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[Fix] (DirectVulkan): back a 1D array with its layers in arrayLayers, not in the image height
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@@ -22,6 +22,25 @@ class ITextureObject;
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namespace MobileGL::MG_Backend::DirectVulkan {
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enum class SamplerNumericDomain : Uint8;
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// A GL 1D-ARRAY level keeps its LAYER COUNT in the state-side HEIGHT: that is what
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// glTexImage2D(GL_TEXTURE_1D_ARRAY, width, layers) means, and the frontend records the level
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// as {width, layers, 1} (see GL_Texture.cpp's AllocateStorage and the completeness walk in
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// TextureObject.cpp, which shrinks only x down the chain). Vulkan packs it the other way: a
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// 1D array is a VK_IMAGE_TYPE_1D image whose extent.height MUST be 1 and whose layers live in
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// arrayLayers - i.e. in the slot this backend reads out of z. So every place that turns a GL
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// level size into Vulkan image geometry has to move the count across first, and every GL-space
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// sub-box that rides along with it has to move its y the same way. DirectGLES performs the
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// identical remap onto the ES 2D array it maps 1D arrays to (GetBackendUploadSize).
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//
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// Applied to nothing else: a 2D array, a cube array and a 3D texture all already carry their
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// depth/layer count in z, which is where the Vulkan side expects it.
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inline IntVec3 ToVulkanLevelExtent(TextureTarget stateTarget, const IntVec3& glTexelSize) {
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if (stateTarget == TextureTarget::Texture1DArray) {
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return {glTexelSize.x(), 1, glTexelSize.y()};
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}
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return glTexelSize;
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}
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class VkTextureManager {
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public:
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// Monotonic epoch bumped whenever a texture VkImage is (re)created. The render-pass
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