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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 04:38:30 +09:00
[Fix] (MG_Util, DirectVulkan): canonical depth shadows with upload conversion
Depth textures previously raw-copied whatever the client handed over into the Vulkan image, so any client format other than the image's exact texel layout uploaded garbage (float DEPTH_COMPONENT data read as 16-bit words, GL_TEXTURE_1D/2D alike). The shadow now has a defined canonical layout - unorm16 for DEPTH_COMPONENT16, a full-scale unorm32 word for the 24/32-bit fixed depths, float for DEPTH_COMPONENT32F - produced by the pixel-store unpack converter (new DepthComponent channel mapping + UNorm32 component). GL_DEPTH_COMPONENT client data may also fill packed depth-stencil internals (stencil half zero). The Vulkan uploader converts shadow words to the image texel layout per aspect, and X8_D24_UNORM falls back to D32_SFLOAT where optimal tiling lacks support (lavapipe). texture_size_promotion.functional and packed_depth_stencil.verify_copy_tex_image.* now pass.
This commit is contained in:
@@ -830,7 +830,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return VK_NULL_HANDLE;
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}
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if (baseArrayLayer == 0 && layerCount == resource->arrayLayers && viewType == resource->viewType) {
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const Bool framebufferSrgbEnabled =
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MG_State::pGLContext->IsCapabilityEnabled(MobileGL::CapabilityInput::FramebufferSrgb);
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const VkFormat attachmentFormat = ResolveSrgbAttachmentWriteFormat(resource->format, framebufferSrgbEnabled);
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if (attachmentFormat == resource->format && baseArrayLayer == 0 && layerCount == resource->arrayLayers &&
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viewType == resource->viewType) {
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return GetOrCreateViewAtMipLevel(texture, mipLevel);
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}
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@@ -839,6 +844,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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.baseArrayLayer = baseArrayLayer,
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.layerCount = layerCount,
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.viewType = viewType,
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.viewFormat = attachmentFormat,
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};
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auto it = resource->attachmentViews.find(key);
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if (it == resource->attachmentViews.end()) {
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@@ -849,7 +855,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return attachmentView;
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}
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attachmentView = CreateImageView(resource->image, resource->format, resource->aspect, viewType,
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attachmentView = CreateImageView(resource->image, attachmentFormat, resource->aspect, viewType,
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mipLevel, 1, baseArrayLayer, layerCount);
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if (attachmentView == VK_NULL_HANDLE) {
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MGLOG_D("%s: CreateImageView failed for textureId=%d mipLevel=%u baseArrayLayer=%u layerCount=%u viewType=%d",
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@@ -1438,11 +1444,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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const IntVec3 &texelSize, SizeT byteSize, Uint32 mipLevels,
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TextureResource &resource) {
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const TextureFormatInfo formatInfo = ResolveTextureFormatInfo(texture.GetFormat());
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const VkFormat format = formatInfo.format;
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VkFormat format = formatInfo.format;
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if (format == VK_FORMAT_UNDEFINED) {
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MGLOG_D("%s: format == VK_FORMAT_UNDEFINED", __func__);
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return false;
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}
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// X8_D24 lacks optimal-tiling support on several drivers (lavapipe included);
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// D32_SFLOAT holds every 24-bit depth value exactly, and the upload path
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// converts the shadow words to float (see the pure-depth branch below).
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if (format == VK_FORMAT_X8_D24_UNORM_PACK32) {
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VkFormatProperties formatProperties{};
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vkGetPhysicalDeviceFormatProperties(m_physicalDevice, format, &formatProperties);
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constexpr VkFormatFeatureFlags kDepthAttachmentAndSample =
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VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT | VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT;
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if ((formatProperties.optimalTilingFeatures & kDepthAttachmentAndSample) != kDepthAttachmentAndSample) {
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format = VK_FORMAT_D32_SFLOAT;
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}
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}
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if (texelSize.x() <= 0 || texelSize.y() <= 0 /*|| byteSize == 0*/) {
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MGLOG_D("%s: texelSize or byteSize is zero", __func__);
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return false;
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@@ -1514,6 +1532,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_mutableFormatUnsupported.find(format) == m_mutableFormatUnsupported.end()) {
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imageCreateFlags |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
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}
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// sRGB color images attach through their UNORM twin while GL_FRAMEBUFFER_SRGB is
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// disabled (see ResolveSrgbAttachmentWriteFormat), which needs format-reinterpreting
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// views - multisample sRGB render targets included.
