[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:
BZLZHH
2026-08-01 01:15:58 -04:00
parent f0c0211767
commit 22b749dd37
3 changed files with 167 additions and 7 deletions
+4 -1
View File
@@ -43,8 +43,11 @@ namespace MobileGL {
case TextureInternalFormat::SRGB8:
case TextureInternalFormat::RGB8I:
case TextureInternalFormat::RGB8UI:
case TextureInternalFormat::DepthComponent24:
return 3;
// Canonical depth shadow is a full 32-bit unorm word (see PixelStoreProcessor),
// converted at upload to the image's own 24/32-bit layout.
case TextureInternalFormat::DepthComponent24:
return 4;
case TextureInternalFormat::RGBA2:
case TextureInternalFormat::RGBA4: