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https://github.com/MobileGL-Dev/MobileGL
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[Perf] (MG_Backend/DirectVulkan): store the resolved TextureResource pointer in the per-draw sync memo so repeat SyncTextureAndGetDescriptor calls skip the resource-map lookup
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@@ -705,11 +705,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// transition path, so the short-circuited resource still reflects the truth.
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const Bool memoActive = m_drawSyncScopeActive;
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if (memoActive) {
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for (const TextureIdentity& synced : m_drawSyncedThisDraw) {
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if (synced == identity) {
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auto cachedIt = m_textureResources.find(identity);
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if (cachedIt != m_textureResources.end() && cachedIt->second.image != VK_NULL_HANDLE) {
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return &(cachedIt->second);
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for (const DrawSyncedTexture& synced : m_drawSyncedThisDraw) {
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if (synced.identity == identity) {
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if (synced.resource != nullptr && synced.resource->image != VK_NULL_HANDLE) {
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return synced.resource;
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}
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break; // resource unexpectedly gone -> fall through to a full sync
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}
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@@ -748,14 +747,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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if (memoActive) {
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Bool recorded = false;
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for (const TextureIdentity& synced : m_drawSyncedThisDraw) {
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if (synced == identity) {
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for (const DrawSyncedTexture& synced : m_drawSyncedThisDraw) {
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if (synced.identity == identity) {
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recorded = true;
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break;
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}
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}
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if (!recorded) {
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m_drawSyncedThisDraw.push_back(identity);
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m_drawSyncedThisDraw.push_back({identity, &(it->second)});
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}
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}
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@@ -287,7 +287,15 @@ private:
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// Active only between BeginDrawSyncScope/EndDrawSyncScope; identities of
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// textures already fully synced in the current draw (small N -> flat scan).
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Bool m_drawSyncScopeActive = false;
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Vector<TextureIdentity> m_drawSyncedThisDraw;
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// Per-draw sync memo: the identity plus the resolved resource pointer. The pointer is stable
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// across rehash in the node-based m_textureResources and stays valid for the draw (a texture
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// synced this draw is alive and is not erased mid-draw), so a repeat sync of the same texture
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// returns the resource without re-hashing the identity into m_textureResources.
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struct DrawSyncedTexture {
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TextureIdentity identity;
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TextureResource* resource = nullptr;
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};
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Vector<DrawSyncedTexture> m_drawSyncedThisDraw;
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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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