mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-11-07 18:13:23 +09:00
[Fix] (DirectVulkan): resolve arbitrary and integer border colours through VK_EXT_custom_border_color, clamped to the sampled format
This commit is contained in:
@@ -21,6 +21,87 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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sampler.GetWrapR() == SamplerWrapMode::ClampToBorder;
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}
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// The numeric domain the texture is SAMPLED in. Vulkan splits VkBorderColor into a float
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// family and an integer family and requires the sampler's choice to match the image view's
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// format (a float border on an integer view, or the reverse, is undefined) - so the domain
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// comes from the TEXTURE, while the value comes from whichever GL entry point wrote it.
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enum class BorderColorDomain {
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Float,
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SignedInteger,
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UnsignedInteger
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};
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BorderColorDomain ResolveBorderColorDomain(TextureInternalFormat format) {
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switch (format) {
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case TextureInternalFormat::R8I:
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case TextureInternalFormat::R16I:
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case TextureInternalFormat::R32I:
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case TextureInternalFormat::RG8I:
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case TextureInternalFormat::RG16I:
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case TextureInternalFormat::RG32I:
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case TextureInternalFormat::RGB8I:
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case TextureInternalFormat::RGB16I:
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case TextureInternalFormat::RGB32I:
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case TextureInternalFormat::RGBA8I:
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case TextureInternalFormat::RGBA16I:
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case TextureInternalFormat::RGBA32I:
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return BorderColorDomain::SignedInteger;
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case TextureInternalFormat::R8UI:
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case TextureInternalFormat::R16UI:
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case TextureInternalFormat::R32UI:
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case TextureInternalFormat::RG8UI:
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case TextureInternalFormat::RG16UI:
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case TextureInternalFormat::RG32UI:
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case TextureInternalFormat::RGB8UI:
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case TextureInternalFormat::RGB16UI:
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case TextureInternalFormat::RGB32UI:
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case TextureInternalFormat::RGBA8UI:
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case TextureInternalFormat::RGBA16UI:
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case TextureInternalFormat::RGBA32UI:
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case TextureInternalFormat::RGB10A2UI:
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return BorderColorDomain::UnsignedInteger;
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default:
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return BorderColorDomain::Float;
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}
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}
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Bool IsSignedNormalizedFormat(TextureInternalFormat format) {
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switch (format) {
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case TextureInternalFormat::R8Snorm:
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case TextureInternalFormat::R16Snorm:
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case TextureInternalFormat::RG8Snorm:
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case TextureInternalFormat::RG16Snorm:
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case TextureInternalFormat::RGB8Snorm:
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case TextureInternalFormat::RGB16Snorm:
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case TextureInternalFormat::RGBA8Snorm:
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case TextureInternalFormat::RGBA16Snorm:
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return true;
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default:
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return false;
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}
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}
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// Float and half-float colour formats hold values outside [0,1] perfectly well, so their
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// border colour must NOT be clamped - the RGBA32F conformance rows use a border of 1.0 and
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// would be unaffected either way, but an HDR border of 4.0 must survive.
