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[Perf] (MG_Backend/DirectVulkan): skip the per-draw sampled-texture walk when the bound set is unchanged (texture-bind generation + program state version); CollectSampledTextures 5.0%->0.2%, fps 228->249
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@@ -403,6 +403,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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DepthMipmapResources m_depthMipmapResources;
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Vector<DeferredDepthMipmapCleanup> m_deferredDepthMipmapCleanup;
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// Skip the per-draw CollectSampledTextures walk (~5% of the render thread) when the sampled
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// texture SET is provably unchanged from the previous draw: same program (external index +
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// backend-state version, which covers sampler-uniform reassignment / relink) and transform
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// flags, and no texture bind/unbind/delete since (GetTextureBindGeneration). On a hit,
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// m_sampledTexturesScratch still holds the previous draw's list and steps 2-4 (feedback /
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// layout probe / transition) re-run on it, so layout correctness is unaffected - only the GL
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// walk is skipped. Reset per command-buffer recording so a reused program/FBO address can't
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// outlive a frame.
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Bool m_lastSampledSetValid = false;
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Uint m_lastSampledSetProgramIndex = 0;
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Uint32 m_lastSampledSetProgramVersion = 0;
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ProgramFactory::CompileOptionFlags m_lastSampledSetTransformFlags = {};
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Uint64 m_lastSampledSetBindGeneration = 0;
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// Per-draw scratch buffers (clear keeps capacity) — these paths run for every
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// draw call and must not allocate.
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Vector<MG_State::GLState::ITextureObject*> m_sampledTexturesScratch;
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