- BackendProgramObjectImpl::CacheResourceLocations resolves every
glGetUniformBlockIndex / glGetUniformLocation string query once per
link and establishes the block binding points there. Per draw,
BindCurrentProgramWithResources now uses the cached indices, re-issues
glUniform1i only when a sampler's unit actually changed (program state
persists), uploads the global UBO only when its content version moved,
and skips redundant glUseProgram binds (guard reset on program-name
reuse, MakeCurrent, and every explicit glUseProgram(0)). The caches are
invalidated through ProgramObject's link version, which also makes a
relinked program finally re-sync its backend program.
- Track a texture-unit high-water mark (fed by glBindTexture /
glBindTextureUnit / glBindSampler / glBindImageTexture) so the two
per-draw unit scans (MAX_TEXTURE_IMAGE_UNITS is 192) and the
texture-deletion unbind loop only walk units that were ever touched.
- Forward the app's eglSwapInterval to the native EGL surface through a
new BackendObject::SetEGLSwapInterval hook (applied immediately when
the surface exists, otherwise deferred to surface creation /
MakeCurrent). "VSync off" finally reaches the hardware - DirectGLES
was hard-locked to the display refresh before.
The driver-side cost of the per-draw string lookups was about half of a
30% Adreno driver hotspot; libMobileGL's share of the vanilla render
thread fell from 22% to 9% (simpleperf, Adreno 830).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Treat valid-display no-surface eglMakeCurrent calls as EGL release requests, keep EGLState and backend current records consistent across threads, and rebind the native DirectGLES EGL context during attach/release.
Add EGLState coverage for cross-thread owner transfer and same-thread release/reattach behavior.