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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (DirectVulkan): multisample resolve blits; per-buffer blit skip; RGBA-widened renderbuffers
Color blits from a multisampled source now use vkCmdResolveImage (both blit resolvers carry the image sample count); a buffer named in the blit mask but absent from either framebuffer skips just that buffer instead of cancelling the whole blit (GL 4.6 18.3.1); and three-channel color renderbuffers widen to their RGBA twin exactly like textures, so renderbuffer<->texture blits of the same GL format see one VkFormat. framebuffer_blit.multisampled_to_singlesampled_blit_color_config_test passes - the whole framebuffer_blit family is green.
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@@ -303,7 +303,47 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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const auto internalFormat = renderbuffer->GetInternalFormat();
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const VkFormat format = MG_Util::ConvertTextureInternalFormatToVkEnum(internalFormat);
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// Three-channel color formats widen to their RGBA twin exactly like textures do
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// (VkTextureManager::ResolveTextureFormatInfo): blits/resolves between a
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// renderbuffer and a texture of the same GL format then see one VkFormat.
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const VkFormat format = [&]() -> VkFormat {
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switch (internalFormat) {
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case TextureInternalFormat::RGB:
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case TextureInternalFormat::RGB8:
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case TextureInternalFormat::R3G3B2:
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case TextureInternalFormat::RGB4:
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case TextureInternalFormat::RGB5:
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return VK_FORMAT_R8G8B8A8_UNORM;
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case TextureInternalFormat::SRGB8:
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return VK_FORMAT_R8G8B8A8_SRGB;
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case TextureInternalFormat::RGB8Snorm:
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return VK_FORMAT_R8G8B8A8_SNORM;
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case TextureInternalFormat::RGB10:
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case TextureInternalFormat::RGB12:
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case TextureInternalFormat::RGB16:
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return VK_FORMAT_R16G16B16A16_UNORM;
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case TextureInternalFormat::RGB16Snorm:
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return VK_FORMAT_R16G16B16A16_SNORM;
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case TextureInternalFormat::RGB16F:
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return VK_FORMAT_R16G16B16A16_SFLOAT;
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case TextureInternalFormat::RGB32F:
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return VK_FORMAT_R32G32B32A32_SFLOAT;
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case TextureInternalFormat::RGB8I:
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return VK_FORMAT_R8G8B8A8_SINT;
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case TextureInternalFormat::RGB8UI:
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return VK_FORMAT_R8G8B8A8_UINT;
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case TextureInternalFormat::RGB16I:
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return VK_FORMAT_R16G16B16A16_SINT;
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case TextureInternalFormat::RGB16UI:
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return VK_FORMAT_R16G16B16A16_UINT;
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case TextureInternalFormat::RGB32I:
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return VK_FORMAT_R32G32B32A32_SINT;
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case TextureInternalFormat::RGB32UI:
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return VK_FORMAT_R32G32B32A32_UINT;
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default:
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return MG_Util::ConvertTextureInternalFormatToVkEnum(internalFormat);
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}
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}();
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const VkImageAspectFlags aspect = ResolveImageAspectMaskForFormat(format);
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// Renderbuffers are never sampled (GL has no way to bind one to a sampler), so the
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// usage set is attachment + transfer: transfer covers readback (vkCmdCopyImageToBuffer),
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