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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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@@ -507,9 +507,28 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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ProgramFactory::CompileOptionFlags m_lastSampledSetTransformFlags = {};
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Uint64 m_lastSampledSetBindGeneration = 0;
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// Memo for the per-draw explicit-LOD-0 eligibility probe
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// (ProgramSamplesOnlySingleLevelTextures): same key family as the
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// sampled-set memo, plus the sampled textures' params-version sum so a
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// level-range or filter change re-probes. On a hit the resolved
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// transform flags are reused, which also collapses the two
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// GetOrCreateProgram lookups into one.
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Bool m_lastLodDecisionValid = false;
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Uint64 m_lastLodProgramLifetimeId = 0;
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Uint32 m_lastLodProgramVersion = 0;
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Uint64 m_lastLodBindGeneration = 0;
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Uint64 m_lastLodParamsSum = 0;
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ProgramFactory::CompileOptionFlags m_lastLodBaseFlags = {};
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ProgramFactory::CompileOptionFlags m_lastLodResultFlags = {};
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// Per-draw scratch buffers (clear keeps capacity) — these paths run for every
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// draw call and must not allocate.
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Vector<MG_State::GLState::ITextureObject*> m_sampledTexturesScratch;
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// Parallel to m_sampledTexturesScratch, refilled by every SetupDraw's
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// first sampled-texture loop: the resolved backend resources, so the
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// post-transition loop can skip re-resolving textures whose layout is
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// already sampleable.
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Vector<VkTextureManager::TextureResource*> m_sampledResourcesScratch;
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Vector<MG_State::GLState::ITextureObject*> m_storageImageTexturesScratch;
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Vector<VkBuffer> m_vertexBuffersScratch;
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Vector<VkDeviceSize> m_vertexOffsetsScratch;
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