mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 04:38:30 +09:00
[Perf] (DirectVulkan): snapshot-gated consecutive-draw fast path skips SetupDraw re-resolution
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@@ -121,6 +121,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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SharedPtr<MG_State::GLState::ITextureObject>& outTexture);
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Uint8 m_gcCounter = 0;
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public:
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// Lock-free probe for the consecutive-draw fast path: any pending clear
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// forces the full SetupDraw path (which materializes/consumes it).
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Bool HasAnyPendingClears() const { return m_pendingCount.load(std::memory_order_relaxed) != 0; }
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private:
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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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@@ -238,6 +238,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// image recreation.
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Uint64 m_renderbufferImageEpoch = 1;
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public:
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// Bumped whenever a renderbuffer backing is (re)created; consecutive-draw
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// snapshots include it so an attachment respecify forces a re-resolve.
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Uint64 GetRenderbufferImageEpoch() const { return m_renderbufferImageEpoch; }
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private:
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// Per-draw fast-path memo for GetOrCreateRenderPass (dirty-flag state tracking): when the
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// framebuffer state is provably unchanged since the last resolution, the active render pass
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// is reused WITHOUT recomputing the expensive per-draw hash. Invalidated by FBO switch /
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@@ -28,6 +28,9 @@ public:
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// manager keys its per-draw fast path on this so an attachment's image recreation
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// invalidates the cached render pass (dirty-flag tracking; portable to Vulkan 1.1).
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Uint64 GetTextureImageEpoch() const { return m_textureImageEpoch; }
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// Bumped whenever any tracked texture resource is erased; cached
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// TextureResource pointers are valid only while this is unchanged.
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Uint64 GetResourceEraseEpoch() const { return m_resourceEraseEpoch; }
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struct TextureIdentity {
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MG_State::GLState::ITextureObject* texture = nullptr;
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@@ -4444,6 +4444,129 @@ void main() {
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return true;
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}
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Bool VulkanRenderer::TrySetupDrawFastPath(FrameContext::FrameData& frame, GLenum mode,
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Flags<DrawSetupAspect> aspects, const DrawCmdParam& drawParams,
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const IndexBufferView* pIndexBufferView) {
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const SetupDrawSnapshot& snap = m_setupDrawSnapshot;
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if (!snap.valid || !frame.isCommandRecording) {
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return false;
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}
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if (snap.aspects != aspects.GetRaw() || snap.mode != mode) {
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return false;
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}
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if (m_clearManager->HasAnyPendingClears()) {
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return false;
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}
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const auto* activeRenderPass = VkRenderPassManager::GetActiveRenderPass();
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if (activeRenderPass == nullptr || activeRenderPass->hash != snap.renderPassHash ||
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snap.imageIndex != m_imageIndexAcquired) {
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return false;
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}
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const auto& program = *MG_State::pGLContext->GetCurrentProgram();
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if (program.GetLifetimeId() != snap.programLifetimeId ||
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program.GetBackendStateVersion() != snap.programVersion) {
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return false;
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}
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const auto& vao = *MG_State::pGLContext->GetBoundVertexArray();
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if (static_cast<const void*>(&vao) != snap.vao || vao.GetConfigVersion() != snap.vaoConfigVersion) {
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return false;
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}
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const auto& drawFbo =
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MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Draw).GetBoundObject();
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if (static_cast<const void*>(drawFbo.get()) != snap.drawFbo ||
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drawFbo->GetObjectVersion() != snap.fboVersion) {
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return false;
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}
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if (MG_State::pGLContext->GetRenderStateParametersVersion() != snap.renderStateVersion ||
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MG_State::pGLContext->GetTextureBindGeneration() != snap.bindGeneration) {
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return false;
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}
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if (GetShaderTransformFlags(m_swapchainObject.GetPreTransform()).GetRaw() != snap.baseTransformFlags) {
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return false;
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}
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if (m_textureManager->GetResourceEraseEpoch() != snap.textureEraseEpoch ||
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m_textureManager->GetTextureImageEpoch() != snap.textureImageEpoch ||
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m_renderPassManager->GetRenderbufferImageEpoch() != snap.renderbufferImageEpoch) {
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return false;
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}
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// Same sampled set as the snapshotting draw (program/bind keys above);
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// verify content and params are untouched and every layout is still
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// sampleable, then stamp recording use exactly as the full path would.
