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[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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