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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Impl, MG_Backend): GL_ARB_timer_query on both backends
Implements GL timer queries end to end: a frontend query registry (modeled on the sync module - mutex-guarded objects wrapping opaque backend handles behind optional function pointers) serving glGenQueries/glBeginQuery/glEndQuery(GL_TIME_ELAPSED)/glQueryCounter (GL_TIMESTAMP)/glGetQueryObject*/glGetQueryiv with GL 3.3 error semantics and a graceful zero-result fallback when a backend cannot time. DirectGLES backs spans with GL_EXT_disjoint_timer_query (context- generation-stamped handles, bounded result waits). DirectVulkan gets a VkTimerQueryManager: per-frame-in-flight timestamp query pools reset at command-buffer begin (outside render passes), records harvested by frame serial before their pool recycles, elapsed = masked tick delta x timestampPeriod; handles are stamped with a renderer generation that also now guards fence syncs across renderer recreation. GL_QUERY_ COUNTER_BITS reports 0 unless the live backend can actually time (dynamic IsTimerQuerySupported hook), and a failed blocking read keeps the handle alive so the real value stays reachable once the frame submits. GL_ARB_timer_query is advertised only when the device supports timing and MOBILEGL_DISABLE_TIMERQUERY is unset - LWJGL keys Minecraft's F3 'GPU: x%' line off exactly that extension string; verified on device (Adreno 830) on both backends. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -20,6 +20,7 @@
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#include "VkRenderPassManager.h"
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#include "VkSamplerManager.h"
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#include "VkTextureManager.h"
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#include "VkTimerQueryManager.h"
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#include "MG_Util/Math/VectorTypes.h"
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#include <Includes.h>
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#include <vk_mem_alloc.h>
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@@ -101,7 +102,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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};
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class VulkanRenderer : public IBufferCopyCommandProvider {
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class VulkanRenderer : public IBufferCopyCommandProvider, public FrameContext::IRecordingObserver {
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public:
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VulkanRenderer(NativeWindowType window, const VulkanRendererConfig& cfg = {});
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~VulkanRenderer();
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@@ -113,6 +114,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// render pass, for immediate staged buffer copies.
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VkCommandBuffer AcquireBufferCopyCommandBuffer() override;
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// FrameContext::IRecordingObserver: prepares the frame's timer-query
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// pool (harvest + reset) right after the frame command buffer begins
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// recording, before any render pass.
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void OnFrameCommandRecordingBegan(VkCommandBuffer commandBuffer) override;
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Bool SetupDraw(FrameContext::FrameData& frame, GLenum mode, Flags<DrawSetupAspect> aspects,
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const DrawCmdParam& drawParams,
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const IndexBufferView* pIndexBufferView = nullptr);
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@@ -178,6 +184,25 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// current, not-yet-presented frame) or when the wait failed.
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Bool WaitForFrameSerial(Uint64 serial, Uint64 timeoutNs);
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// GPU timer queries, backing the GL_TIME_ELAPSED / GL_TIMESTAMP
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// frontend. Timestamp support (queue timestampValidBits > 0 and a
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// non-zero timestampPeriod) is cached at device creation.
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Bool IsTimerQuerySupported() const;
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// Ensures the frame command buffer is recording (same lazy pattern as
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// SetupDraw) and writes a bottom-of-pipe timestamp into the current
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// frame's pool. Null when unsupported or the pool is exhausted.
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SharedPtr<VkTimerQueryManager::TimestampRecord> WriteTimerQueryTimestamp();
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// Non-blocking: true once the record's raw ticks are on the CPU
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// (harvests the slot once its frame serial has completed).
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Bool IsTimerQueryResultReady(VkTimerQueryManager::TimestampRecord& record);
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// Blocking wait, mirroring ClientWaitSync's caveat: a record written
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// this frame cannot complete until Present submits the commands, so
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// this returns false (result reads as 0) instead of deadlocking.
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Bool WaitForTimerQueryResult(VkTimerQueryManager::TimestampRecord& record);
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Uint64 GetTimerQueryElapsedNs(const VkTimerQueryManager::TimestampRecord& begin,
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const VkTimerQueryManager::TimestampRecord& end) const;
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Uint64 GetTimerQueryTimestampNs(const VkTimerQueryManager::TimestampRecord& record) const;
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void RequestSwapchainResize(Uint32 width, Uint32 height);
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void RecreateSwapchain();
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@@ -246,6 +271,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Bool m_multiDrawIndirectFeatureEnabled = false;
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Bool m_shaderDrawParametersExtensionEnabled = false;
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Bool m_shaderDrawParametersFeatureEnabled = false;
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// Cached at device creation from the graphics queue family properties
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// and device limits; drives timer-query support.
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Uint32 m_timestampValidBits = 0;
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Float m_timestampPeriodNs = 0.0f;
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Bool m_timerQuerySupported = false;
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using PFNDrawIndexedIndirectCountFunc = void(VKAPI_PTR*)(VkCommandBuffer commandBuffer, VkBuffer buffer,
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VkDeviceSize offset, VkBuffer countBuffer,
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VkDeviceSize countBufferOffset, Uint32 maxDrawCount,
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@@ -268,6 +298,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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UniquePtr<VkRenderPassManager> m_renderPassManager;
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UniquePtr<VkTextureManager> m_textureManager;
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UniquePtr<VkSamplerManager> m_samplerManager;
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UniquePtr<VkTimerQueryManager> m_timerQueryManager;
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BlitResources m_blitResources;
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DepthMipmapResources m_depthMipmapResources;
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Vector<DeferredDepthMipmapCleanup> m_deferredDepthMipmapCleanup;
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