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https://github.com/MobileGL-Dev/MobileGL
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[Perf] (DirectVulkan): snapshot-gated consecutive-draw fast path skips SetupDraw re-resolution
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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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