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Bool IsUnclampedColorFormat(TextureInternalFormat format) {
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switch (format) {
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case TextureInternalFormat::R16F:
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case TextureInternalFormat::RG16F:
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case TextureInternalFormat::RGB16F:
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case TextureInternalFormat::RGBA16F:
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case TextureInternalFormat::R32F:
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case TextureInternalFormat::RG32F:
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case TextureInternalFormat::RGB32F:
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case TextureInternalFormat::RGBA32F:
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case TextureInternalFormat::R11FG11FB10F:
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case TextureInternalFormat::RGB9E5:
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return true;
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default:
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return false;
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}
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}
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Bool IsDepthTextureFormat(TextureInternalFormat format) {
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switch (format) {
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case TextureInternalFormat::DepthComponent:
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@@ -72,6 +153,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_config = initInfo.config;
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m_samplerAnisotropySupported = initInfo.samplerAnisotropySupported;
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m_maxSamplerAnisotropy = std::max(initInfo.maxSamplerAnisotropy, 1.0f);
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m_customBorderColorSupported = initInfo.customBorderColorSupported;
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m_maxCustomBorderColorSamplers = initInfo.maxCustomBorderColorSamplers;
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m_customBorderColorSamplerCount = 0;
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MOBILEGL_ASSERT(m_device != VK_NULL_HANDLE && m_config != nullptr,
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"VkSamplerManager::Initialize failed: invalid initialization info");
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return true;
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@@ -102,6 +186,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_device = VK_NULL_HANDLE;
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m_config = nullptr;
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m_frameBoundaryCounter = 0;
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m_customBorderColorSupported = false;
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m_maxCustomBorderColorSamplers = 0;
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m_customBorderColorSamplerCount = 0;
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}
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void VkSamplerManager::OnFrameBoundary() {
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@@ -123,6 +210,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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if (m_device != VK_NULL_HANDLE && entry.handle != VK_NULL_HANDLE) {
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vkDestroySampler(m_device, entry.handle, nullptr);
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}
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if (entry.usesCustomBorderColor && m_customBorderColorSamplerCount > 0) {
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--m_customBorderColorSamplerCount;
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}
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it = m_samplers.erase(it);
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} else {
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++it;
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@@ -131,8 +221,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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Uint64 VkSamplerManager::BuildSamplerKey(const MG_State::GLState::SamplerObject& sampler,
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const MG_State::GLState::ITextureObject& texture,
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Bool forceNearestFiltering, Bool singleLevelView) const {
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Bool forceNearestFiltering, Bool singleLevelView,
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const ResolvedBorderColor& borderColor) const {
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MOBILEGL_ASSERT(m_config != nullptr, "VkSamplerManager::BuildSamplerKey: m_config is null");
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XXHASH_VERIFY(XXH64_reset(m_hashState, m_config->CacheVersion));
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@@ -166,8 +256,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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XXHASH_VERIFY(XXH64_update(m_hashState, &compareMode, sizeof(compareMode)));
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const auto compareFunc = sampler.GetSamplerCompareFunc();
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XXHASH_VERIFY(XXH64_update(m_hashState, &compareFunc, sizeof(compareFunc)));
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const auto borderColor = ResolveVkBorderColor(sampler, texture);
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XXHASH_VERIFY(XXH64_update(m_hashState, &borderColor, sizeof(borderColor)));
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// The resolved enum AND, when it is one of the *_CUSTOM_EXT values, the sixteen bytes of the
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// colour itself: two samplers that differ only in a custom border colour carry the same enum
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// and would otherwise collide onto whichever one was created first.
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XXHASH_VERIFY(XXH64_update(m_hashState, &borderColor.color, sizeof(borderColor.color)));
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if (borderColor.isCustom) {
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XXHASH_VERIFY(XXH64_update(m_hashState, &borderColor.customValue, sizeof(borderColor.customValue)));
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}
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return XXH64_digest(m_hashState);
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}
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@@ -183,7 +278,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// allocation for a genuinely single-level image) and faults the GPU - the same failure
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// the default-framebuffer blit shader had to work around with an explicit-LOD sample.
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const Bool singleLevelView = viewLevelCount == 1;
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const Uint64 key = BuildSamplerKey(sampler, texture, forceNearestFiltering, singleLevelView);
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// Resolved once and used for both the key and the create-info; see ResolvedBorderColor.
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const ResolvedBorderColor borderColor = ResolveBorderColor(sampler, texture);
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const Uint64 key = BuildSamplerKey(sampler, forceNearestFiltering, singleLevelView, borderColor);
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auto it = m_samplers.find(key);
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if (it != m_samplers.end()) {
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it->second.lastUsedFrameBoundary = m_frameBoundaryCounter;
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@@ -211,9 +308,21 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// Must match BuildSamplerKey's resolution exactly.
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samplerInfo.maxLod = ResolveSingleLevelMaxLod(sampler, singleLevelView);
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samplerInfo.minLod = ResolveEffectiveMinLod(sampler, samplerInfo.maxLod);
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samplerInfo.borderColor = ResolveVkBorderColor(sampler, texture);
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samplerInfo.borderColor = borderColor.color;
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samplerInfo.unnormalizedCoordinates = VK_FALSE;
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// VK_EXT_custom_border_color. `format` stays UNDEFINED, which is legal only because
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// customBorderColorWithoutFormat was required alongside customBorderColors at device
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// creation - a GL sampler object has no idea which texture it will be paired with.
