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https://github.com/MobileGL-Dev/MobileGL
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[Perf] (DirectVulkan): reuse pipelines across per-chunk buffers and skip redundant pipeline binds
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@@ -177,6 +177,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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entry.lastUsedFrameBoundary = m_frameBoundaryCounter;
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entry.bindings = builder.GetBindings();
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entry.attributes = builder.GetAttributes();
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// See the layoutHash declaration: hash only the resolved layout, never
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// buffer identities, so identical layouts across VAOs/buffers agree.
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XXHASH_VERIFY(XXH64_reset(m_hashState, 0));
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for (const auto& binding : entry.bindings) {
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XXHASH_VERIFY(XXH64_update(m_hashState, &binding.binding, sizeof(binding.binding)));
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XXHASH_VERIFY(XXH64_update(m_hashState, &binding.stride, sizeof(binding.stride)));
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XXHASH_VERIFY(XXH64_update(m_hashState, &binding.inputRate, sizeof(binding.inputRate)));
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}
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for (const auto& attribute : entry.attributes) {
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XXHASH_VERIFY(XXH64_update(m_hashState, &attribute.location, sizeof(attribute.location)));
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XXHASH_VERIFY(XXH64_update(m_hashState, &attribute.binding, sizeof(attribute.binding)));
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XXHASH_VERIFY(XXH64_update(m_hashState, &attribute.format, sizeof(attribute.format)));
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XXHASH_VERIFY(XXH64_update(m_hashState, &attribute.offset, sizeof(attribute.offset)));
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}
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XXHASH_VERIFY(XXH64_update(m_hashState, &unsupportedAttribMask, sizeof(unsupportedAttribMask)));
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entry.layoutHash = XXH64_digest(m_hashState);
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entry.bindingBufferKeys = std::move(bindingBufferKeys);
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entry.bindingBaseOffsets = std::move(bindingBaseOffsets);
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entry.bindingAttributeLocations = std::move(bindingAttributeLocations);
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