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// A feedback case (sampled texture written by the active pass) fails the
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// layout check and falls back to the full path's end-pass handling.
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const auto& sampledTextures = m_sampledTexturesScratch;
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const auto& sampledResources = m_sampledResourcesScratch;
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if (sampledResources.size() != sampledTextures.size()) {
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return false;
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}
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Uint64 contentSum = 0;
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Uint64 paramsSum = 0;
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for (SizeT i = 0; i < sampledTextures.size(); ++i) {
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const auto* sampledTexture = sampledTextures[i];
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if (sampledTexture == nullptr) {
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continue;
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}
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const auto* resource = sampledResources[i];
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if (resource == nullptr || !IsValidSampledImageLayout(resource->layout)) {
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return false;
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}
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contentSum += sampledTexture->GetContentVersion();
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paramsSum += sampledTexture->GetTextureParamsVersion();
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}
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if (contentSum != snap.sampledContentSum || paramsSum != snap.sampledParamsSum) {
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return false;
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}
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for (SizeT i = 0; i < sampledTextures.size(); ++i) {
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if (sampledTextures[i] != nullptr && sampledResources[i] != nullptr) {
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m_textureManager->StampResourceRecordingUse(*sampledResources[i]);
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}
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}
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// Everything the full path would re-resolve is provably unchanged; run
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// only the per-draw tail.
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if (!g_dynamicStateShadow.graphicsPipelineValid ||
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g_dynamicStateShadow.graphicsPipeline != snap.pipeline) {
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vkCmdBindPipeline(frame.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, snap.pipeline);
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g_dynamicStateShadow.graphicsPipelineValid = true;
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g_dynamicStateShadow.graphicsPipeline = snap.pipeline;
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}
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const auto& programObj = m_programFactory->GetOrCreateProgram(
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program, ProgramFactory::CompileOptionFlags(snap.resolvedTransformFlags));
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if (!m_uniformManager->BindProgramUniformBuffers(frame.commandBuffer, program, programObj,
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m_frameContext.GetCurrentFrameIndex())) {
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return false;
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}
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if (!UploadAndBindVertexBuffers(frame.commandBuffer, vao, programObj, drawParams, pIndexBufferView)) {
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return false;
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}
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if (aspects & DrawSetupAspect::IndexBuffer) {
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const Bool idxUploadOk = UploadAndBindIndexBuffer(frame, vao, pIndexBufferView);
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MOBILEGL_ASSERT(idxUploadOk, "SetupDraw fast path: failed to upload index buffer");
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}
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ApplyGLViewportState(frame.commandBuffer, snap.renderPassExtent, m_swapchainObject.GetPreTransform(),
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snap.drawFboIsDefault);
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ApplyBlendConstants(frame.commandBuffer);
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ApplyPolygonOffsetState(frame.commandBuffer);
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ApplyLineWidthState(frame.commandBuffer);
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ApplyStencilState(frame.commandBuffer);
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const Bool scissorEnabled = MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::ScissorTest);
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VkRect2D scissor{};
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if (scissorEnabled) {
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const auto& scissorBox = MG_State::pGLContext->GetScissorBox();
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scissor = snap.drawFboIsDefault
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? MakeDefaultFramebufferScissorRect(scissorBox, snap.renderPassExtent,
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m_swapchainObject.GetPreTransform())
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: MakeClampedScissorRect(scissorBox, snap.renderPassExtent);
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} else {
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scissor.offset = {0, 0};
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scissor.extent = { (Uint)snap.renderPassExtent.x(), (Uint)snap.renderPassExtent.y() };
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}
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ShadowedSetScissor(frame.commandBuffer, scissor);
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return true;
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}
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Bool VulkanRenderer::SetupDraw(FrameContext::FrameData& frame, GLenum mode, Flags<DrawSetupAspect> aspects,
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const DrawCmdParam& drawParams,
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const IndexBufferView* pIndexBufferView) {
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@@ -4452,6 +4575,12 @@ void main() {
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// otherwise each re-run the full SyncTexture path on the same textures.
