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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 21:58:31 +09:00
[Fix] (MG_Backend/DirectVulkan, MG_State/TextureState, MG_Test): harden default-fbo clear lifetime tracking
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@@ -12,6 +12,7 @@
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#include <Includes.h>
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#include <MG_State/GLState/TextureState/TextureObject.h>
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#include <vk_mem_alloc.h>
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#include <unordered_map>
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namespace MobileGL::MG_State::GLState {
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class ITextureObject;
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@@ -20,6 +21,23 @@ class ITextureObject;
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namespace MobileGL::MG_Backend::DirectVulkan {
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class VkTextureManager {
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public:
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struct TextureIdentity {
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MG_State::GLState::ITextureObject* texture = nullptr;
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Uint64 lifetimeId = 0;
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Bool operator==(const TextureIdentity& other) const {
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return texture == other.texture && lifetimeId == other.lifetimeId;
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}
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};
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struct TextureIdentityHash {
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SizeT operator()(const TextureIdentity& key) const {
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SizeT hash = std::hash<MG_State::GLState::ITextureObject*>{}(key.texture);
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hash ^= std::hash<Uint64>{}(key.lifetimeId) + 0x9e3779b9u + (hash << 6) + (hash >> 2);
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return hash;
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}
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};
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struct InitInfo {
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VkDevice device = VK_NULL_HANDLE;
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VkPhysicalDevice physicalDevice = VK_NULL_HANDLE;
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@@ -212,6 +230,9 @@ private:
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void DeferViewRelease(VkImageView view);
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void CollectDeferredReleases(Uint32 frameIndex);
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void DestroyDeferredReleases();
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static TextureIdentity MakeTextureIdentity(MG_State::GLState::ITextureObject* texture);
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void EraseTrackedTexture(const TextureIdentity& identity);
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void PruneStaleTextureAliases(MG_State::GLState::ITextureObject* texture);
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VkDevice m_device = VK_NULL_HANDLE;
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VkPhysicalDevice m_physicalDevice = VK_NULL_HANDLE;
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@@ -221,8 +242,8 @@ private:
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Uint32 m_currentFrameIndex = 0;
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Uint8 m_gcCounter = 0;
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UnorderedMap<MG_State::GLState::ITextureObject*, WeakPtr<MG_State::GLState::ITextureObject>> m_aliveObjects;
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UnorderedMap<MG_State::GLState::ITextureObject*, TextureResource> m_textureResources;
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std::unordered_map<TextureIdentity, WeakPtr<MG_State::GLState::ITextureObject>, TextureIdentityHash> m_aliveObjects;
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std::unordered_map<TextureIdentity, TextureResource, TextureIdentityHash> m_textureResources;
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Vector<Vector<TextureResource>> m_deferredReleases;
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Vector<Vector<VkImageView>> m_deferredViewReleases;
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};
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