[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.
This commit is contained in:
2026-07-11 20:18:38 -04:00
parent 0f99d93300
commit c1743aa42d
15 changed files with 577 additions and 101 deletions
@@ -9,6 +9,7 @@
#pragma once
#include <Includes.h>
#include <MG_Util/Math/VectorTypes.h>
#include "PipeResource.h"
namespace MobileGL {
enum class BufferTarget {
@@ -59,13 +60,9 @@ namespace MobileGL {
namespace MG_State::GLState {
class BufferObject;
// Opaque, refcounted handle to the backend's storage for one buffer
// (the pipe_resource analogue). The frontend owns the reference; the
// active backend derives from it and attaches its own payload.
class BackendBufferResource {
public:
virtual ~BackendBufferResource() = default;
};
// BackendBufferResource and PipeResource (the storage abstraction that holds
// either the CPU shadow or the backend's persistently-mapped GPU memory) live
// in PipeResource.h.
// Immediate buffer transfer interface implemented by the active backend
// (the pipe_context buffer-op analogue). Ops are invoked at GL call time,
@@ -91,6 +88,17 @@ namespace MobileGL {
// Final release of the backend resource (called from ~BufferObject).
// The backend defers actual destruction until the GPU is done with it.
void (*OnDestroy)(SharedPtr<BackendBufferResource>&& resource) = nullptr;
// Zero-copy persistent mapping. For a coherent (non-FLUSH_EXPLICIT) persistent
// write map, the backend may hand back a host-visible, COHERENT, persistently
// mapped pointer into its own GPU storage for the whole buffer [0, size),
// created with every buffer usage and seeded from the shadow. From that point
// the GPU buffer is the single source of truth: the app writes into it
// directly, all reads/writes resolve against it (HostData()), and NO further
// backend transfer ops are dispatched for this buffer. Returns nullptr when the
// backend cannot back the map; the frontend then keeps the CPU-shadow model.
// Must be idempotent: a second call for an already-backed buffer returns the
// same base pointer.
void* (*AcquirePersistentMap)(BufferObject& bufferObject) = nullptr;
};
// Registered by the active backend at init, cleared at shutdown.
@@ -148,7 +156,16 @@ namespace MobileGL {
BufferUsage GetUsage() const;
Range1D GetMappedRange() const;
void* GetMappedPointer() const;
const SharedPtr<Data>& GetDataReadOnly() const;
// Host-visible base pointer to the buffer's authoritative bytes for
// [0, GetSize()): the coherent persistent GPU map when the buffer is
// persistent-resident, otherwise the CPU shadow. Every reader goes through
// this so no consumer branches on where the bytes live (the class of bug
// that a partial persistent-map redirect would reintroduce).
const Uint8* MappedData() const;
// True once the buffer's bytes were adopted into backend GPU memory (a
// coherent persistent map): reads/writes hit GPU memory and no per-write
// backend transfer op is dispatched.
Bool IsBackendPersistentMapped() const;
Flags<BufferMappingAccessBit> GetMappingAccess() const;
GLbitfield GetStorageFlags() const;
Uint GetExternalIndex() const;
@@ -163,11 +180,18 @@ namespace MobileGL {
void NotifyRespecify();
void NotifySubData(SizeT offset, SizeT size);
void NotifyFlushMappedRange(Range1D range, Flags<BufferMappingAccessBit> appAccess);
// A content write of [offset, offset+size) just landed in m_resource. For a
// persistent GPU-resident buffer the bytes are already in coherent GPU memory,
// so this only bumps the change serial; otherwise it dispatches a backend
// SubData transfer to sync the backend's separate GPU copy.
void NotifyContentWrite(SizeT offset, SizeT size);
const Uint m_externalIndex = 0;
SizeT m_size = 0;
BufferUsage m_usage = BufferUsage::StaticDraw;
SharedPtr<Data> m_dataPtr;
// Owns the buffer's bytes (CPU shadow or backend persistent GPU map) and
// the backend GPU resource. All data access goes through it.
PipeResource m_resource;
Bool m_isMapped;
Flags<BufferMappingAccessBit> m_mappingAccess;
Bool m_isImmutableStorage = false;
@@ -176,7 +200,6 @@ namespace MobileGL {
Range1D m_mappedRange;
Vector<Uint8> m_stagingData;
Bool m_ownsStagingData;
SharedPtr<BackendBufferResource> m_backendResource;
};
} // namespace MG_State::GLState
} // namespace MobileGL