mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 04:38:30 +09:00
[Fix] (DirectVulkan): stop loading and carrying dead default-framebuffer content
- EGL swap semantics make the presented colour buffer's content undefined at its next acquire (EGL_BUFFER_DESTROYED, the implementation default) and every ancillary depth/stencil buffer's content undefined after ANY swap, yet the default-FBO render pass reloaded both with LOAD_OP_LOAD every frame; SwapchainObject now tracks per-image content validity (defined when a pass stores into the attachment, invalidated at present) and the render-pass manager turns an undefined attachment's tile load into LOAD_OP_DONT_CARE with initialLayout=UNDEFINED, keyed into both hashes so the cached LOAD variants cannot be hit by mistake - the default framebuffer's depth attachment is now attached ON DEMAND: a draw with depth test and stencil test both disabled (GL: a disabled test neither reads nor writes its buffer), and no pending depth/stencil clear, resolves to a depth-less pass flavour, dropping the D24S8 tile load AND store outright - MC 26.2 renders its GUI into its own FBO and only ever blits colour to the default framebuffer, so its swapchain pass carried a full-screen depth round-trip for nothing - the flavour only escalates: an active depth-full pass absorbs depth-less draws unchanged, while a depth-using draw against a depth-less pass resolves to an incompatible entry and splits, its depth loading DONT_CARE (the content was undefined all along); the depth-less flavour is folded into ComputeHash and the per-draw fast-path memo so the two flavours can never alias
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@@ -481,7 +481,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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VkRenderPassManager::HashType VkRenderPassManager::ComputeHash(
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const MG_State::GLState::FramebufferObject& fbo, Uint32 swapchainImageIndex, Bool includePendingClear) {
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const MG_State::GLState::FramebufferObject& fbo, Uint32 swapchainImageIndex, Bool includePendingClear,
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Bool includeDefaultFboDepthStencil) {
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XXHASH_VERIFY(XXH64_reset(m_hashState, m_config.CacheVersion));
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const Bool isDefaultFbo = fbo.IsDefaultFramebuffer();
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if (isDefaultFbo) {
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@@ -560,9 +561,17 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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attachment <= FramebufferAttachmentType::BackRight);
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if (isDefaultColorAttachment) {
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currentLayout = m_swapchainObject.GetImageLayout(swapchainImageIndex);
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// Content validity feeds the attachment's loadOp (see the
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// creation path), so it must key the cache as well.
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if (!m_swapchainObject.IsImageContentDefined(swapchainImageIndex)) {
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currentLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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} else if (attachment == FramebufferAttachmentType::Depth ||
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attachment == FramebufferAttachmentType::Stencil) {
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currentLayout = m_swapchainObject.GetDepthStencilImageLayout(swapchainImageIndex);
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if (!m_swapchainObject.IsDepthStencilContentDefined(swapchainImageIndex)) {
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currentLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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}
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} else {
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auto* textureResource = m_textureManager.SyncTextureAndGetDescriptor(*texture);
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@@ -617,14 +626,49 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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combineFramebufferAttachmentObjHash(drawbuf);
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}
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combineFramebufferAttachmentObjHash(FramebufferAttachmentType::Depth);
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combineFramebufferAttachmentObjHash(FramebufferAttachmentType::Stencil);
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// The depth-less default-FBO flavor omits the depth/stencil attachment
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// entirely, so it must hash differently from the depth-full flavor.
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const Bool depthStencilIncluded = !isDefaultFbo || includeDefaultFboDepthStencil;
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XXHASH_VERIFY(XXH64_update(m_hashState, &depthStencilIncluded, sizeof(depthStencilIncluded)));
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if (depthStencilIncluded) {
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combineFramebufferAttachmentObjHash(FramebufferAttachmentType::Depth);
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combineFramebufferAttachmentObjHash(FramebufferAttachmentType::Stencil);
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}
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return XXH64_digest(m_hashState);
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}
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RenderPassEntry& VkRenderPassManager::GetOrCreateRenderPass(const MG_State::GLState::FramebufferObject& fbo,
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Uint32 swapchainImageIndex) {
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Uint32 swapchainImageIndex,
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Bool drawUsesDepthStencil) {
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// Resolve the default-FBO depth flavor (see the header comment): keep the
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// depth attachment when the caller needs it, when a depth/stencil clear is
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// pending, or when the active pass already carries it (escalate-only, so
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// alternating depth-less draws never split an established depth pass).
