mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-13 22:58:30 +09:00
Four per-draw costs, all lookups that re-answer the same question. SyncNeccessaryBuffers walked all 32 attribute slots cold and ran EnsureBufferResource per buffer on every draw. The backend VAO twin now hosts a resolved-draw-buffers memo: the deduped enabled-attribute buffers and the index buffer resolve once per VAO config version, and each hit re-validates every entry with IsBufferDrawClean - a shadow probe mirroring every no-op branch of EnsureBufferResource (resource identity, context generation, pending ops, change serial) - falling back to the full path for just the dirty entries. The IBO entry is checked against the live bound object each draw, so slot-version wrap cannot false-hit. The registry hash Finds that resolve state objects to their backend twins ran several times per draw. TwinLookupMemo - a direct-mapped, Fibonacci-hashed table (4096 VAO / 256 program slots) with weak-ptr owner equality against address reuse - answers them in one probe; collisions fall back to the registry. A live entry's twin is never replaced once set, so owner equality proves the raw pointer. SyncCurrentVertexAttributeValues' pending-mask memo was a function-static single entry that missed every draw once the app cycled VAOs; it now lives on the twin. CurrentXfb()'s per-draw FastSTL map lookup became a cached pointer invalidated at every map mutation (open addressing moves values on any insert/erase/clear). mc_vanilla_draw -12.6% (3.4x native to 3.0x), ubo_range -9.8%, sampler_churn -7.5%, pass_switch -6.5%, sodium_multidraw -6.0%, state_toggle -4.6%. All nine cases measured on both backends, interleaved A/B; no case regressed. Unit tests 421/421.