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https://github.com/MobileGL-Dev/MobileGL
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Merge remote-tracking branch 'origin/dev' into feat/sampler-array-descriptors
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@@ -138,6 +138,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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hash = other.hash;
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stages = std::move(other.stages);
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modules = std::move(other.modules);
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// Must travel with `modules`: these digests name the SPIR-V those exact
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// shader modules were built from, and the pipeline-failure diagnostics
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// print the two together. Leaving it behind used to merely lose the
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// digests on a rehash; now that the cache is a robin-hood table, insertion
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// SWAPS two entries, and a field that no move touches stays behind in the
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// slot - pairing one program's modules with another program's digests, so
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// a pipeline failure would be reported against the wrong SPIR-V.
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stageSpirvDigests = std::move(other.stageSpirvDigests);
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descriptorSetLayout = other.descriptorSetLayout;
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pipelineLayout = other.pipelineLayout;
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bindingKinds = std::move(other.bindingKinds);
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@@ -189,6 +197,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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hash = other.hash;
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stages = std::move(other.stages);
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modules = std::move(other.modules);
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stageSpirvDigests = std::move(other.stageSpirvDigests); // travels with `modules` - see the move ctor
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descriptorSetLayout = other.descriptorSetLayout;
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pipelineLayout = other.pipelineLayout;
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bindingKinds = std::move(other.bindingKinds);
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@@ -257,6 +266,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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modules.clear();
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stages.clear();
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stageSpirvDigests.clear(); // the modules they describe are gone
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}
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};
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@@ -111,10 +111,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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const VulkanRendererConfig& m_config;
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VkPhysicalDevice m_physicalDevice = VK_NULL_HANDLE;
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// Values are heap-allocated: FastSTL::unordered_map is open-addressing,
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// so INSERT invalidates references to stored values. The draw path (and
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// the VAOs' state-pointer memos) hold entry pointers across inserts;
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// only the unique_ptr cell moves, never the pointee.
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// Values are heap-allocated: UnorderedMap is open-addressing, so INSERT
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// invalidates references to stored values - and so does ERASE, which shifts
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// the rest of the probe cluster into the hole and therefore moves entries
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// other than the erased one. The draw path (and the VAOs' state-pointer
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// memos) hold entry pointers across both; only the unique_ptr cell moves,
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// never the pointee.
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UnorderedMap<HashType, UniquePtr<BackendVertexInputState>> m_cache;
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// Monotonic frame-boundary counter (bumped in OnFrameBoundary) for cache aging.
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Uint64 m_frameBoundaryCounter = 0;
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@@ -101,6 +101,42 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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std::swap(layers, that.layers);
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std::swap(lastUsedFrame, that.lastUsedFrame);
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}
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// Move ASSIGNMENT, not just construction. The move constructor above and the
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// destructor below each independently suppress the implicit one, which left the
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// type move-constructible but not move-assignable - and therefore not swappable,
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// which std::swap(pair&, pair&) requires. That was invisible while UnorderedMap
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// only ever move-CONSTRUCTED an element into a fresh slot. ska::flat_hash_map
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// probes robin-hood: inserting swaps the entry being placed against the one
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// already sitting in the slot whenever it has travelled further from its desired
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// position, so the mapped type has to be swappable or the table fails to
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// instantiate at all.
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//
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// SWAP SEMANTICS, exactly like the move constructor: this does not release the
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// destination's handles, it parks them in `that`, which destroys them when it
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// dies. That is correct for the only caller - std::swap, whose temporary expires
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// immediately - and it is what keeps the three-move sequence from destroying a
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// live render pass. It is NOT correct for a hand-written `a = std::move(b)` where
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// `a` held live handles and `b` outlives the statement: those handles would then
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// survive until `b` dies. There is no such caller; add a destroy-then-steal
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// assignment before writing one.
