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[Feat, Docs] (Diligent): cache last PSO and document framebuffer/UBO progress
- Reuse the last state PSO when program/render-state/topology/VAO layout is unchanged - Update handoff with completed texture/sampler, UBO, framebuffer, and multi-draw work
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@@ -200,7 +200,7 @@ Notes:
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- No swapchain / EGL window surface presentation yet; `Present()` only flushes.
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- No transform feedback / queries / sync / readback of non-color resources.
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- Some GL 3.2 entry points are still not implemented in the backend (draw range, multi-draw, blit, buffer subdata paths, etc.).
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- The state PSO is recreated on every draw (no caching), which is slow but correct for now.
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- A last-PSO cache now avoids recreating the pipeline when program/render-state/topology/VAO layout is unchanged; texture/UBO resources are still rebound dynamically per draw.
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- The `GLFunctionsTable` is only partially populated.
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---
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@@ -223,8 +223,8 @@ Notes:
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- [ ] Handle per-program uniform block bindings / named UBO blocks.
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4. **PSO / resource caching**
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- Cache PSOs by program + VAO config + render state + topology.
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- Cache textures, buffers, and SRBs.
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- [~] Cache PSOs by program + VAO config + render state + topology (single last-PSO fast path).
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- [~] Cache textures and samplers; buffers/SRBs can still be re-bound per draw.
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5. **More GL 3.2 entry points**
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- `DrawRangeElements`
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