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[Fix] (MG_State/MG_Impl/MG_Backend): render Flywheel instanced+indirect on both backends
Create 6 / Flywheel 1.0.6 now renders correctly with both flywheel:instancing and flywheel:indirect on DirectGLES and DirectVulkan (verified in-game on Adreno 830: waterwheels and cogwheels solid, animated, correct pairing, no crashes across all four combinations). - MG_State/MG_Impl: sync explicitly-ranged SSBO bindings of FLUSH_EXPLICIT persistent maps to the backend before compute dispatches. Flywheel writes its scatter-copy descriptors into the staging ring's persistent map and never flushes that span (UB per spec, works on drivers whose maps alias GPU-visible memory); our maps alias the CPU shadow, so the descriptors never reached the GPU: the scatter compute copied nothing (GLES: empty draw commands) or stale garbage (Vulkan: wild indirect commands ending in VK_ERROR_DEVICE_LOST). - MG_Impl/MG_Backend: real glFenceSync objects backed by backend fences (GLES: native ES syncs guarded by context generation and owner thread; Vulkan: buffer-manager frame serials), replacing always-signaled stubs that let Flywheel reclaim staging memory the GPU still reads. - MG_Backend/DirectGLES: compute dispatches now run the same per-program resource sync as draws (uniform-block bindings and sampler units must be re-established through the API because layout(binding) is stripped from transpiled ESSL) and rebind texture units afterwards; the cull shader used to read a stale _FlwFrameUniforms binding and the depth-pyramid downsample sampled a stale unit-0 texture, zeroing the Hi-Z pyramid and occlusion-culling all Flywheel geometry. Image uniforms are excluded from glUniform1i (ES bakes their unit via layout(binding)); image-unit sync is clamped to the device limit; eliminated/SSBO-classified uniform blocks are skipped. - MG_Backend/DirectGLES: gl_BaseInstance in native indirect draws reads the GPU-written command buffer through an injected mg_IndirectParams SSBO view addressed per draw instead of the zero CPU shadow; layout(binding) is preserved for SSBO/image declarations (ES has no API rebinding for them); the ES context ownership claim moved to a global atomic owner thread with an EGL ground-truth check, and deferred buffer op state is mutex-guarded, so ops cannot silently no-op after context migration. - MG_Backend/DirectVulkan: new RebaseInstanceIndexPass rewrites vertex InstanceIndex loads to (InstanceIndex - BaseInstance). glslang's relaxed Vulkan mode aliases gl_InstanceID to InstanceIndex, which includes firstInstance, but GL's gl_InstanceID is zero-based - draws with nonzero baseInstance paired meshes with wrong instance data (cogwheel drawn as a waterwheel, another wheel collapsed invisible). Gated on the shaderDrawParameters device feature. Sampled-read barriers additionally cover the compute stage (the Hi-Z downsample samples the depth attachment from compute), and short uniform-buffer ranges keep the existing zero-padding. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -18,7 +18,12 @@
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#include <memory>
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namespace MobileGL::MG_Backend::DirectVulkan {
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static constexpr VkPipelineStageFlags kGraphicsSampledReadStages = VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT;
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// Compute shaders may legally sample framebuffer-attached textures (the GL feedback-loop rule
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// only covers rendering commands; e.g. Flywheel's Hi-Z depth pyramid downsample samples the
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// depth attachment of the bound draw framebuffer), so sampled-read barriers must cover the
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// compute stage in addition to the graphics stages.
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static constexpr VkPipelineStageFlags kSampledReadStages =
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VK_PIPELINE_STAGE_ALL_GRAPHICS_BIT | VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT;
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static Uint32 ComputeFullMipLevelCount(const IntVec3& baseTexelSize) {
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Int maxDimension = std::max<Int>(baseTexelSize.x(),
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@@ -145,7 +150,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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case VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL:
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case VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL:
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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outSrcStageMask = kGraphicsSampledReadStages;
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outSrcStageMask = kSampledReadStages;
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outSrcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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return;
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case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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@@ -193,7 +198,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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case VK_IMAGE_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_OPTIMAL:
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case VK_IMAGE_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_OPTIMAL:
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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outDstStageMask = kGraphicsSampledReadStages;
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outDstStageMask = kSampledReadStages;
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outDstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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return;
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case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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@@ -925,7 +930,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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const Bool ok = TransitionImageLayout(commandBuffer, resource->image, resource->layout, targetLayout, srcStageMask,
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kGraphicsSampledReadStages, srcAccessMask,
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kSampledReadStages, srcAccessMask,
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VK_ACCESS_SHADER_READ_BIT, resource->aspect, 0, resource->mipLevels,
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resource->arrayLayers);
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MOBILEGL_ASSERT(ok, "TransitionTextureForSampling: transition failed for textureId=%d", texture.GetExternalIndex());
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@@ -1532,7 +1537,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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uploadLayout,
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finalLayout,
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VK_PIPELINE_STAGE_TRANSFER_BIT,
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kGraphicsSampledReadStages,
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kSampledReadStages,
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VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT,
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aspectMask, 0, outResource.mipLevels, outResource.arrayLayers);
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