[Perf] (MG_Backend/DirectVulkan): store the resolved TextureResource pointer in the per-draw sync memo so repeat SyncTextureAndGetDescriptor calls skip the resource-map lookup

This commit is contained in:
2026-07-13 06:53:37 -04:00
parent 37cd5b42de
commit e78eee972e
2 changed files with 16 additions and 9 deletions
@@ -705,11 +705,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// transition path, so the short-circuited resource still reflects the truth.
const Bool memoActive = m_drawSyncScopeActive;
if (memoActive) {
for (const TextureIdentity& synced : m_drawSyncedThisDraw) {
if (synced == identity) {
auto cachedIt = m_textureResources.find(identity);
if (cachedIt != m_textureResources.end() && cachedIt->second.image != VK_NULL_HANDLE) {
return &(cachedIt->second);
for (const DrawSyncedTexture& synced : m_drawSyncedThisDraw) {
if (synced.identity == identity) {
if (synced.resource != nullptr && synced.resource->image != VK_NULL_HANDLE) {
return synced.resource;
}
break; // resource unexpectedly gone -> fall through to a full sync
}
@@ -748,14 +747,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (memoActive) {
Bool recorded = false;
for (const TextureIdentity& synced : m_drawSyncedThisDraw) {
if (synced == identity) {
for (const DrawSyncedTexture& synced : m_drawSyncedThisDraw) {
if (synced.identity == identity) {
recorded = true;
break;
}
}
if (!recorded) {
m_drawSyncedThisDraw.push_back(identity);
m_drawSyncedThisDraw.push_back({identity, &(it->second)});
}
}