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VkTextureManager::DrawSyncScope drawSyncScope(*m_textureManager);
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m_textureManager->CollectGarbage();
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if (TrySetupDrawFastPath(frame, mode, aspects, drawParams, pIndexBufferView)) {
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return true;
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}
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// The fast path declined: whatever it saw may be stale. The full path
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// below re-resolves everything and refreshes the snapshot on success.
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m_setupDrawSnapshot.valid = false;
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const auto& drawFbo =
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MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Draw).GetBoundObject();
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if (drawFbo != nullptr && IsUnsupportedFramebufferForDirectVulkan(*drawFbo)) {
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@@ -4790,6 +4919,48 @@ void main() {
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scissor.extent = { (Uint)renderPassEntry->extent.x(), (Uint)renderPassEntry->extent.y() };
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}
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ShadowedSetScissor(frame.commandBuffer, scissor);
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// Snapshot the fully resolved configuration for the consecutive-draw
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// fast path (see TrySetupDrawFastPath).
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{
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auto& snap = m_setupDrawSnapshot;
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const auto* nowActiveRenderPass = VkRenderPassManager::GetActiveRenderPass();
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if (nowActiveRenderPass != nullptr && !programObj.hasStorageImages) {
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snap.valid = true;
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snap.aspects = aspects.GetRaw();
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snap.mode = mode;
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snap.programLifetimeId = program.GetLifetimeId();
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snap.programVersion = program.GetBackendStateVersion();
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snap.vao = &vao;
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snap.vaoConfigVersion = vao.GetConfigVersion();
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snap.drawFbo = drawFbo.get();
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snap.fboVersion = drawFbo->GetObjectVersion();
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snap.drawFboIsDefault = drawFbo->IsDefaultFramebuffer();
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snap.renderStateVersion = MG_State::pGLContext->GetRenderStateParametersVersion();
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snap.bindGeneration = MG_State::pGLContext->GetTextureBindGeneration();
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snap.baseTransformFlags = GetShaderTransformFlags(m_swapchainObject.GetPreTransform()).GetRaw();
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snap.resolvedTransformFlags = transformFlags.GetRaw();
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snap.renderPassHash = nowActiveRenderPass->hash;
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snap.imageIndex = m_imageIndexAcquired;
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snap.textureEraseEpoch = m_textureManager->GetResourceEraseEpoch();
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snap.textureImageEpoch = m_textureManager->GetTextureImageEpoch();
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snap.renderbufferImageEpoch = m_renderPassManager->GetRenderbufferImageEpoch();
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snap.renderPassExtent = renderPassEntry->extent;
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snap.pipeline = pipeline;
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Uint64 snapContentSum = 0;
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Uint64 snapParamsSum = 0;
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for (const auto* sampledTexture : sampledTextures) {
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if (sampledTexture != nullptr) {
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snapContentSum += sampledTexture->GetContentVersion();
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snapParamsSum += sampledTexture->GetTextureParamsVersion();
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}
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}
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snap.sampledContentSum = snapContentSum;
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snap.sampledParamsSum = snapParamsSum;
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} else {
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snap.valid = false;
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}
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}
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return true;
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}
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@@ -7809,6 +7980,7 @@ void main() {
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void VulkanRenderer::OnFrameCommandRecordingBegan(VkCommandBuffer commandBuffer) {
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// Dynamic state does not survive a command-buffer boundary.
