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[Fix] (DirectVulkan, GLImpl, MG_State, ShaderTranspiler): second audit round over the remaining memo sites
Six more verified defects from the residual memo/cache mechanisms: - Program resource cache (DirectVulkan reflection): glShaderStorageBlockBinding deliberately does not bump the backend state version, and the SSO pipeline composite is unnamed so the by-name in-place patch can never reach its slot - the composite kept serving pre-rebind SSBO bindings. The cache now keys on the program's block-binding version; a binding-only change re-applies the overrides by name instead of re-running spirv-reflect. SetShaderStorageBlockBinding also gains the equality bail-out its uniform-block sibling has, so the composite mirror's replay stops churning the version every draw. - LinkProgram's allowVSOnlyPrograms function-static latch never set its own initialized flag (dead memo, re-read every call) - and completing it would have frozen a per-backend capability across re-initialization. Replaced with a fresh per-link read from the null-checked active backend. - Query object registry: drained at full library teardown (DestroyAllQueryObjects, mirroring DestroyAllSyncObjects) - undeleted queries and their backend wrappers leaked across Destroy/Initialize cycles, stale ids stayed IsQuery == GL_TRUE in the re-initialized library, and a later delete could hand the old backend's wrapper to a different backend's DeleteBackendQuery. - Converted vertex streams and the host-side EBO max-index scan now SyncGpuWrites before reading the coherent mapping: XFB/SSBO/image writes are merely recorded at that point, so the conversion read pre-write bytes (the restart-index rewrite already synced; these two host reads did not). - Zero-stride converted bindings: both converters rejected stride 0, making the factory's documented single-element conversion unreachable and silently dropping every draw using such a binding; the stride is substituted with the element size for the one-element case. - DemoteFloat64Pass block relayout: measurement queued into the module eagerly, so a mid-struct failure left a half-relaid-out block (compacted offsets before the failing member, 64-bit offsets after) while claiming the block was left alone. Decoration writes are now collected and committed only when the whole block measures successfully.
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@@ -806,6 +806,13 @@ namespace MobileGL::MG_State::GLState {
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// order - and the name is the only coordinate all three agree on. Absent from the map
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// means "never rebound", and the shader's declared binding still stands.
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void SetShaderStorageBlockBinding(const String& blockName, Uint binding) {
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// Equality bail-out like SetUniformBlockBinding's: the pipeline composite
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// mirror replays every override each draw, and without this every replay
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// would churn m_blockBindingVersion and rebuild whatever keys on it.
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const auto it = Artifacts().shaderStorageBlockBinding.find(blockName);
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if (it != Artifacts().shaderStorageBlockBinding.end() && it->second == static_cast<Int>(binding)) {
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return;
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}
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Artifacts().shaderStorageBlockBinding[blockName] = static_cast<Int>(binding);
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// Deliberately NOT m_backendStateVersion: Espryt's entry point never forces a
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// program build off this, and bumping that version would start doing so. The
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