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https://github.com/MobileGL-Dev/MobileGL
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[Perf] (DirectVulkan): reuse unchanged global-UBO slices and skip identical descriptor binds
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@@ -39,6 +39,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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void Shutdown();
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void BeginFrame(Uint32 frameIndex);
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// A command buffer (re)began recording: descriptor bindings recorded into
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// the previous buffer do not carry over, so drop the bind-dedup shadow.
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void OnCommandBufferBoundary() { m_lastBindValid = false; }
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// A ProgramFactory eviction just destroyed this layout: purge every frame
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// slot's cached descriptor sets for it, so a recycled handle value can never
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// stale-hit sets written for the dead layout's bindings. The sets are
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@@ -185,6 +188,35 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint64 m_lastDescriptorSignature = 0;
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Bool m_hasLastDescriptor = false;
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// vkCmdBindDescriptorSets dedup: consecutive draws with a static uniform
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// block resolve to the same set AND the same dynamic offsets, so the
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// driver call can be skipped outright. Command-buffer-scope state; reset
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// via OnCommandBufferBoundary whenever a recording (re)begins. Keyed on
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// layout+bind point, so a pipeline-layout switch always rebinds.
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static constexpr Uint32 kMaxShadowedDynamicOffsets = 8;
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Bool m_lastBindValid = false;
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VkDescriptorSet m_lastBindSet = VK_NULL_HANDLE;
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VkPipelineLayout m_lastBindLayout = VK_NULL_HANDLE;
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VkPipelineBindPoint m_lastBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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Uint32 m_lastBindOffsetCount = 0;
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Uint32 m_lastBindOffsets[kMaxShadowedDynamicOffsets] = {};
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// Global-UBO transient-slice reuse: MC leaves the default uniform block
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// untouched across long GUI/terrain runs, so the per-draw re-upload of
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// the same bytes can reuse the slice uploaded earlier THIS frame (frame
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// serial guards arena recycling; the content version guards writes).
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struct GlobalUboSliceMemo {
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Uint64 programLifetimeId = 0;
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Uint64 frameSerial = 0;
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Uint32 uboContentVersion = 0;
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VkBuffer buffer = VK_NULL_HANDLE;
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VkDeviceSize offset = 0;
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VkDeviceSize range = 0;
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};
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static constexpr Uint32 kGlobalUboMemoSize = 4;
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GlobalUboSliceMemo m_globalUboMemo[kGlobalUboMemoSize];
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Uint32 m_globalUboMemoNext = 0;
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// Per-binding fast path over VkSamplerManager's content-hashed sampler cache, which
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// stays the source of truth: its key hashes all sampler+texture state, so two distinct
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// sampler objects with identical state still resolve to one VkSampler. This memo only
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