mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Perf] (DirectVulkan): skip pending-clear probes through a lock-free empty check
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@@ -93,6 +93,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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const std::lock_guard<std::mutex> lock(m_mutex);
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m_pendingClears.clear();
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m_aliveObjects.clear();
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m_pendingCount.store(static_cast<Uint32>(m_pendingClears.size()), std::memory_order_relaxed);
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}
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TextureIdentity VkClearManager::MakeTextureIdentity(MG_State::GLState::ITextureObject* texture) {
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@@ -127,6 +128,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_pendingClears.erase(key);
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}
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m_aliveObjects.erase(identity);
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m_pendingCount.store(static_cast<Uint32>(m_pendingClears.size()), std::memory_order_relaxed);
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}
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Bool VkClearManager::LockTextureIdentityLocked(const TextureIdentity& identity,
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@@ -221,6 +223,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_aliveObjects[MakeTextureIdentity(texture.get())] = texture;
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auto& pending = m_pendingClears[key];
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MergeClearPayload(pending, clearPayload);
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m_pendingCount.store(static_cast<Uint32>(m_pendingClears.size()), std::memory_order_relaxed);
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}
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void VkClearManager::QueueClear(const ClearAttachmentPayload& clearPayload,
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@@ -238,6 +241,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_aliveObjects[MakeTextureIdentity(texture.get())] = texture;
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auto& pending = m_pendingClears[key];
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MergeClearPayload(pending, clearPayload);
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m_pendingCount.store(static_cast<Uint32>(m_pendingClears.size()), std::memory_order_relaxed);
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}
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Bool VkClearManager::HasPendingClear(MG_State::GLState::ITextureObject* texture) {
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@@ -245,6 +249,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return false;
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}
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if (m_pendingCount.load(std::memory_order_relaxed) == 0) {
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return false; // per-draw hot path: nothing pending anywhere
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}
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const Uint64 lifetimeId = texture->GetLifetimeId();
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const std::lock_guard<std::mutex> lock(m_mutex);
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for (auto it = m_pendingClears.begin(); it != m_pendingClears.end(); ++it) {
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@@ -260,6 +268,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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if (key.texture == nullptr) {
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return false;
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}
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if (m_pendingCount.load(std::memory_order_relaxed) == 0) {
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return false; // per-draw hot path: nothing pending anywhere
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}
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const std::lock_guard<std::mutex> lock(m_mutex);
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if (m_pendingClears.find(key) == m_pendingClears.end()) {
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@@ -287,6 +298,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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if (key.texture == nullptr) {
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return false;
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}
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if (m_pendingCount.load(std::memory_order_relaxed) == 0) {
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return false; // per-draw hot path: nothing pending anywhere
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}
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const std::lock_guard<std::mutex> lock(m_mutex);
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if (!LockTextureLocked(key, outTexture)) {
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@@ -325,6 +339,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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if (texture == nullptr) {
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return false;
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}
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if (m_pendingCount.load(std::memory_order_relaxed) == 0) {
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return false; // per-draw hot path: nothing pending anywhere
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}
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const Uint64 lifetimeId = texture->GetLifetimeId();
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const std::lock_guard<std::mutex> lock(m_mutex);
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@@ -345,6 +362,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return;
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}
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if (m_pendingCount.load(std::memory_order_relaxed) == 0) {
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return; // per-draw hot path: nothing pending anywhere
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}
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const TextureIdentity identity = MakeTextureIdentity(texture);
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MGLOG_D("%s: Pop all pending clears for texture %d", __func__, texture->GetExternalIndex());
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const std::lock_guard<std::mutex> lock(m_mutex);
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@@ -361,6 +381,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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auto it = m_pendingClears.find(key);
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if (it != m_pendingClears.end()) {
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m_pendingClears.erase(it);
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m_pendingCount.store(static_cast<Uint32>(m_pendingClears.size()), std::memory_order_relaxed);
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}
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}
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@@ -14,6 +14,7 @@
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#include "MG_Util/Math/VectorTypes.h"
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#include <Includes.h>
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#include <atomic>
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#include <unordered_map>
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namespace MobileGL::MG_Backend::DirectVulkan {
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@@ -121,6 +122,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint8 m_gcCounter = 0;
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mutable std::mutex m_mutex;
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// Lock-free mirror of m_pendingClears.size(), maintained under m_mutex
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// by every mutation. The per-draw probes (HasPendingClear/GetPending*)
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// read it before taking the lock: during draw batches the pending set
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// is almost always empty, so this turns several locked map probes per
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// draw into one relaxed load.
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std::atomic<Uint32> m_pendingCount{0};
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std::unordered_map<PendingClearKey, ClearAttachmentPayload, PendingClearKeyHash> m_pendingClears;
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std::unordered_map<TextureIdentity, WeakPtr<MG_State::GLState::ITextureObject>, TextureIdentityHash> m_aliveObjects;
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};
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