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[Perf] (MG_Backend): let DirectVulkan trust across frames what it proved once
The draw fast path still paid for its own proofs: the hottest single load (20% of TrySetupDrawFastPath) was chasing the cold VertexInputStateFactory heap entry just to answer "same vertex-input layout?". That answer now comes from the frontend VAO's config-guarded aux memo (layout hash + attribute masks), and a VAO-cycling stream with a stable layout skips the pre-flight AND pipeline re-resolution entirely. The VkProgramObject* is memoized on the snapshot behind a new ProgramFactory cache-structure epoch (bumped on every insert/erase; use is re-stamped so the idle sweep can never evict a live entry). A render-state version move no longer forces the full path: the pipeline value hash is refreshed in place and the 8-entry memo probed directly (the GL_BLEND-toggle case). The resolved-vertex-bindings memo now revalidates all-resident unmapped entries ACROSS frames via per-binding slice epochs - minted from a process-lifetime counter so a recycled address can never revalidate, with every mutation path funnelled through BumpSliceEpoch - while stamping each resource's GPU-use serial exactly as the skipped acquire would, preserving the busy-tracking that glBufferSubData's host-write-vs-staged-copy choice depends on. Resident index buffers get the same treatment through an EBO slice memo. The six-part dynamic-state tail (viewport/scissor/blend constants/depth bias/line width/stencil) is gated behind one render-state-parameters version + pass-geometry compare per command buffer. GetSlice is inlined; SampledBindingsUnchanged walks only the program's declared bindings. Quiet-box 6-round order-alternating A/B (on top of the frontend VAO-bind commit): vanilla_draw -20.8% (790 -> 626 ns/op, 3.4x native to 2.5x), sampler_churn -28.2%, ubo_range -8.4%, state_toggle -3.8%; tex_param's matrix flag (+10%) was adjudicated by an isolated alternating re-run at +1.0% - position bias, not regression. Unit tests 421/421.
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@@ -738,7 +738,26 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// flips it must fall back to the full path's pass selection.
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Bool drawUsesDepthStencil = false;
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IntVec2 renderPassExtent = {0, 0};
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// colorAttachmentCount of the snapshotting draw's render pass: the
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// pipeline-state hash input, so the fast path can refresh that hash and
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// probe the pipeline memo after a state change without re-fetching the
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// render-pass entry (the pass itself is pinned by renderPassHash above).
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Uint32 renderPassColorCount = 0;
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VkPipeline pipeline = VK_NULL_HANDLE;
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// layoutHash of the snapshotting draw's vertex-input state. The pipeline and
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// the vertex-input pre-flight depend on the VAO only through this (plus the
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// program, pinned separately), so a changed VAO whose aux memo carries the
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// same layoutHash re-uses the snapshot's pipeline and pre-flight verdict
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// outright - the VAO-cycling case Minecraft chunk rendering hits every draw.
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Uint64 vaoLayoutHash = 0;
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// Memoised ProgramFactory entry of the snapshotting draw, valid while
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// (programLifetimeId, programVersion, resolvedTransformFlags) match - all
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// checked above - AND the factory's cache structure epoch is unchanged (the
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// cache is open-addressing and holds entries by value, so any insert/erase
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// moves them). The fast path must re-stamp use through StampProgramUse when
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// it bypasses GetOrCreateProgram, or the idle sweep could evict a live entry.
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const ProgramFactory::VkProgramObject* programObj = nullptr;
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Uint64 programFactoryEpoch = 0;
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};
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SetupDrawSnapshot m_setupDrawSnapshot;
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@@ -838,13 +857,19 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// either, so a wider layout resolves per draw. Minecraft-shaped layouts use four.
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static constexpr Uint32 kMaxBindings = 8;
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// Frame serial of the last completed resolve OR cross-frame revalidation.
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// Zero until a resolve completes, and reset to zero before one starts, so a
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// resolve that bails out midway cannot leave a half-filled entry matchable.
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// Unlike the original frame-scoped memo, an entry whose buffers are all
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// resident and unmapped is revalidated across frames (per-binding slice
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// epoch compares) instead of re-resolved - see TryBindResolvedVertexBindings.
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Uint64 frameSerial = 0;
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// Identity of the resolved Vulkan layout: fixes bindings.size(), each
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// binding's base offset, which bindings are client/converted, and (through
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// the hash, which mixes the bound buffers' addresses) the VAO configuration.
