Files
MobileGL/MobileGL/MG_State
BZLZHH 7db5b35a3e [Perf] (MG_State): remember every dirty rect, not just their union
A Minecraft frame updates ~95 scattered 16x16 sprites in a 1024x512
atlas; MipmapStorage's single union dirty box turned ~95KB of changed
texels into a ~2MB upload on every backend. The storage now keeps a
bounded (96-slot) list of pairwise-disjoint dirty rects BEHIND the
untouched union box: rects cascade-merge on touch or overlap, overflow
folds the pair with minimum enlargement and re-cascades, whole-level
dirties and respecifies just clear the list (empty list = "union box
tells all"). GetDirtyRects hands the list out only when it has 2+
rects, fits the caller's capacity, and its summed area is under 75% of
the union box - fewer driver calls beat equal bytes - so consumers can
never stage more than the union box did.

The list is maintained inside the same four mutation funnels every
texel writer already goes through (MarkDirty, MarkDirtyRegion,
AllocateLevel, TruncateToLevelCount - callers enumerated at the
declaration), so list and union box cannot disagree. Backends OPT IN:
the union-box API and its update order are byte-identical, and an
unmodified backend keeps rendering exactly as before.

96 slots is measured, not guessed: on the bench's 95-sprite lattice a
16-slot list collapses to >93% of the union box, 96 slots reach 4.8%
(~2MB -> ~95KB staged per frame). Verified by a 2859-check fuzz run
against a reference dirty bitmap (union exactness, full coverage,
disjointness, bounds, profitability). Unit tests 421/421.
2026-08-06 20:17:19 -04:00
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