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https://github.com/MobileGL-Dev/MobileGL
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[Optimaization] (MG_Backend/DirectVulkan): optimize perf
- Properly reuse descriptor sets rather than always allocating - Add program lookup cache
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@@ -172,6 +172,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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static VkShaderStageFlagBits ToVkStage(ShaderStage stage);
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private:
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struct ProgramLookupCache {
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const MG_State::GLState::ProgramObject* program = nullptr;
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Uint32 backendStateVersion = 0;
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CompileOptionFlags flags{};
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HashType hash = 0;
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};
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static TextureTarget UniformTypeToTextureTarget(GLenum glType);
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void ReflectVertexInputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
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const Vector<Vector<Uint>>& spirv,
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@@ -186,6 +193,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Uint32 m_maxBindings = 0;
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UnorderedMap<HashType, VkProgramObject> m_cache;
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const VulkanRendererConfig& m_config;
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mutable ProgramLookupCache m_lastLookup;
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static inline XXH64_state_t* m_hashState = XXH64_createState();
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};
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} // namespace MobileGL::MG_Backend::DirectVulkan
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