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if (ResolveSrgbAttachmentWriteFormat(format, false) != format &&
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(aspect & VK_IMAGE_ASPECT_COLOR_BIT) != 0 &&
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m_mutableFormatUnsupported.find(format) == m_mutableFormatUnsupported.end()) {
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imageCreateFlags |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
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}
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VkImageUsageFlags desiredUsage =
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VK_IMAGE_USAGE_SAMPLED_BIT |
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@@ -2068,6 +2094,51 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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}
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// Pure-depth images whose canonical shadow layout differs from the image texel
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// layout (the shadow keeps a full-scale 16/32-bit unorm word or a float; the
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// image may be X8_D24 or a D32_SFLOAT fallback) convert per texel here.
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if (uploadAspectMask == VK_IMAGE_ASPECT_DEPTH_BIT) {
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const TextureInternalFormat depthInternal = mipmapTexture.GetFormat();
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const Bool shadowIsFloat = depthInternal == TextureInternalFormat::DepthComponent32F;
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const Bool dstIsFloat = outResource.format == VK_FORMAT_D32_SFLOAT;
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const Bool dstIsD24Word = outResource.format == VK_FORMAT_X8_D24_UNORM_PACK32;
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stagingSize = 0;
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for (auto& item : uploadItems) {
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const SizeT texelCount = static_cast<SizeT>(item.texelSize.x()) *
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static_cast<SizeT>(item.texelSize.y()) *
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static_cast<SizeT>(std::max(item.texelSize.z(), 1));
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const SizeT shadowTexelSize = item.uploadByteSize / std::max<SizeT>(texelCount, 1);
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const Bool needsConversion =
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(dstIsFloat && !shadowIsFloat) || (dstIsD24Word && shadowTexelSize == 4 && !shadowIsFloat);
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if (needsConversion) {
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Vector<Uint8> converted(texelCount * 4);
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const Uint8* shadow = static_cast<const Uint8*>(item.source);
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for (SizeT t = 0; t < texelCount; ++t) {
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Uint32 wide = 0;
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if (shadowTexelSize == 2) {
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Uint16 raw = 0;
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std::memcpy(&raw, shadow + t * 2, sizeof(raw));
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wide = (static_cast<Uint32>(raw) << 16) | raw;
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} else {
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std::memcpy(&wide, shadow + t * 4, sizeof(wide));
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}
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if (dstIsFloat) {
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const float value = static_cast<float>(static_cast<double>(wide) / 4294967295.0);
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std::memcpy(converted.data() + t * 4, &value, sizeof(value));
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} else { // X8_D24: depth in the low 24 bits of a 32-bit word
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const Uint32 word = wide >> 8;
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std::memcpy(converted.data() + t * 4, &word, sizeof(word));
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}
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}
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item.expandedData = Move(converted);
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item.source = item.expandedData.data();
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item.uploadByteSize = item.expandedData.size();
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}
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item.offset = stagingSize;
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stagingSize += static_cast<VkDeviceSize>(item.uploadByteSize);
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}
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}
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VkBuffer stagingBuffer = VK_NULL_HANDLE;
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VmaAllocation stagingAllocation = nullptr;
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@@ -43,8 +43,11 @@ namespace MobileGL {
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case TextureInternalFormat::SRGB8:
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case TextureInternalFormat::RGB8I:
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case TextureInternalFormat::RGB8UI:
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case TextureInternalFormat::DepthComponent24:
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return 3;
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// Canonical depth shadow is a full 32-bit unorm word (see PixelStoreProcessor),
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// converted at upload to the image's own 24/32-bit layout.