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const VertexInputStateFactory::BackendVertexInputState* vertexInputState = nullptr;
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// Identity of the resolved Vulkan layout: the VAO's content hash
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// (VertexInputStateFactory::GetOrComputeHash - the same value the factory
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// keys its entries on) fixes bindings.size(), each binding's base offset,
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// which bindings are client/converted, and (through the mixed-in buffer
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// addresses) which buffer each binding reads. Compared against the VAO's
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// own hash memo on the hit path, so a hit never touches the factory entry.
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VertexInputStateFactory::HashType vertexInputHash = 0;
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// The program's vertex input layout: decides the synthetic-binding set and
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// hence the total binding count.
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@@ -865,6 +890,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint64 sliceEpochs[kMaxBindings] = {};
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VkBuffer vkBuffers[kMaxBindings] = {};
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VkDeviceSize vkOffsets[kMaxBindings] = {};
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// Resident element-buffer slice memo (skips the per-draw AcquireResidentSlice
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// for the VAO's EBO, which cold-chases 500+ distinct resources in a
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// chunk-cycling frame). Self-validating exactly like the bindings above: a hit
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// requires the LIVE bound EBO pointer to equal indexBuffer AND that buffer's
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// resource to still carry indexSliceEpoch (epochs are minted from a
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// process-lifetime counter, so a recycled address can never revalidate).
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// Restart-substituted and streamed EBOs are never stored. indexFrameSerial
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// tracks the last frame the resource's GPU-use serial was stamped through this
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// memo; 0 means no index memo. Independent of the vertex half: both are
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// (pointer, epoch)-validated, so neither can serve stale state for the other.
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const MG_State::GLState::BufferObject* indexBuffer = nullptr;
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Uint64 indexSliceEpoch = 0;
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VkBuffer indexVkBuffer = VK_NULL_HANDLE;
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VkDeviceSize indexSliceOffset = 0;
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Uint64 indexFrameSerial = 0;
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};
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// Keyed on the VAO address purely as a lookup hint - an entry is only ever
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// compared against, never dereferenced through, so a recycled address cannot
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@@ -878,6 +919,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// Entries of deleted VAOs are never hit again but still occupy the map; drop the
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// lot at a frame boundary once they could outweigh a large frame's working set.
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static constexpr SizeT kMaxResolvedVertexBindings = 4096;
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// The current draw's memo entry, set by UploadAndBindVertexBuffers and consumed
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// by the same draw's UploadAndBindIndexBuffer (the EBO memo lives in the same
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// entry). Valid ONLY within that window: the map is open-addressing, so the next
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// insert (i.e. the next draw's resolve of a new VAO) can move it. Null when the
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// draw's layout is not memoisable.
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ResolvedVertexBindings* m_currentDrawResolvedEntry = nullptr;
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void CreateInstance();
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VkResult SetupDebugMessenger();
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@@ -909,17 +956,25 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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const MG_State::GLState::ProgramObject& program,
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const ProgramFactory::VkProgramObject& programObj);
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// The per-draw dynamic-state tail (viewport, scissor, blend constants, depth
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// bias, line width, stencil), gated behind one render-state-parameters-version
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// compare per command buffer - see the gate fields in DynamicStateShadow.
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void ApplyDynamicDrawStateTail(FrameContext::FrameData& frame, const IntVec2& extent, Bool isDefaultFbo);
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Bool UploadAndBindVertexBuffers(VkCommandBuffer commandBuffer, const MG_State::GLState::VertexArrayObject& vao,
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const ProgramFactory::VkProgramObject& programObj,
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const DrawCmdParam& drawParams,
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const IndexBufferView* pIndexBufferView);
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// Binds `entry`'s memoised buffers when every input it was resolved from is
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// still live and unchanged, else returns false and leaves nothing bound.
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// vaoContentHash is the VAO's memoised content hash (GetBackendHashMemo), which
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// pins the layout AND the bound buffers without resolving the factory entry.
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// Non-const entry: a cross-frame revalidation refreshes its serial/epoch stamps.
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Bool TryBindResolvedVertexBindings(VkCommandBuffer commandBuffer,
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const MG_State::GLState::VertexArrayObject& vao,
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const ResolvedVertexBindings& entry,
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const VertexInputStateFactory::BackendVertexInputState& vertexInputState,
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Uint32 activeAttribMask, Uint32 bindingCount, Uint64 frameSerial);
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ResolvedVertexBindings& entry,
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Uint64 vaoContentHash,
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Uint32 activeAttribMask, Uint64 frameSerial);
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Bool UploadAndBindIndexBuffer(FrameContext::FrameData& frame,
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const MG_State::GLState::VertexArrayObject& vao,
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const IndexBufferView* pIndexBufferView = nullptr);
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