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ResetDynamicStateShadow();
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m_setupDrawSnapshot.valid = false;
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if (m_uniformManager) {
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m_uniformManager->OnCommandBufferBoundary();
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}
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@@ -7932,6 +8104,7 @@ void main() {
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// A recreated pipeline could reuse a freed handle value and alias
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// the bind-dedup shadow; force the next draw to re-bind.
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g_dynamicStateShadow.graphicsPipelineValid = false;
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m_setupDrawSnapshot.valid = false;
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}
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m_vertexInputStateFactory->OnFrameBoundary();
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m_samplerManager->OnFrameBoundary();
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@@ -8959,6 +9132,7 @@ void main() {
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}
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InvalidatePipelineMemo(); // pipelines freed -> the memoized handle would dangle
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g_dynamicStateShadow.graphicsPipelineValid = false;
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m_setupDrawSnapshot.valid = false;
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DestroyComputePipelines();
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if (m_frameContext.GetFrameCount() > 0) {
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m_frameContext.GetCurrent().isCommandRecording = false;
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@@ -151,6 +151,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool SetupDraw(FrameContext::FrameData& frame, GLenum mode, Flags<DrawSetupAspect> aspects,
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const DrawCmdParam& drawParams,
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const IndexBufferView* pIndexBufferView = nullptr);
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// ANGLE-style consecutive-draw fast path: SetupDraw snapshots the fully
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// resolved draw configuration; the next draw whose cheap version/identity
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// checks all match skips the resolution half (LOD probe, sampled-set
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// walk, render-pass and pipeline resolution) and jumps straight to the
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// per-draw tail. Returns false (leaving no side effects that the full
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// path cannot redo idempotently) whenever anything might have changed.
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Bool TrySetupDrawFastPath(FrameContext::FrameData& frame, GLenum mode, Flags<DrawSetupAspect> aspects,
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const DrawCmdParam& drawParams, const IndexBufferView* pIndexBufferView);
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void ClearAttachmentsOnActiveRenderPass(VkCommandBuffer commandBuffer,
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const RenderPassEntry& compatibleRenderPassEntry);
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@@ -521,6 +529,39 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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ProgramFactory::CompileOptionFlags m_lastLodBaseFlags = {};
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ProgramFactory::CompileOptionFlags m_lastLodResultFlags = {};
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// Snapshot behind TrySetupDrawFastPath. Values only: the program and
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// render-pass caches are open-addressing maps whose entries move on
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// insert, so no pointers into them are cached; the pipeline handle is
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// protected by the command-buffer-boundary reset plus the mid-frame
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// pipeline-destruction resets, and monotonic epochs guard everything
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// that can be destroyed or recreated between draws.
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struct SetupDrawSnapshot {
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Bool valid = false;
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Uint8 aspects = 0;
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GLenum mode = 0;
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Uint64 programLifetimeId = 0;
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Uint32 programVersion = 0;
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const void* vao = nullptr;
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Uint32 vaoConfigVersion = 0;
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const void* drawFbo = nullptr;
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Uint16 fboVersion = 0;
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Bool drawFboIsDefault = false;
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Uint renderStateVersion = 0;
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Uint64 bindGeneration = 0;
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Uint32 baseTransformFlags = 0;
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Uint32 resolvedTransformFlags = 0;
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Uint64 renderPassHash = 0;
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Uint32 imageIndex = 0;
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Uint64 textureEraseEpoch = 0;
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Uint64 textureImageEpoch = 0;
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Uint64 renderbufferImageEpoch = 0;
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Uint64 sampledContentSum = 0;
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Uint64 sampledParamsSum = 0;
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IntVec2 renderPassExtent = {0, 0};
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VkPipeline pipeline = VK_NULL_HANDLE;
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};
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SetupDrawSnapshot m_setupDrawSnapshot;
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// Per-draw scratch buffers (clear keeps capacity) — these paths run for every
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// draw call and must not allocate.
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Vector<MG_State::GLState::ITextureObject*> m_sampledTexturesScratch;
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