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MobileGL/MobileGL/MG_Backend/DirectVulkan/Renderer/UniformManager.h
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// MobileGL - MobileGL/MG_Backend/DirectVulkan/Renderer/UniformDescriptorBinder.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include "ProgramFactory.h"
#include "VkBufferManager.h"
#include "VkSamplerManager.h"
#include "VkTextureManager.h"
#include "../VkIncludes.h"
#include <Includes.h>
namespace MobileGL::MG_State::GLState {
class ITextureObject;
class ProgramObject;
class SamplerObject;
}
namespace MobileGL::MG_Backend::DirectVulkan {
class UniformManager {
public:
struct SamplerBindingOverride {
Uint32 binding = 0;
MG_State::GLState::ITextureObject* texture = nullptr;
const MG_State::GLState::SamplerObject* sampler = nullptr;
VkImageView imageView = VK_NULL_HANDLE;
};
Bool Initialize(VkDevice device, VkBufferManager* bufferManager,
ProgramFactory* programFactory,
VkDeviceSize minUniformBufferOffsetAlignment, Uint32 frameCount,
Uint32 maxBindings = 16, Uint32 setsPerFrame = 64,
VkTextureManager* textureManager = nullptr, VkSamplerManager* samplerManager = nullptr);
void Shutdown();
void BeginFrame(Uint32 frameIndex);
Bool CollectSampledTextures(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Vector<MG_State::GLState::ITextureObject*>& outTextures);
Bool CollectStorageImageTextures(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Vector<MG_State::GLState::ITextureObject*>& outTextures) const;
Bool BindProgramUniformBuffers(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj,
Uint32 frameIndex,
VkPipelineBindPoint bindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS,
const SamplerBindingOverride* samplerBindingOverride = nullptr);
// Pure format-policy helper kept public for host regression tests. Formatted storage
// images use their shader qualifier; transformed float images use glBindImageTexture's
// format and never silently fall back to the backing image format.
static VkFormat ResolveStorageImageViewFormat(VkFormat reflectedFormat, GLenum bindingFormat,
VkFormat resourceFormat, Bool useBindingFormat);
private:
struct DescriptorPoolBucket {
VkDescriptorPool handle = VK_NULL_HANDLE;
Uint32 maxSets = 0;
Uint32 allocatedSets = 0;
};
struct DescriptorSetCacheEntry {
Vector<VkDescriptorSet> sets;
Uint32 cursor = 0;
};
struct FrameResources {
Vector<DescriptorPoolBucket> descriptorPools;
UnorderedMap<VkDescriptorSetLayout, DescriptorSetCacheEntry> descriptorSetCacheByLayout;
Vector<VkBufferView> texelBufferViews;
Uint32 activeDescriptorPoolIndex = 0;
Uint32 allocatedSetsThisFrame = 0;
Uint32 peakAllocatedSetsThisFrame = 0;
};
static Bool ResolveSamplerTexture(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
SharedPtr<MG_State::GLState::ITextureObject>& outTexture);
// Raw-pointer variant for the per-draw sampled-texture walk (CollectSampledTextures):
// the bound texture stays alive through the draw via GL binding state, so callers that
// only need the pointer skip the SharedPtr copy's atomic refcount churn.
static MG_State::GLState::ITextureObject* ResolveSamplerTextureRaw(
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding);
SharedPtr<MG_State::GLState::ITextureObject> GetFallbackTexture(TextureTarget target) const;
Bool ResolveSamplerDescriptor(VkCommandBuffer commandBuffer, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
VkDescriptorImageInfo& outImageInfo) const;
Bool ResolveSamplerDescriptorOverride(const SamplerBindingOverride& samplerBindingOverride,
VkDescriptorImageInfo& outImageInfo) const;
Bool ResolveTexelBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
Uint32 frameIndex, VkBufferView& outBufferView);
Bool ResolveStorageBufferDescriptor(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
VkDescriptorBufferInfo& outBufferInfo) const;
Bool ResolveStorageImageDescriptor(VkCommandBuffer commandBuffer,
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
VkDescriptorImageInfo& outImageInfo) const;
// Result of resolving a UBO binding: either a zero-copy direct bind to the app's resident
// VkBuffer (the GLES backend's approach - no per-draw copy) or the CPU payload to upload.
