[Perf] (MG_Backend/DirectVulkan): cache resolved VkSampler per binding to skip the per-draw sampler key hash, keyed on a new sampler lifetime id

This commit is contained in:
2026-07-13 02:04:57 -04:00
parent 808c5dcc46
commit 516d2a659e
4 changed files with 80 additions and 2 deletions
@@ -146,6 +146,28 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkDescriptorSet m_lastBoundDescriptorSet = VK_NULL_HANDLE;
Uint64 m_lastDescriptorSignature = 0;
Bool m_hasLastDescriptor = false;
// Per-binding fast path over VkSamplerManager's content-hashed sampler cache, which
// stays the source of truth: its key hashes all sampler+texture state, so two distinct
// sampler objects with identical state still resolve to one VkSampler. This memo only
// skips recomputing that hash. Across a draw batch the bound sampler set is stable, so a
// binding whose sampler (lifetime id + version, bumped on every setter) and texture
// (lifetime id + params version, bumped on the format/border-color setters that feed the
// key) are unchanged recycles the VkSampler it resolved last draw; a param change bumps
// a version and forces a re-resolve. Both objects are keyed by a never-reused monotonic
// lifetime id, so a freed-and-reallocated sampler or texture at the same heap address
// always gets a fresh id and misses (a raw pointer would false-hit that ABA) - so a
// stale guess can only miss and fall through to the hash, never resolve wrong. Still
// reset each frame alongside the descriptor-set cache. Indexed by binding.
struct SamplerResolveMemo {
Uint64 samplerLifetimeId = 0;
Uint64 textureLifetimeId = 0;
VkSampler sampler = VK_NULL_HANDLE;
Uint16 samplerVersion = 0;
Uint16 textureParamsVersion = 0;
Bool valid = false;
};
mutable Vector<SamplerResolveMemo> m_samplerResolveMemo;
};
} // namespace MobileGL::MG_Backend::DirectVulkan