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RenderPassEntry& operator=(RenderPassEntry&& that) noexcept {
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if (this != &that) {
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std::swap(hash, that.hash);
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std::swap(renderPass, that.renderPass);
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std::swap(framebuffer, that.framebuffer);
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std::swap(compatibilityHash, that.compatibilityHash);
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std::swap(pendingClearAttachments, that.pendingClearAttachments);
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std::swap(trackedAttachmentLayouts, that.trackedAttachmentLayouts);
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std::swap(attachmentCount, that.attachmentCount);
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std::swap(colorAttachmentCount, that.colorAttachmentCount);
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std::swap(hasDepthStencilAttachment, that.hasDepthStencilAttachment);
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std::swap(sampleCount, that.sampleCount);
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std::swap(extent, that.extent);
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std::swap(layers, that.layers);
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std::swap(lastUsedFrame, that.lastUsedFrame);
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}
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return *this;
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}
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RenderPassEntry(
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Uint64 hash,
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VkRenderPass renderpass,
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@@ -315,26 +351,30 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint64 deferredAtFrame = 0;
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};
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// Node-based std::unordered_map, deliberately not FastSTL's open-addressing UnorderedMap:
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// Node-based std::unordered_map, deliberately NOT the open-addressing UnorderedMap:
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// callers cache a RenderbufferResource* - or a bare &resource->layout - and then make further
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// calls that touch this map. BlitFramebuffer is the one that bit: it resolves the source and
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// destination colour bindings (ResolveColorBlitBinding caches &rbResource->layout), then
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// materializes the source's pending clear, which looks that same resource up again. FastSTL's
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// operator[] runs its load-factor check before find_key and reallocates the whole bucket array
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// when occupancy crosses it, so even a plain lookup relocates every element; erase only
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// tombstones and never decrements the occupancy, so the doubling keeps firing. After a
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// relocation the cached pointer names freed storage still holding the pre-clear
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// VK_IMAGE_LAYOUT_UNDEFINED, and BlitFramebuffer bails out at "source image layout is
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// undefined", silently dropping the blit - renderbuffers_storage_multisample read back zero
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// instead of the clear colour on exactly the iterations that grew the table.
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// materializes the source's pending clear, which looks that same resource up again. Growing
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// an open-addressed table relocates every element, so the cached pointer went on to name
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// freed storage still holding the pre-clear VK_IMAGE_LAYOUT_UNDEFINED; BlitFramebuffer bailed
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// out at "source image layout is undefined", silently dropping the blit -
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// renderbuffers_storage_multisample read back zero instead of the clear colour on exactly the
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// iterations that grew the table.
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//
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// Reordering the materialize ahead of the resolves - the fix ReadPixels got - does not cover
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// this: the destination resolve still runs after the source pointer is taken. The depth blit,
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// GetOrCreateRenderPass's depthRenderbufferResource and ReadDepthStencilPixels cache the same
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// kind of pointer, so the invariant belongs in the container rather than in a per-call-site
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// ordering rule. m_textureResources is node-based for the same reason. This buys stability
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// across rehash and insert only - erase still invalidates the erased element, which is safe
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// here because a renderbuffer that is an FBO attachment is held alive by that attachment.
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// ordering rule. m_textureResources is node-based for the same reason.
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//
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// The case for keeping this node-based got STRONGER with ska::flat_hash_map, so do not read
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// the paragraph above as merely historical: ska erases by shifting the rest of the probe
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// cluster backwards into the hole, so erasing one renderbuffer relocates OTHER renderbuffers'
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// entries - a cached pointer can now be invalidated by a key it has nothing to do with, which
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// no call-site ordering rule can defend against. (What did change: ska's operator[] returns on
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// a hit before it runs its grow check, so a plain lookup of a PRESENT key no longer relocates.
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// That narrows the insert hazard; it does not touch the erase one.)
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std::unordered_map<MG_State::GLState::RenderbufferObject*, RenderbufferResource> m_renderbufferResources;
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UnorderedMap<MG_State::GLState::RenderbufferObject*, PendingRenderbufferClear> m_pendingRenderbufferClears;
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Vector<DeferredRenderbufferRelease> m_deferredRenderbufferReleases;
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@@ -8660,7 +8660,7 @@ void main() {
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// blit binding below: for a renderbuffer/texture that has never been part of any
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// render pass yet (e.g. a GL_NONE draw buffer slot whose attachment is only ever
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// touched via an explicit glReadBuffer), materializing lazily creates its backing
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// Vulkan resource for the first time. UnorderedMap (FastSTL, open-addressing) may
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// Vulkan resource for the first time. UnorderedMap is open-addressing and may
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// rehash on that insertion, invalidating any RenderbufferResource*/TextureResource*
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// obtained beforehand - so ResolveColorBlitBinding's cached `trackedLayout` pointer
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// must be taken AFTER this, never before it.
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