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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (Review): scope the sample mask to a multisample target, version the sampled-set memo on completeness, clamp the mask word count, give the multisample placeholder every numeric domain, unwind the fixup revert one pass at a time, and bound the validator log
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@@ -179,11 +179,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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static MG_State::GLState::ITextureObject* ResolveSamplerTextureRaw(
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const MG_State::GLState::ProgramObject& program,
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const ProgramFactory::VkProgramObject& programObj, Uint32 binding, Uint32 element);
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SharedPtr<MG_State::GLState::ITextureObject> GetFallbackTexture(TextureTarget target) const;
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// The multisample arm of GetFallbackTexture. Separate object per target and no upload
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// path: a multisample image cannot be written by a transfer, so its texels stay undefined
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// - which is what GL promises for a texelFetch on an incomplete multisample texture.
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SharedPtr<MG_State::GLState::ITextureObject> GetFallbackMultisampleTexture(TextureTarget target) const;
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// `numericDomain` is the sampler's class, and it matters only for the multisample arm -
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// see GetFallbackMultisampleTexture for why the single-sampled fallback can ignore it.
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SharedPtr<MG_State::GLState::ITextureObject> GetFallbackTexture(
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TextureTarget target, SamplerNumericDomain numericDomain) const;
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// The multisample arm of GetFallbackTexture. One object per (target, numeric domain) and
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// no upload path: a multisample image cannot be written by a transfer, so its texels stay
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// undefined - which is what GL promises for a texelFetch on an incomplete multisample
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// texture - and it cannot carry MUTABLE_FORMAT, so its format has to match the sampler's
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// class outright rather than being reinterpreted at view time.
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SharedPtr<MG_State::GLState::ITextureObject> GetFallbackMultisampleTexture(
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TextureTarget target, SamplerNumericDomain numericDomain) const;
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// ---- placeholders for UNBOUND image-backed descriptors -------------------------
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// GL lets a program declare `samplerBuffer`, `imageBuffer` or `image2D` and bind nothing
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// to the unit it names: the fetch is then undefined (GL 4.6 core 8.9 for an incomplete
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@@ -297,8 +303,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkTextureManager* m_textureManager = nullptr;
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VkSamplerManager* m_samplerManager = nullptr;
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mutable SharedPtr<MG_State::GLState::ITextureObject> m_fallbackTexture2D;
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mutable SharedPtr<MG_State::GLState::ITextureObject> m_fallbackTexture2DMultisample;
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mutable SharedPtr<MG_State::GLState::ITextureObject> m_fallbackTexture2DMultisampleArray;
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// Keyed by (arrayed, numeric domain); see GetFallbackMultisampleTexture. Lazily populated,
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// never evicted - at most six tiny 1x1 images - and torn down with the manager.
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mutable UnorderedMap<Uint32, SharedPtr<MG_State::GLState::ITextureObject>> m_fallbackMultisampleTextures;
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// See AcquireUnboundTexelBufferView / GetUnboundStorageImageTexture. Both are lazily
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// populated, never evicted (a program's declared formats are a fixed, tiny set) and torn
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// down with the manager. The texel views are keyed by format AND by storage-vs-sampled
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