[Perf] (DirectVulkan): snapshot-gated consecutive-draw fast path skips SetupDraw re-resolution

This commit is contained in:
2026-07-30 09:40:54 -04:00
parent 6b0c2a15ab
commit 37111ae992
5 changed files with 231 additions and 0 deletions
@@ -238,6 +238,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// image recreation.
Uint64 m_renderbufferImageEpoch = 1;
public:
// Bumped whenever a renderbuffer backing is (re)created; consecutive-draw
// snapshots include it so an attachment respecify forces a re-resolve.
Uint64 GetRenderbufferImageEpoch() const { return m_renderbufferImageEpoch; }
private:
// Per-draw fast-path memo for GetOrCreateRenderPass (dirty-flag state tracking): when the
// framebuffer state is provably unchanged since the last resolution, the active render pass
// is reused WITHOUT recomputing the expensive per-draw hash. Invalidated by FBO switch /