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case TextureInternalFormat::DepthComponent24:
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return 4;
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case TextureInternalFormat::RGBA2:
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case TextureInternalFormat::RGBA4:
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@@ -95,6 +95,7 @@ namespace MobileGL::MG_Util::PixelStoreProcessor {
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Int32,
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Half,
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Float32,
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UNorm32, // 32-bit fixed-point depth shadow
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};
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struct InternalShadowLayout {
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@@ -123,6 +124,21 @@ namespace MobileGL::MG_Util::PixelStoreProcessor {
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Bool GetInternalShadowLayout(TextureInternalFormat internal, InternalShadowLayout& out) {
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switch (internal) {
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// Depth shadows follow TextureFormatProcessor::NormalizePixelFormat: 16-bit
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// unorm for DEPTH_COMPONENT16, 32-bit unorm for the 24/32-bit fixed-point
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// depths, float for DEPTH_COMPONENT32F.
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case TextureInternalFormat::DepthComponent16:
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out = {1, ShadowComponent::UNorm16, false};
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return true;
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case TextureInternalFormat::DepthComponent24:
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case TextureInternalFormat::DepthComponent32:
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case TextureInternalFormat::DepthComponent:
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out = {1, ShadowComponent::UNorm32, false};
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return true;
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case TextureInternalFormat::DepthComponent32F:
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out = {1, ShadowComponent::Float32, false};
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return true;
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case TextureInternalFormat::R8:
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case TextureInternalFormat::Red: out = {1, ShadowComponent::UNorm8, false}; return true;
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case TextureInternalFormat::RG8:
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@@ -299,8 +315,10 @@ namespace MobileGL::MG_Util::PixelStoreProcessor {
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case TextureInputFormat::RGBAInteger: out = {{0, 1, 2, 3}, 4, true}; return true;
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case TextureInputFormat::BGRA: out = {{2, 1, 0, 3}, 4, false}; return true;
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case TextureInputFormat::BGRAInteger: out = {{2, 1, 0, 3}, 4, true}; return true;
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// A depth value converts like a single normalized/float channel.
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case TextureInputFormat::DepthComponent: out = {{0, -1, -1, -1}, 1, false}; return true;
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default:
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return false; // depth / stencil / unknown
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return false; // stencil / packed depth-stencil / unknown
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}
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}
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@@ -346,8 +364,7 @@ namespace MobileGL::MG_Util::PixelStoreProcessor {
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out = isInteger ? ShadowComponent::Int16 : ShadowComponent::SNorm16;
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return true;
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case TexturePixelDataType::UnsignedInt:
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if (!isInteger) return false; // no 32-bit normalized shadow layout
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out = ShadowComponent::UInt32;
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out = isInteger ? ShadowComponent::UInt32 : ShadowComponent::UNorm32;
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return true;
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case TexturePixelDataType::Int:
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if (!isInteger) return false;
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@@ -617,6 +634,12 @@ namespace MobileGL::MG_Util::PixelStoreProcessor {
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case ShadowComponent::Float32:
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Memcpy(dst, &v, sizeof(v));
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break;
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case ShadowComponent::UNorm32: {
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const auto out = static_cast<Uint32>(
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std::llround(static_cast<double>(std::clamp(v, 0.0f, 1.0f)) * 4294967295.0));
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Memcpy(dst, &out, sizeof(out));
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break;
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}
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default:
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break; // integer components never reach the float encoder
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}
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@@ -771,6 +794,64 @@ namespace MobileGL::MG_Util::PixelStoreProcessor {
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const Int effectiveHeight = (params.ImageHeight > 0) ? params.ImageHeight : height;
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const SizeT inputRowStride = CalculateRowStride(effectiveWidth, pixelSize, params.Alignment);
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// GL_DEPTH_COMPONENT client data may populate a packed depth-stencil internal
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// format (the stencil half becomes zero); the generic channel converter cannot
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// express the packed shadow words, so convert here.
