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[Fix] (DirectGLES): queue app buffer updates and flush them through a staged-copy upload ring instead of stalling in glBufferSubData
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@@ -642,6 +642,23 @@ namespace MobileGL::MG_Backend::DirectGLES {
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// Largest single staging request the ring can ever satisfy.
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SizeT UnpackRingMaxBytes();
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void UnpackRingOnPresent();
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// --- Buffer upload ring ---------------------------------------------------
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// The same persistent-mapped bump allocator, staging APP BUFFER UPDATES
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// (glBufferSubData / non-persistent map flushes) whose destination store may
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// still be referenced by in-flight GPU work. Mali resolves that WAR hazard by
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// BLOCKING the calling glBufferSubData (osup_sync_object_wait) until every
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// referencing job retires - Minecraft 26.3 rewrites its chunk-section and
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// dynamic-transform UBOs and streams chunk meshes with per-frame SubData, and
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// each such call serialized against the whole GPU queue (~1 fps while chunks
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// stream in, and again on every camera pan). App SubData ranges are queued on
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// the resource instead (the frontend shadow already holds the bytes) and
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// draw-time sync drains them: bytes staged into this ring, then one
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// glCopyBufferSubData per merged range - the copy is ordered on the GPU
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// timeline, so the hazard costs no CPU wait. Reclamation contract identical
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// to the other two rings. MOBILEGL_DISABLE_UPLOAD_RING restores the
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// historical immediate-upload path (negative control / escape hatch).
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void UploadRingOnPresent();
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} // namespace BufferImpl
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namespace VertexArrayImpl {
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