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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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@@ -102,6 +102,10 @@ namespace MobileGL {
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const ImageTextureBinding& GetImageTextureBinding(Int unit) const;
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void NoteTextureUnitTouched(Int unit) { m_textureState.NoteUnitTouched(unit); }
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Int GetMaxTouchedTextureUnit() const { return m_textureState.GetMaxTouchedUnit(); }
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// Monotonic counter bumped whenever a texture bind/unbind/delete changes which
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// texture is bound at a unit; lets a backend skip re-resolving an unchanged
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// per-draw sampled-texture set.
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Uint64 GetTextureBindGeneration() const { return m_textureState.GetTextureBindGeneration(); }
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Bool ValidateTextureName(Uint index) const;
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Bool ValidateTextureObject(Uint index) const;
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Int GetActiveTextureUnit() const;
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