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VkSamplerCustomBorderColorCreateInfoEXT customBorderColorInfo{};
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if (borderColor.isCustom) {
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customBorderColorInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CUSTOM_BORDER_COLOR_CREATE_INFO_EXT;
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customBorderColorInfo.customBorderColor = borderColor.customValue;
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customBorderColorInfo.format = VK_FORMAT_UNDEFINED;
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customBorderColorInfo.pNext = samplerInfo.pNext;
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samplerInfo.pNext = &customBorderColorInfo;
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}
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VkSampler vkSampler = VK_NULL_HANDLE;
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VK_VERIFY(vkCreateSampler(m_device, &samplerInfo, nullptr, &vkSampler), "vkCreateSampler(texture)");
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@@ -222,6 +331,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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entry.externalIndex = sampler.GetExternalIndex();
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entry.version = sampler.GetVersion();
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entry.lastUsedFrameBoundary = m_frameBoundaryCounter;
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entry.usesCustomBorderColor = borderColor.isCustom;
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if (entry.usesCustomBorderColor) {
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++m_customBorderColorSamplerCount;
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}
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m_samplers[key] = entry;
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return vkSampler;
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}
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@@ -281,39 +394,124 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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}
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VkBorderColor VkSamplerManager::ResolveVkBorderColor(const MG_State::GLState::SamplerObject& sampler,
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const MG_State::GLState::ITextureObject& texture) {
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VkSamplerManager::ResolvedBorderColor VkSamplerManager::ResolveBorderColor(
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const MG_State::GLState::SamplerObject& sampler, const MG_State::GLState::ITextureObject& texture) const {
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ResolvedBorderColor resolved{};
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if (!UsesBorderColor(sampler)) {
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return VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
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return resolved; // FLOAT_TRANSPARENT_BLACK, never sampled
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}
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// Border colour is sampler state: a bound sampler object supplies its own, and a texture
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// with none reaches the very same value through the sampler object it owns.
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const auto& borderColor = sampler.GetBorderColor();
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const Bool isDepthTexture = IsDepthTextureFormat(texture.GetFormat());
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const auto format = texture.GetFormat();
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const auto domain = ResolveBorderColorDomain(format);
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const Bool canUseCustom = m_customBorderColorSupported && m_maxCustomBorderColorSamplers > 0 &&
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m_customBorderColorSamplerCount < m_maxCustomBorderColorSamplers;
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if (isDepthTexture) {
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if (domain != BorderColorDomain::Float) {
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// An integer image view REQUIRES an integer border colour, whatever the value is - even
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// (0,0,0,1). The value itself is whichever integer form the application wrote; a float
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// border on an integer texture is nonsense GL leaves undefined, so the derived integer
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// representation (a plain cast) is as good an answer as any.
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const auto& borderColorI = sampler.GetBorderColorI();
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const Bool allZeroRgb = borderColorI.x() == 0 && borderColorI.y() == 0 && borderColorI.z() == 0;
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if (allZeroRgb && borderColorI.w() == 0) {
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resolved.color = VK_BORDER_COLOR_INT_TRANSPARENT_BLACK;
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return resolved;
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}
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if (allZeroRgb && borderColorI.w() == 1) {
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resolved.color = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
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return resolved;
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}
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if (borderColorI.x() == 1 && borderColorI.y() == 1 && borderColorI.z() == 1 && borderColorI.w() == 1) {
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resolved.color = VK_BORDER_COLOR_INT_OPAQUE_WHITE;
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return resolved;
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}
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if (canUseCustom) {
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resolved.color = VK_BORDER_COLOR_INT_CUSTOM_EXT;
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resolved.isCustom = true;
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if (domain == BorderColorDomain::UnsignedInteger) {
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const auto& borderColorUI = sampler.GetBorderColorUI();
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resolved.customValue.uint32[0] = borderColorUI.x();
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resolved.customValue.uint32[1] = borderColorUI.y();
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resolved.customValue.uint32[2] = borderColorUI.z();
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resolved.customValue.uint32[3] = borderColorUI.w();
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} else {
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resolved.customValue.int32[0] = borderColorI.x();
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resolved.customValue.int32[1] = borderColorI.y();
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resolved.customValue.int32[2] = borderColorI.z();
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resolved.customValue.int32[3] = borderColorI.w();
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}
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return resolved;
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}
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// No custom colour available: pick the nearest of the three integer palette entries
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// rather than always answering transparent black, which is what turned an integer border
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// of (-1,-1,-1,-1) into 0 and broke the CTS's clamped-texel detection outright.
