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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 21:58:31 +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.
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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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