- a draw whose sampled texture needs out-of-pass work (deferred clear
materialization or a sampled-layout transition) used to end the active
render pass - a full-target store+reload on a tiler - even when the only
ordering the work needs is 'before this draw'; MC 26.2 clears an overlay
texture every frame and samples it mid-pass, splitting the main scene pass
once per frame for nothing
- every frame slot now carries a second primary command buffer, submitted
strictly AHEAD of the frame command buffer in the same vkQueueSubmit; when
the open recording has not referenced the image yet (tracked via a
recording-generation stamp on the texture resource, advanced on every
frame-command-buffer begin and stamped at every recorded reference:
attachments at BeginRenderPass/attachment-write, sampled reads per draw,
layout transitions), the clear/transition is recorded there and the active
pass stays open - ANGLE's outside-render-pass command stream, restricted
to the provably reorderable case
- mid-frame flushes and readback submits close and carry the pre stream with
the frame buffer (it must never be submitted later than the recording it
was paired with), retiring both under the same submit index; dropped
recordings (present suspension, swapchain recreation) abandon it
- MaterializePendingClearForTexture's no-active-render-pass assert now
applies only to the frame command buffer, since the pre stream records
while a pass is open on the frame buffer by design
- Track every graphics-queue submission with a real fence: pooled fences
for mid-frame flushes, the frame slot's fence for Present and readback.
Completion advances a submit counter via vkGetFenceStatus polls,
slot-fence waits, and device-idle points, and raises the buffer-manager
serial floor from the frame serial each submission carried.
- GL sync objects now capture the submission index that will carry the
commands recorded so far; ClientWaitSync honors
GL_SYNC_FLUSH_COMMANDS_BIT with a mid-frame submit (gated on the index
still being unsubmitted so poll loops cannot split the render pass), and
blocking waits flush then vkWaitForFences with the caller timeout.
- FlushPendingCommands retires the submitted command buffer and restarts
recording on a fresh one; retired buffers are freed once the slot fence
is next waited, so an executing buffer is never reset.
- Rewind descriptor-set cursors exactly once per frame in Present (after
the slot-fence wait), plus after the synchronous readback drain,
replacing the ten lazy per-draw-path rewinds.
Verified: host tests 168/168, trace-replay 70/70.
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>