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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (Espryt): adopt mesh-arena-sized stores into coherent persistent maps at definition, and stop the flush tiers from re-synchronizing them
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@@ -8,6 +8,8 @@
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#include "BufferObject.h"
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#include <Config.h>
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#include <atomic>
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namespace MobileGL::MG_State::GLState {
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@@ -126,6 +128,7 @@ namespace MobileGL::MG_State::GLState {
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// distinguishes the two cases, and it is cleared just above.
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m_storageFlags = GL_DYNAMIC_STORAGE_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT;
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NotifyRespecify();
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TryAdoptLargeStorage();
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}
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void BufferObject::Resize(SizeT size) {
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@@ -144,6 +147,33 @@ namespace MobileGL::MG_State::GLState {
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m_isImmutableStorage = true;
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m_storageFlags = storageFlags;
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NotifyRespecify();
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TryAdoptLargeStorage();
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}
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// Back a LARGE store with the backend's persistently+coherently mapped GPU
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// storage the moment it is (re)defined, without waiting for the app to map it.
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// Minecraft 26.3 streams chunk meshes into 128MB vertex arenas with plain
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// glNamedBufferSubData - the one write API that carries no synchronization
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// hint - and on Mali every route that hands the driver a write into a busy
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// MUTABLE store either parks the calling thread (glBufferSubData, and
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// glMapBufferRange even with GL_MAP_UNSYNCHRONIZED_BIT) or ghost-copies the
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// whole destination on a driver worker (staged glCopyBufferSubData, and a
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// range-invalidating map: ~167ms per touched arena, the recurring in-world
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// hiccup). An adopted coherent map is the one shape with NO per-write driver
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// call at all: every SubData lands as a plain memcpy into GPU-visible memory,
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// and the shadow copy is dropped (a 128MB arena stops costing 128MB of RAM).
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// Only attempted for stores the size of mesh arenas: small buffers keep the
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// shadow model whose draw-time flush already prices them correctly.
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void BufferObject::TryAdoptLargeStorage() {
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constexpr SizeT kLargeBufferAdoptBytes = 16u * 1024u * 1024u;
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if (MG_Config::Features.DisableLargeBufferAdoption) return;
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if (m_size < kLargeBufferAdoptBytes) return;
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if (m_resource.IsGpuResident()) return;
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if (m_isMapped) return;
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if (g_bufferBackendOps == nullptr || g_bufferBackendOps->AcquirePersistentMap == nullptr) return;
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if (void* base = g_bufferBackendOps->AcquirePersistentMap(*this)) {
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m_resource.AdoptPersistentMap(base);
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}
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}
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void BufferObject::UploadData(DataPtr data, SizeT atOffset) {
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@@ -211,6 +211,10 @@ namespace MobileGL {
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// Sizes the store for a (re)definition, renewing an adopted GPU-resident
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// mapping across it. See the definition for why the renewal is not optional.
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void RedefineStorage(SizeT size);
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// Backend-initiated coherent adoption for mesh-arena-sized stores; see the
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// definition for the driver behavior that makes every other write route to
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// a busy large mutable store a frame-scale stall.
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void TryAdoptLargeStorage();
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void NotifyRespecify();
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void NotifySubData(SizeT offset, SizeT size);
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void NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess);
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