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