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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectVulkan): fixing Photon v1.1
- Flatten DailyWeatherVariation interface varyings - Correct internal-format component counts - Preserve GL draw-buffer slot semantics in render pass creation - relax GL_NONE / vec4-to-RGB pipeline checks
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@@ -36,6 +36,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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using HashType = Uint64;
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struct VkProgramObject {
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static constexpr Uint32 kMaxVertexInputLocations = 32;
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HashType hash = 0;
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Vector<VkPipelineShaderStageCreateInfo> stages;
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Vector<VkShaderModule> modules;
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@@ -50,6 +52,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Vector<Int> samplerUniformLocationByBinding;
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Vector<TextureTarget> samplerTextureTargetByBinding;
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Int globalUboBinding = -1;
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Uint32 activeVertexInputLocationMask = 0;
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Array<GLenum, kMaxVertexInputLocations> vertexInputTypes{};
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Uint32 activeFragmentOutputLocationMask = 0;
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Array<GLenum, kMaxVertexInputLocations> fragmentOutputTypes{};
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ShaderStage rasterizationProducerStage = ShaderStage::Unknown;
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Uint32 producerOutputComponentCount = 0;
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Uint32 fragmentInputComponentCount = 0;
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static inline VkDevice s_device = VK_NULL_HANDLE;
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@@ -69,10 +78,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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samplerUniformLocationByBinding = std::move(other.samplerUniformLocationByBinding);
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samplerTextureTargetByBinding = std::move(other.samplerTextureTargetByBinding);
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globalUboBinding = other.globalUboBinding;
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activeVertexInputLocationMask = other.activeVertexInputLocationMask;
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vertexInputTypes = other.vertexInputTypes;
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activeFragmentOutputLocationMask = other.activeFragmentOutputLocationMask;
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fragmentOutputTypes = other.fragmentOutputTypes;
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rasterizationProducerStage = other.rasterizationProducerStage;
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producerOutputComponentCount = other.producerOutputComponentCount;
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fragmentInputComponentCount = other.fragmentInputComponentCount;
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other.hash = 0;
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other.descriptorSetLayout = VK_NULL_HANDLE;
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other.pipelineLayout = VK_NULL_HANDLE;
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other.globalUboBinding = -1;
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other.activeVertexInputLocationMask = 0;
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other.activeFragmentOutputLocationMask = 0;
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other.rasterizationProducerStage = ShaderStage::Unknown;
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other.producerOutputComponentCount = 0;
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other.fragmentInputComponentCount = 0;
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}
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VkProgramObject& operator=(VkProgramObject&& other) noexcept {
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if (this == &other) {
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@@ -91,10 +112,22 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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samplerUniformLocationByBinding = std::move(other.samplerUniformLocationByBinding);
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samplerTextureTargetByBinding = std::move(other.samplerTextureTargetByBinding);
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globalUboBinding = other.globalUboBinding;
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activeVertexInputLocationMask = other.activeVertexInputLocationMask;
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vertexInputTypes = other.vertexInputTypes;
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activeFragmentOutputLocationMask = other.activeFragmentOutputLocationMask;
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fragmentOutputTypes = other.fragmentOutputTypes;
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rasterizationProducerStage = other.rasterizationProducerStage;
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producerOutputComponentCount = other.producerOutputComponentCount;
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fragmentInputComponentCount = other.fragmentInputComponentCount;
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other.hash = 0;
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other.descriptorSetLayout = VK_NULL_HANDLE;
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other.pipelineLayout = VK_NULL_HANDLE;
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other.globalUboBinding = -1;
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other.activeVertexInputLocationMask = 0;
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other.activeFragmentOutputLocationMask = 0;
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other.rasterizationProducerStage = ShaderStage::Unknown;
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other.producerOutputComponentCount = 0;
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other.fragmentInputComponentCount = 0;
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return *this;
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}
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@@ -139,6 +172,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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private:
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static TextureTarget UniformTypeToTextureTarget(GLenum glType);
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void ReflectVertexInputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
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const Vector<Vector<Uint>>& spirv,
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VkProgramObject& entry) const;
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void ReflectFragmentOutputs(const Vector<SharedPtr<MG_State::GLState::ShaderObject>>& shaders,
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const Vector<Vector<Uint>>& spirv,
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VkProgramObject& entry) const;
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void ReflectLayout(const MG_State::GLState::ProgramObject& program, const Vector<Vector<Uint>>& spirv,
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VkProgramObject& entry) const;
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