Each sampled texture was resolved ~3x per draw: SetupDraw's layout-probe
loop, its post-transition loop, and again inside ResolveSamplerDescriptor.
No GL texture mutation happens mid-SetupDraw, and layout is tracked on the
TextureResource independently of SyncTexture, so the repeat SyncTexture work
(mip-completeness / resource+view resync / dirty scan) is pure redundancy.
Add a per-draw memo in VkTextureManager (BeginDrawSyncScope/EndDrawSyncScope
+ RAII DrawSyncScope guard around SetupDraw): after the first successful sync
of a texture in a draw, repeat SyncTextureAndGetDescriptor calls short-circuit
to the already-synced resource.
Device-verified on Adreno 830 (MC 26.3-snapshot3, Magma): rendering correct,
no validation errors; wall-clock profile of the render thread shows
SyncTextureAndGetDescriptor dropping from 15.2% to ~5% and SetupDraw from
43.7% to 28.9%.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Implements GL timer queries end to end: a frontend query registry
(modeled on the sync module - mutex-guarded objects wrapping opaque
backend handles behind optional function pointers) serving
glGenQueries/glBeginQuery/glEndQuery(GL_TIME_ELAPSED)/glQueryCounter
(GL_TIMESTAMP)/glGetQueryObject*/glGetQueryiv with GL 3.3 error
semantics and a graceful zero-result fallback when a backend cannot
time.
DirectGLES backs spans with GL_EXT_disjoint_timer_query (context-
generation-stamped handles, bounded result waits). DirectVulkan gets a
VkTimerQueryManager: per-frame-in-flight timestamp query pools reset at
command-buffer begin (outside render passes), records harvested by
frame serial before their pool recycles, elapsed = masked tick delta x
timestampPeriod; handles are stamped with a renderer generation that
also now guards fence syncs across renderer recreation. GL_QUERY_
COUNTER_BITS reports 0 unless the live backend can actually time
(dynamic IsTimerQuerySupported hook), and a failed blocking read keeps
the handle alive so the real value stays reachable once the frame
submits.
GL_ARB_timer_query is advertised only when the device supports timing
and MOBILEGL_DISABLE_TIMERQUERY is unset - LWJGL keys Minecraft's F3
'GPU: x%' line off exactly that extension string; verified on device
(Adreno 830) on both backends.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Memoize the program content hash on ProgramObject (keyed by the backend
state version + compile flags; relinking and binding changes invalidate
it) and the vertex-input hash on VertexArrayObject (keyed by a new
aggregate config version bumped by every attribute mutation). Full-SPIRV
XXH64 hashing fell from 13.7% to 1.4% of the render thread.
- ProgramObject also gains a link version and a global-UBO content version
(bumped by uniform writes and on relink, wrap-safe around the backends'
"never uploaded" sentinel) for backends to gate uploads and link caches.
- Reuse member scratch vectors in SetupDraw, UploadAndBindVertexBuffers,
GetOrCreatePipeline and BindProgramUniformBuffers instead of allocating
per draw (~12% of render-thread time was in the allocator).
- Replace hot-path dynamic_cast with AsMipmapTexture (storage-type tag +
static_cast); TextureObjectMipmap is the only Mipmap-tagged branch.
- Register/prune texture aliases only when a new (texture, lifetimeId)
identity appears instead of scanning the entire alive map on every
sampled-texture sync.
- Make the fallback VkPresentModeKHR log strings report the actual mode.
Vanilla render-thread share of libMobileGL dropped from 48% to 35% on
DirectVulkan (simpleperf, Adreno 830).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Create 6 / Flywheel 1.0.6 now renders correctly with both flywheel:instancing
and flywheel:indirect on DirectGLES and DirectVulkan (verified in-game on
Adreno 830: waterwheels and cogwheels solid, animated, correct pairing, no
crashes across all four combinations).
- MG_State/MG_Impl: sync explicitly-ranged SSBO bindings of FLUSH_EXPLICIT
persistent maps to the backend before compute dispatches. Flywheel writes
its scatter-copy descriptors into the staging ring's persistent map and
never flushes that span (UB per spec, works on drivers whose maps alias
GPU-visible memory); our maps alias the CPU shadow, so the descriptors
never reached the GPU: the scatter compute copied nothing (GLES: empty
draw commands) or stale garbage (Vulkan: wild indirect commands ending in
VK_ERROR_DEVICE_LOST).
- MG_Impl/MG_Backend: real glFenceSync objects backed by backend fences
(GLES: native ES syncs guarded by context generation and owner thread;
Vulkan: buffer-manager frame serials), replacing always-signaled stubs
that let Flywheel reclaim staging memory the GPU still reads.
- MG_Backend/DirectGLES: compute dispatches now run the same per-program
resource sync as draws (uniform-block bindings and sampler units must be
re-established through the API because layout(binding) is stripped from
transpiled ESSL) and rebind texture units afterwards; the cull shader
used to read a stale _FlwFrameUniforms binding and the depth-pyramid
downsample sampled a stale unit-0 texture, zeroing the Hi-Z pyramid and
occlusion-culling all Flywheel geometry. Image uniforms are excluded from
glUniform1i (ES bakes their unit via layout(binding)); image-unit sync is
clamped to the device limit; eliminated/SSBO-classified uniform blocks
are skipped.
- MG_Backend/DirectGLES: gl_BaseInstance in native indirect draws reads the
GPU-written command buffer through an injected mg_IndirectParams SSBO
view addressed per draw instead of the zero CPU shadow; layout(binding)
is preserved for SSBO/image declarations (ES has no API rebinding for
them); the ES context ownership claim moved to a global atomic owner
thread with an EGL ground-truth check, and deferred buffer op state is
mutex-guarded, so ops cannot silently no-op after context migration.
- MG_Backend/DirectVulkan: new RebaseInstanceIndexPass rewrites vertex
InstanceIndex loads to (InstanceIndex - BaseInstance). glslang's relaxed
Vulkan mode aliases gl_InstanceID to InstanceIndex, which includes
firstInstance, but GL's gl_InstanceID is zero-based - draws with nonzero
baseInstance paired meshes with wrong instance data (cogwheel drawn as a
waterwheel, another wheel collapsed invisible). Gated on the
shaderDrawParameters device feature. Sampled-read barriers additionally
cover the compute stage (the Hi-Z downsample samples the depth
attachment from compute), and short uniform-buffer ranges keep the
existing zero-padding.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Support cube map face uploads with cube-compatible images and per-face array layers
- Add uniform texel buffer descriptor support for samplerBuffer bindings
- Cache transient vertex/index buffer uploads per frame to avoid VMA allocation failures