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[Refactor] (MG_State, MG_Backend): PipeResource storage layer + zero-copy coherent persistent maps
Introduce a Mesa pipe_resource-style PipeResource that owns a GL buffer's bytes and its backend GPU resource, abstracting WHERE the authoritative bytes live: - Shadow mode (non-persistent buffers): a CPU Vector; the backend keeps its own GPU copy in sync via BufferBackendOps, exactly as before. - Persistent mode (coherent GL_MAP_PERSISTENT maps): the backend's host-visible, COHERENT, persistently-mapped GPU memory is the single source of truth. The app writes into it directly, every reader resolves against it, and NO per-write backend transfer happens. The CPU shadow is released. BufferObject no longer owns a raw shadow Vector; it holds a PipeResource and exposes one accessor, MappedData(), that all readers go through. Every buffer-data consumer (UBO payload, PBO texture upload, indirect draws, resident/streamed uploads, both backends) was migrated from GetDataReadOnly()->data() to MappedData(), so a persistent buffer's readers see GPU memory - not a stale shadow. That stale-shadow inconsistency is what corrupted rendering (wrong UBOs -> misplaced/"lost" vertices) in the first zero-copy attempt (625c8a6, reverted in 896cafc); routing every consumer through one accessor makes it structurally impossible. Backends provide the map via BufferBackendOps::AcquirePersistentMap: - DirectVulkan: a HOST_VISIBLE|HOST_COHERENT (required, not just requested), persistently mapped resident VkBuffer carrying every usage, seeded from the shadow, never recreated; AcquireResidentSlice binds it directly. - DirectGLES: EXT_buffer_storage immutable persistent+coherent glMapBufferRange, falling back to the shadow when the extension is absent. Fixes the ~7GB GpuMemory OOM + 100%-CPU/ANR running modern Blaze3D Minecraft on both Magma and Espryt (per-draw whole-buffer re-upload of the coherent persistent ring buffer), without the coherency/stale-read hazards of the reverted attempt. BufferTest: zero-copy stress guard (15,360 draws -> 0 per-draw transfers, and every reader resolves to GPU memory) + a shadow-fallback test. Host suite: 203/203 pass. Device verification pending.
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@@ -253,13 +253,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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auto drawBuffer = MG_State::pGLContext->GetBufferBindingSlot(BufferTarget::DrawIndirect).GetBoundObject();
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if (drawBuffer) {
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drawBuffer->SyncPersistentMappedRange();
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const auto drawData = drawBuffer->GetDataReadOnly();
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const SizeT commandOffset = reinterpret_cast<SizeT>(indirect);
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if (!drawData || commandOffset + requiredBytes > drawData->size()) {
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if (drawBuffer->MappedData() == nullptr || commandOffset + requiredBytes > drawBuffer->GetSize()) {
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MGLOG_E("%s skipped: invalid GL_DRAW_INDIRECT_BUFFER binding or range", label);
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return nullptr;
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}
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return drawData->data() + commandOffset;
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return drawBuffer->MappedData() + commandOffset;
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}
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if (!indirect) {
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@@ -514,14 +513,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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parameterBuffer->SyncPersistentMappedRange();
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const auto parameterData = parameterBuffer->GetDataReadOnly();
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if (!parameterData) {
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if (parameterBuffer->MappedData() == nullptr) {
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MGLOG_E("MultiDrawArraysIndirectCount skipped: CPU fallback cannot read parameter buffer");
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return;
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}
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Uint32 actualDrawCount = 0;
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std::memcpy(&actualDrawCount, parameterData->data() + drawcount, sizeof(actualDrawCount));
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std::memcpy(&actualDrawCount, parameterBuffer->MappedData() + drawcount, sizeof(actualDrawCount));
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actualDrawCount = std::min<Uint32>(actualDrawCount, static_cast<Uint32>(maxdrawcount));
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MultiDrawArraysIndirect(mode, indirect, static_cast<GLsizei>(actualDrawCount), stride);
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}
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