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https://github.com/MobileGL-Dev/MobileGL
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[Perf] (DirectVulkan): skip pending-clear probes through a lock-free empty check
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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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