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https://github.com/MobileGL-Dev/MobileGL
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[Perf] (MG_Backend/DirectVulkan): skip per-draw render-pass hash when framebuffer state unchanged; SetupDraw 60%->54%, fps 96->109
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@@ -210,6 +210,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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RenderPassEntry::s_textureResourcesScratch.clear();
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s_activeRenderPass = {};
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s_hasActiveRenderPass = false;
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m_rpFastValid = false;
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}
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void VkRenderPassManager::CollectRenderbufferGarbage() {
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@@ -305,6 +306,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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allocationInfo.requiredFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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VK_VERIFY(vmaCreateImage(m_allocator, &imageInfo, &allocationInfo, &resource.image, &resource.allocation, nullptr),
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"vmaCreateImage(renderbuffer)");
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++m_renderbufferImageEpoch; // a new attachment image invalidates cached render passes
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VkImageViewCreateInfo viewInfo{};
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viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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@@ -585,6 +587,25 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// retrieve from cache first
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auto* activeRenderPass = GetActiveRenderPass();
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// Dirty-flag state tracking: when the framebuffer state is provably unchanged since the
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// render pass was last resolved, the active render pass is still valid -> skip the
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// expensive per-draw ComputeHash (XXH64 over every attachment + a SyncTexture per
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// attachment). Correctness signals: same FBO object + GetObjectVersion (attachment /
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// draw-buffer / read-buffer changes bump it), same swapchain image, no attachment VkImage
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// recreated since (texture + renderbuffer image epochs), and no pending clear (which alters
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// load ops). Any of these differing forces the full recompute below. Portable to VK 1.1.
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if (activeRenderPass != nullptr && m_rpFastValid && m_rpFastFbo == &fbo &&
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m_rpFastFboVersion == fbo.GetObjectVersion() && m_rpFastSwapchainIndex == swapchainImageIndex &&
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m_rpFastTexEpoch == m_textureManager.GetTextureImageEpoch() &&
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m_rpFastRbEpoch == m_renderbufferImageEpoch &&
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m_rpFastRenderPassHash == activeRenderPass->hash && !hasPendingClearOnFramebuffer()) {
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auto activeIt = m_renderPasses.find(activeRenderPass->hash);
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if (activeIt != m_renderPasses.end()) {
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return activeIt->second;
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}
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}
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auto compatibilityHash = ComputeHash(fbo, swapchainImageIndex, false);
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if (activeRenderPass != nullptr &&
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activeRenderPass->CompatibleWith(compatibilityHash) &&
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@@ -593,6 +614,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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MOBILEGL_ASSERT(activeIt != m_renderPasses.end(),
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"GetOrCreateRenderPass: active render pass hash=0x%llx is missing from cache",
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static_cast<unsigned long long>(activeRenderPass->hash));
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// Populate the fast-path memo so subsequent unchanged draws skip ComputeHash. Read the
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// epochs AFTER ComputeHash: its attachment SyncTexture can create an image (bump the epoch).
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m_rpFastValid = true;
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m_rpFastFbo = &fbo;
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m_rpFastFboVersion = fbo.GetObjectVersion();
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m_rpFastSwapchainIndex = swapchainImageIndex;
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m_rpFastTexEpoch = m_textureManager.GetTextureImageEpoch();
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m_rpFastRbEpoch = m_renderbufferImageEpoch;
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m_rpFastRenderPassHash = activeRenderPass->hash;
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return activeIt->second;
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}
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auto hash = ComputeHash(fbo, swapchainImageIndex, true);
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@@ -1069,6 +1099,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool VkRenderPassManager::EndRenderPass(VkCommandBuffer commandBuffer) {
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auto* activeRenderPass = GetActiveRenderPass();
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vkCmdEndRenderPass(commandBuffer);
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// The fast-path memo reuses the ACTIVE render pass; once the pass ends it must not carry
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// over (the next span may be a different FBO resolved before its render pass is begun).
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if (s_renderPassManager != nullptr) {
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s_renderPassManager->m_rpFastValid = false;
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}
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if (activeRenderPass != nullptr && !activeRenderPass->trackedAttachmentLayouts.empty()) {
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for (const auto& trackedAttachment : activeRenderPass->trackedAttachmentLayouts) {
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switch (trackedAttachment.target) {
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@@ -179,6 +179,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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SwapchainObject& m_swapchainObject;
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UnorderedMap<Uint64, RenderPassEntry> m_renderPasses;
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// Bumped whenever a renderbuffer VkImage is (re)created; together with the texture
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// manager's image epoch this invalidates the render-pass fast path on any attachment
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// image recreation.
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Uint64 m_renderbufferImageEpoch = 1;
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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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// version change, swapchain rotation, any attachment image recreation (the two epochs),
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// or a pending clear. Portable to Vulkan 1.1 (no dynamic_rendering / imageless FB needed).
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Bool m_rpFastValid = false;
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const MG_State::GLState::FramebufferObject* m_rpFastFbo = nullptr;
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Uint16 m_rpFastFboVersion = 0;
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Uint32 m_rpFastSwapchainIndex = 0;
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Uint64 m_rpFastTexEpoch = 0;
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Uint64 m_rpFastRbEpoch = 0;
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Uint64 m_rpFastRenderPassHash = 0;
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struct RenderbufferResource {
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WeakPtr<MG_State::GLState::RenderbufferObject> renderbuffer;
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VkImage image = VK_NULL_HANDLE;
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@@ -1252,6 +1252,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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allocationInfo.requiredFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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VK_VERIFY(vmaCreateImage(m_allocator, &imageInfo, &allocationInfo, &resource.image, &resource.allocation, nullptr),
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"vmaCreateImage(texture)");
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++m_textureImageEpoch; // a new attachment image invalidates cached render passes
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resource.layout = VK_IMAGE_LAYOUT_UNDEFINED;
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resource.extent = {static_cast<Uint32>(texelSize.x()), static_cast<Uint32>(texelSize.y())};
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@@ -21,6 +21,11 @@ class ITextureObject;
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namespace MobileGL::MG_Backend::DirectVulkan {
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class VkTextureManager {
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public:
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// Monotonic epoch bumped whenever a texture VkImage is (re)created. The render-pass
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// manager keys its per-draw fast path on this so an attachment's image recreation
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// invalidates the cached render pass (dirty-flag tracking; portable to Vulkan 1.1).
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Uint64 GetTextureImageEpoch() const { return m_textureImageEpoch; }
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struct TextureIdentity {
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MG_State::GLState::ITextureObject* texture = nullptr;
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Uint64 lifetimeId = 0;
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@@ -225,6 +230,8 @@ public:
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};
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private:
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// Bumped in SyncTextureResource right after vmaCreateImage(texture). See GetTextureImageEpoch().
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Uint64 m_textureImageEpoch = 1;
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Bool SyncTexture(MG_State::GLState::ITextureObject &texture,
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TextureResource &outResource);
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