struct UboBindResult {
Bool directBindable = false;
VkBuffer buffer = VK_NULL_HANDLE;
VkDeviceSize range = 0; // reflected block size; constant across draws (hashed)
VkDeviceSize dynamicOffset = 0; // block range start; moves per draw (NOT hashed)
const void* payload = nullptr; // fallback UploadTransient path
VkDeviceSize payloadSize = 0;
};
Bool ResolveUniformBufferPayload(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
Uint32 arrayElement, UboBindResult& out) const;
Bool CreateDescriptorPool(Uint32 maxSets, VkDescriptorPool& outPool) const;
Bool GrowFrameDescriptorPool(FrameResources& frame, Uint32 frameIndex);
VkResult AllocateDescriptorSetsFromActivePool(
Uint32 frameIndex, const ProgramFactory::VkProgramObject& programObj, VkDescriptorSet& outDescriptorSet);
VkResult AcquireDescriptorSet(Uint32 frameIndex,
const ProgramFactory::VkProgramObject& programObj,
VkDescriptorSet& outDescriptorSet);
VkDevice m_device = VK_NULL_HANDLE;
VkBufferManager* m_bufferManager = nullptr;
ProgramFactory* m_programFactory = nullptr;
Vector<FrameResources> m_frames;
VkDeviceSize m_minDynamicOffsetAlignment = 1;
Uint32 m_frameCount = 0;
Uint32 m_maxBindings = 0;
Uint32 m_setsPerFrame = 0;
Uint32 m_peakDescriptorSetsObserved = 0;
VkTextureManager* m_textureManager = nullptr;
VkSamplerManager* m_samplerManager = nullptr;
mutable SharedPtr<MG_State::GLState::ITextureObject> m_fallbackTexture2D;
// Per-draw scratch buffers for BindProgramUniformBuffers: reused (clear keeps
// capacity) so the descriptor-write path stops allocating on every draw.
Vector<VkWriteDescriptorSet> m_writesScratch;
Vector<VkDescriptorBufferInfo> m_bufferInfosScratch;
Vector<VkDescriptorImageInfo> m_imageInfosScratch;
Vector<VkBufferView> m_texelBufferViewsScratch;
Vector<Uint32> m_dynamicOffsetsScratch;
// Descriptor-set reuse across consecutive draws (see BindProgramUniformBuffers).
// When a draw's resolved descriptor content is byte-identical to the previous
// draw's, reuse the same VkDescriptorSet and skip AcquireDescriptorSet +
// vkUpdateDescriptorSets - only the bind-time dynamic offsets differ. Reset each
// frame in BeginFrame because the frame's descriptor sets are recycled there.
VkDescriptorSet m_lastBoundDescriptorSet = VK_NULL_HANDLE;
Uint64 m_lastDescriptorSignature = 0;
Bool m_hasLastDescriptor = false;
// Per-binding fast path over VkSamplerManager's content-hashed sampler cache, which
// stays the source of truth: its key hashes all sampler+texture state, so two distinct
// sampler objects with identical state still resolve to one VkSampler. This memo only
// skips recomputing that hash. Across a draw batch the bound sampler set is stable, so a
// binding whose sampler (lifetime id + version, bumped on every setter) and texture
// (lifetime id + params version, bumped on the format/border-color setters that feed the
// key) are unchanged recycles the VkSampler it resolved last draw; a param change bumps
// a version and forces a re-resolve. Both objects are keyed by a never-reused monotonic
// lifetime id, so a freed-and-reallocated sampler or texture at the same heap address
// always gets a fresh id and misses (a raw pointer would false-hit that ABA) - so a
// stale guess can only miss and fall through to the hash, never resolve wrong. Still
// reset each frame alongside the descriptor-set cache. Indexed by binding.
struct SamplerResolveMemo {
Uint64 samplerLifetimeId = 0;
Uint64 textureLifetimeId = 0;
VkSampler sampler = VK_NULL_HANDLE;
Uint16 samplerVersion = 0;
Uint16 textureParamsVersion = 0;
Bool forceNearestFiltering = false;
Bool valid = false;
// ResolveSampledImageViewFormat is pure in (image format, numeric domain), but a
// domain mismatch walks a ~184-entry format table. Memo the resolution per binding
// so a reinterpreted sampler pays that scan once, not once per draw.
VkFormat viewFormatSource = VK_FORMAT_UNDEFINED;
SamplerNumericDomain viewFormatDomain = SamplerNumericDomain::Unknown;
VkFormat viewFormat = VK_FORMAT_UNDEFINED;
Bool viewFormatValid = false;
};
mutable Vector<SamplerResolveMemo> m_samplerResolveMemo;
};
} // namespace MobileGL::MG_Backend::DirectVulkan