEUED (VecRange1D::Add already merges
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// near-adjacent ones): this driver runs buffer copies as worker-thread
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// memcpys, so BYTES are the cost axis - collapsing a scattered flush
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// into its union re-copied nearly whole chunk-mesh arenas every frame
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// and saturated the copy worker during camera pans.
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const SizeT limit = std::min(bufferObject.GetSize(), resource.storageSize);
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const Bool mapUsable = !MG_Config::Features.DisableInvalidateFlush &&
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g_GLESFuncs.glMapBufferRange && g_GLESFuncs.glUnmapBuffer;
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const Bool ringUsable = UploadRingUsableNow();
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for (const auto& range : ranges) {
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const SizeT end = std::min(range.end, limit);
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const SizeT start = std::min(range.start, end);
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const SizeT size = end - start;
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if (size == 0) continue;
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if (mapUsable) {
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BindBufferId(TempBufferTarget, resource.id);
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void* dst = g_GLESFuncs.glMapBufferRange(TempBufferTarget, (GLintptr)start,
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(GLsizeiptr)size,
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GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
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if (dst) {
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Memcpy(dst, bufferObject.MappedData() + start, size);
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g_GLESFuncs.glUnmapBuffer(TempBufferTarget);
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continue;
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}
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}
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SizeT ringOffset = 0;
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if (ringUsable && size <= kUploadRingMaxBytes &&
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RingAllocate(g_uploadRing, size, ringOffset)) {
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