[Fix] (MG_Backend/DirectVulkan): Properly handle front face state. save VkDevice as static member

This commit is contained in:
2026-03-04 15:08:23 +08:00
parent 592a69b1c4
commit 09f96e5ba5
6 changed files with 33 additions and 33 deletions
@@ -337,6 +337,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
const MG_State::GLState::VertexArrayObject& vao,
const MG_State::GLState::FramebufferObject& drawFbo) {
ProgramFactory::CompileOptionFlags transformFlags = GetShaderTransformFlags(m_swapchainObject.GetPreTransform());
Bool invertClockwise = transformFlags & ProgramFactory::CompileOptionBit::PositionYFlip;
auto& stages = m_programFactory->GetOrCreatePipelineShaderStages(program, transformFlags);
if (stages.empty()) {
MGLOG_D("GetOrCreatePipeline skipped: program has no shader stages");
@@ -364,10 +365,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
.renderPass = renderPassEntry.renderPass,
.subpass = 0,
.topology = MG_Util::ConvertPrimitiveModeToVkEnum(mode),
// .cullMode = cullFaceEnabled
// ? MG_Util::ConvertCullFaceModeToVkEnum(MG_State::pGLContext->GetCullFaceMode())
// : VK_CULL_MODE_NONE,
.cullMode = VK_CULL_MODE_NONE,
.cullMode = cullFaceEnabled
? MG_Util::ConvertCullFaceModeToVkEnum(MG_State::pGLContext->GetCullFaceMode(), invertClockwise)
: VK_CULL_MODE_NONE,
.frontFace = VK_FRONT_FACE_CLOCKWISE,
.depthTestEnable = depthTestEnabled,
.depthWriteEnable = depthTestEnabled && MG_State::pGLContext->GetDepthMask(),
@@ -389,17 +389,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
void VulkanRenderer::SetupDraw(FrameContext::FrameData& frame, GLenum mode, Flags<DrawSetupAspect> aspects) {
// Prepare render pass
const auto& drawFbo =
MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Draw).GetBoundObject();
auto& renderPassEntry = m_renderPassManager->GetOrCreateRenderPass(*drawFbo, m_imageIndexAcquired);
// Prepare pipeline
const auto& vao = *MG_State::pGLContext->GetBoundVertexArray();
const auto& program = *MG_State::pGLContext->GetCurrentProgram();
auto pipeline = GetOrCreatePipeline(mode, program, vao, *drawFbo);
// Begin command recording if not yet
if (!frame.isCommandRecording) {
m_frameContext.BeginCommandRecording();
m_uniformDescriptorBinder->BeginFrame(m_frameContext.GetCurrentFrameIndex());
}
const auto& drawFbo =
MG_State::pGLContext->GetFramebufferBindingSlot(FramebufferTarget::Draw).GetBoundObject();
// Begin render pass, and handle clear
auto& renderPassEntry = m_renderPassManager->GetOrCreateRenderPass(*drawFbo, m_imageIndexAcquired);
auto* activeRenderPass = VkRenderPassManager::GetActiveRenderPass();
if (activeRenderPass && (activeRenderPass == &renderPassEntry || activeRenderPass->CompatibleWith(renderPassEntry))) {
@@ -413,9 +419,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
MOBILEGL_ASSERT(ok, "%s: BeginRenderPass failed", __func__);
}
const auto& vao = *MG_State::pGLContext->GetBoundVertexArray();
const auto& program = *MG_State::pGLContext->GetCurrentProgram();
auto pipeline = GetOrCreatePipeline(mode, program, vao, *drawFbo);
vkCmdBindPipeline(frame.commandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline);
m_uniformDescriptorBinder->BindProgramUniformBuffers(frame.commandBuffer, program,