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const Bool packedDepthStencilInternal = targetInternalFormat == TextureInternalFormat::Depth24Stencil8 ||
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targetInternalFormat == TextureInternalFormat::DepthStencil ||
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targetInternalFormat == TextureInternalFormat::Depth32FStencil8;
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if (!isBitmap && packedDepthStencilInternal && textureInputFormat == TextureInputFormat::DepthComponent &&
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(inputDataType == TexturePixelDataType::Float || inputDataType == TexturePixelDataType::UnsignedInt ||
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inputDataType == TexturePixelDataType::UnsignedShort)) {
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const Bool floatShadow = targetInternalFormat == TextureInternalFormat::Depth32FStencil8;
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const SizeT outPixelSize = floatShadow ? 8 : 4;
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outSize = static_cast<SizeT>(width) * height * std::max(depth, 1) * outPixelSize;
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Uint8* outputPixels = static_cast<Uint8*>(malloc(outSize));
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if (!outputPixels) {
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outSize = 0;
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return nullptr;
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}
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const Uint8* srcBase = static_cast<const Uint8*>(inputPixels) +
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static_cast<SizeT>(params.SkipImages) * static_cast<SizeT>(effectiveHeight) * inputRowStride +
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static_cast<SizeT>(params.SkipRows) * inputRowStride +
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static_cast<SizeT>(params.SkipPixels) * pixelSize;
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Uint8* dst = outputPixels;
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for (Int z = 0; z < std::max(depth, 1); ++z) {
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for (Int y = 0; y < height; ++y) {
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const Uint8* srcRow = srcBase +
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static_cast<SizeT>(z) * static_cast<SizeT>(effectiveHeight) * inputRowStride +
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static_cast<SizeT>(y) * inputRowStride;
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for (Int x = 0; x < width; ++x) {
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Float depthValue = 0.0f;
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if (inputDataType == TexturePixelDataType::Float) {
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Memcpy(&depthValue, srcRow + static_cast<SizeT>(x) * 4, sizeof(depthValue));
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} else if (inputDataType == TexturePixelDataType::UnsignedInt) {
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Uint32 raw = 0;
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Memcpy(&raw, srcRow + static_cast<SizeT>(x) * 4, sizeof(raw));
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depthValue = static_cast<Float>(static_cast<double>(raw) / 4294967295.0);
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} else {
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Uint16 raw = 0;
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Memcpy(&raw, srcRow + static_cast<SizeT>(x) * 2, sizeof(raw));
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depthValue = static_cast<Float>(raw) / 65535.0f;
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}
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if (floatShadow) {
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const Uint32 stencilWord = 0;
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Memcpy(dst, &depthValue, sizeof(depthValue));
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Memcpy(dst + 4, &stencilWord, sizeof(stencilWord));
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dst += 8;
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} else {
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const Uint32 depth24 = static_cast<Uint32>(
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std::llround(static_cast<double>(std::clamp(depthValue, 0.0f, 1.0f)) * 16777215.0));
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const Uint32 word = depth24 << 8;
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Memcpy(dst, &word, sizeof(word));
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dst += 4;
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}
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}
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}
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}
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return outputPixels;
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}
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UnpackConversionSpec conversion{};
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const Bool needConversion =
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!isBitmap && GetUnpackConversionSpec(targetInternalFormat, textureInputFormat, inputDataType, conversion);
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@@ -972,6 +1053,11 @@ namespace MobileGL::MG_Util::PixelStoreProcessor {
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Memcpy(&v, p, sizeof(v));
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return v;
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}
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case ShadowComponent::UNorm32: {
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Uint32 v;
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Memcpy(&v, p, sizeof(v));
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return static_cast<Float>(static_cast<double>(v) / 4294967295.0);
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}
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default:
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return 0.0f;
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}
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