[Fix] (DirectVulkan): pass depth/stencil formats through sampled-view resolution so D24S8/D32FS8 samplers stop dropping draws, and memoize per-binding view-format resolution

This commit is contained in:
2026-07-20 02:36:24 -04:00
parent 68e13705c8
commit 04b4627c65
4 changed files with 57 additions and 4 deletions
@@ -298,8 +298,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// descriptor valid.
const Bool forceNearestFiltering = numericDomain == SamplerNumericDomain::SignedInteger ||
numericDomain == SamplerNumericDomain::UnsignedInteger;
const VkFormat sampledViewFormat =
VkTextureManager::ResolveSampledImageViewFormat(resource->format, numericDomain);
SamplerResolveMemo* viewFormatMemo =
binding < m_samplerResolveMemo.size() ? &m_samplerResolveMemo[binding] : nullptr;
VkFormat sampledViewFormat;
if (viewFormatMemo != nullptr && viewFormatMemo->viewFormatValid &&
viewFormatMemo->viewFormatSource == resource->format &&
viewFormatMemo->viewFormatDomain == numericDomain) {
sampledViewFormat = viewFormatMemo->viewFormat;
} else {
sampledViewFormat =
VkTextureManager::ResolveSampledImageViewFormat(resource->format, numericDomain);
if (viewFormatMemo != nullptr) {
viewFormatMemo->viewFormatSource = resource->format;
viewFormatMemo->viewFormatDomain = numericDomain;
viewFormatMemo->viewFormat = sampledViewFormat;
viewFormatMemo->viewFormatValid = true;
}
}
if (sampledViewFormat == VK_FORMAT_UNDEFINED) {
MGLOG_E("ResolveSamplerDescriptor: no compatible sampled view for binding=%u ('%s') "
"textureId=%d imageFormat=%d numericDomain=%d",
@@ -307,8 +322,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
static_cast<Int>(resource->format), static_cast<Int>(numericDomain));
return false;
}
// No reinterpretation requested: bind the depth-or-color aspect view the sync above
// already produced instead of re-entering GetOrCreateSampledImageView's sync path.
const VkImageView sampledImageView =
m_textureManager->GetOrCreateSampledImageView(*texture, sampledViewFormat);
sampledViewFormat == resource->format
? resource->sampledView
: m_textureManager->GetOrCreateSampledImageView(*texture, sampledViewFormat);
if (sampledImageView == VK_NULL_HANDLE) {
MGLOG_E("ResolveSamplerDescriptor: failed to resolve sampled view for binding=%u ('%s') "
"textureId=%d imageFormat=%d viewFormat=%d numericDomain=%d",
@@ -176,6 +176,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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;
};
@@ -1921,6 +1921,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkFormat VkTextureManager::ResolveSampledImageViewFormat(VkFormat imageFormat,
SamplerNumericDomain numericDomain) {
// Depth/stencil images always sample through the existing depth-aspect sampledView.
// Combined formats (D24S8, D32FS8) are multi-numeric, so vkuFormatIsSampledFloat is
// false for them by design, yet their depth aspect reads as float in every GL depth
// texture mode; Vulkan also forbids reinterpreting them through color-class views.
// Integer domains keep the same view (pre-reinterpretation behavior for stencil-index
// style access) rather than failing the draw.
if (vkuFormatIsDepthOrStencil(imageFormat)) {
return imageFormat;
}
if (imageFormat == VK_FORMAT_UNDEFINED || numericDomain == SamplerNumericDomain::Unknown ||
FormatMatchesSamplerNumericDomain(imageFormat, numericDomain)) {
return imageFormat;
+19 -1
View File
@@ -999,9 +999,27 @@ TEST(DirectVulkanSanity, SampledViewFormatMatchesSamplerNumericDomainWithoutChan
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewFormat(
VK_FORMAT_B10G11R11_UFLOAT_PACK32, SamplerNumericDomain::UnsignedInteger),
VK_FORMAT_UNDEFINED);
// Depth/stencil formats never resolve through color-class reinterpretation; they pass
// through unchanged so the existing depth-aspect sampled view is used. Combined
// depth-stencil formats are multi-numeric (vkuFormatIsSampledFloat is false for them),
// so without the passthrough a plain sampler2D/sampler2DShadow on GL_DEPTH24_STENCIL8
// would resolve to UNDEFINED and the draw would be dropped.
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewFormat(
VK_FORMAT_D24_UNORM_S8_UINT, SamplerNumericDomain::Float),
VK_FORMAT_D24_UNORM_S8_UINT);
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewFormat(
VK_FORMAT_D32_SFLOAT_S8_UINT, SamplerNumericDomain::Float),
VK_FORMAT_D32_SFLOAT_S8_UINT);
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewFormat(
VK_FORMAT_D32_SFLOAT, SamplerNumericDomain::Float),
VK_FORMAT_D32_SFLOAT);
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewFormat(
VK_FORMAT_D24_UNORM_S8_UINT, SamplerNumericDomain::UnsignedInteger),
VK_FORMAT_D24_UNORM_S8_UINT);
EXPECT_EQ(VkTextureManager::ResolveSampledImageViewFormat(
VK_FORMAT_D32_SFLOAT, SamplerNumericDomain::UnsignedInteger),
VK_FORMAT_UNDEFINED);
VK_FORMAT_D32_SFLOAT);
EXPECT_TRUE(VkTextureManager::AreSampledImageViewFormatsCompatible(
VK_FORMAT_R32_SFLOAT, VK_FORMAT_R32_UINT));