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const Bool opaque = borderColorI.w() != 0;
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const Bool bright = borderColorI.x() != 0 || borderColorI.y() != 0 || borderColorI.z() != 0;
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resolved.color = !opaque ? VK_BORDER_COLOR_INT_TRANSPARENT_BLACK
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: (bright ? VK_BORDER_COLOR_INT_OPAQUE_WHITE : VK_BORDER_COLOR_INT_OPAQUE_BLACK);
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return resolved;
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}
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// Float domain. GL 4.6 core 8.14.2/8.23: the border colour is interpreted in the texture's
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// format, so a fixed-point or depth texture clamps it to that format's representable range
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// first. Without the clamp the CTS's border of (255,255,255,255) on a GL_RGBA8 texture
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// matched none of the palette entries and fell through to transparent black - every border
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// texel sampled 0 where the test wanted 255.
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FloatVec4 borderColor = sampler.GetBorderColor();
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if (!IsUnclampedColorFormat(format)) {
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const Float lowerBound = IsSignedNormalizedFormat(format) ? -1.0f : 0.0f;
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borderColor = FloatVec4(std::clamp(borderColor.x(), lowerBound, 1.0f),
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std::clamp(borderColor.y(), lowerBound, 1.0f),
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std::clamp(borderColor.z(), lowerBound, 1.0f),
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std::clamp(borderColor.w(), lowerBound, 1.0f));
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}
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// A depth texture samples one component, so only x decides - and its alpha reads as 1.
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if (IsDepthTextureFormat(format)) {
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if (NearlyEqual(borderColor.x(), 1.0f)) {
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return VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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resolved.color = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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return resolved;
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}
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if (NearlyEqual(borderColor.x(), 0.0f)) {
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return VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
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resolved.color = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
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return resolved;
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}
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}
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const Bool rgbZero = NearlyEqual(borderColor.x(), 0.0f) && NearlyEqual(borderColor.y(), 0.0f) &&
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NearlyEqual(borderColor.z(), 0.0f);
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if (rgbZero && NearlyEqual(borderColor.w(), 0.0f)) {
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return VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
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resolved.color = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
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return resolved;
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}
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if (rgbZero && NearlyEqual(borderColor.w(), 1.0f)) {
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return VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
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resolved.color = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
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return resolved;
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}
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if (NearlyEqual(borderColor.x(), 1.0f) && NearlyEqual(borderColor.y(), 1.0f) &&
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NearlyEqual(borderColor.z(), 1.0f) && NearlyEqual(borderColor.w(), 1.0f)) {
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return VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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resolved.color = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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return resolved;
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}
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return VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
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if (canUseCustom) {
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resolved.color = VK_BORDER_COLOR_FLOAT_CUSTOM_EXT;
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resolved.isCustom = true;
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resolved.customValue.float32[0] = borderColor.x();
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resolved.customValue.float32[1] = borderColor.y();
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resolved.customValue.float32[2] = borderColor.z();
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resolved.customValue.float32[3] = borderColor.w();
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return resolved;
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}
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// Nearest of the three float palette entries. Transparent black stays the answer for a
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// transparent border, which is what the old unconditional fallback got right by accident.
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const Bool opaque = borderColor.w() >= 0.5f;
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const Bool bright = (borderColor.x() + borderColor.y() + borderColor.z()) >= 1.5f;
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resolved.color = !opaque ? VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK
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: (bright ? VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE : VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK);
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return resolved;
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}
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} // namespace MobileGL::MG_Backend::DirectVulkan
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