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[Perf] (DirectVulkan): drop per-draw weak-ptr locks, re-resolves and rebuilt masks from the sampled-texture and vertex paths
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@@ -42,6 +42,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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struct TrackedAttachmentLayoutInfo {
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TrackedAttachmentTarget target = TrackedAttachmentTarget::Texture;
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WeakPtr<MG_State::GLState::ITextureObject> texture;
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// Identity-compare shortcut for the per-draw "does the active pass use
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// this sampled texture" probe: comparing this against a LIVE texture's
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// address needs no weak_ptr::lock (two refcount atomics per probe).
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// May dangle once the texture dies - compare only, never dereference.
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MG_State::GLState::ITextureObject* textureRaw = nullptr;
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WeakPtr<MG_State::GLState::RenderbufferObject> renderbuffer;
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Uint32 textureMipLevel = 0;
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Uint32 swapchainImageIndex = 0;
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