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Bool includeDefaultFboDepthStencil = true;
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if (fbo.IsDefaultFramebuffer()) {
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Bool activeDefaultHasDepthStencil = false;
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if (const auto* active = GetActiveRenderPass()) {
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Bool activeIsSwapchainPass = false;
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Bool activeHasSwapchainDepthStencil = false;
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for (const auto& tracked : active->trackedAttachmentLayouts) {
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activeIsSwapchainPass |= tracked.target == TrackedAttachmentTarget::SwapchainColor;
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activeHasSwapchainDepthStencil |=
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tracked.target == TrackedAttachmentTarget::SwapchainDepthStencil;
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}
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activeDefaultHasDepthStencil = activeIsSwapchainPass && activeHasSwapchainDepthStencil;
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}
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const auto& defaultDepthAtt = fbo.GetAttachment(FramebufferAttachmentType::Depth);
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const auto& defaultStencilAtt = fbo.GetAttachment(FramebufferAttachmentType::Stencil);
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const Bool pendingDepthStencilClear =
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(defaultDepthAtt.IsTexture() && m_clearManager.HasPendingClear(defaultDepthAtt)) ||
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HasPendingRenderbufferClear(defaultDepthAtt) ||
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(defaultStencilAtt.IsTexture() && m_clearManager.HasPendingClear(defaultStencilAtt)) ||
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HasPendingRenderbufferClear(defaultStencilAtt);
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includeDefaultFboDepthStencil =
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drawUsesDepthStencil || activeDefaultHasDepthStencil || pendingDepthStencilClear;
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}
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auto hasPendingClearOnFramebuffer = [&]() -> Bool {
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const auto& drawBuffers = fbo.GetDrawBuffers();
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for (auto attachment : drawBuffers) {
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@@ -674,6 +718,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_rpFastFboVersion == fbo.GetObjectVersion() && m_rpFastSwapchainIndex == swapchainImageIndex &&
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m_rpFastTexEpoch == m_textureManager.GetTextureImageEpoch() &&
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m_rpFastRbEpoch == m_renderbufferImageEpoch &&
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(!fbo.IsDefaultFramebuffer() || m_rpFastHadDepthStencil == includeDefaultFboDepthStencil) &&
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m_rpFastRenderPassHash == activeRenderPass->hash && !hasPendingClearOnFramebuffer()) {
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auto activeIt = m_renderPasses.find(activeRenderPass->hash);
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if (activeIt != m_renderPasses.end()) {
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@@ -682,7 +727,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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}
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auto compatibilityHash = ComputeHash(fbo, swapchainImageIndex, false);
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auto compatibilityHash = ComputeHash(fbo, swapchainImageIndex, false, includeDefaultFboDepthStencil);
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if (activeRenderPass != nullptr &&
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activeRenderPass->CompatibleWith(compatibilityHash) &&
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!hasPendingClearOnFramebuffer()) {
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@@ -699,10 +744,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_rpFastTexEpoch = m_textureManager.GetTextureImageEpoch();
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m_rpFastRbEpoch = m_renderbufferImageEpoch;
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m_rpFastRenderPassHash = activeRenderPass->hash;
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m_rpFastHadDepthStencil = activeIt->second.hasDepthStencilAttachment;
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activeIt->second.lastUsedFrame = m_frameCounter;
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return activeIt->second;
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}
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auto hash = ComputeHash(fbo, swapchainImageIndex, true);
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auto hash = ComputeHash(fbo, swapchainImageIndex, true, includeDefaultFboDepthStencil);
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auto it = m_renderPasses.find(hash);
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if (it != m_renderPasses.end()) {
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it->second.lastUsedFrame = m_frameCounter;
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@@ -894,6 +940,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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MOBILEGL_ASSERT(swapchainImageIndex < swapchainViews.size(),
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"GetOrCreateRenderPass: swapchain image index out of range");
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trackedColorLayout = m_swapchainObject.GetImageLayout(swapchainImageIndex);
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// EGL: a presented color buffer's content is undefined when its
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// image comes back around (EGL_BUFFER_DESTROYED, the default
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// swap behaviour) - skip the tile load instead of reloading
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// stale pixels nobody may rely on.
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if (!hasClear && !m_swapchainObject.IsImageContentDefined(swapchainImageIndex)) {
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trackedColorLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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trackedAttachmentLayouts.emplace_back(TrackedAttachmentLayoutInfo {
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.target = TrackedAttachmentTarget::SwapchainColor,
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.swapchainImageIndex = swapchainImageIndex,
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@@ -976,6 +1029,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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};
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const auto* selectedDepthStencilAttachment = isUsableDepthStencilAttachment(depthAtt) ? &depthAtt :
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(isUsableDepthStencilAttachment(stencilAtt) ? &stencilAtt : nullptr);
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// Depth-less default-FBO flavor: nothing in this pass touches depth/stencil
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// and their content is undefined anyway (EGL swap), so drop the attachment
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// and its whole tile load + store.
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if (isDefaultFbo && !includeDefaultFboDepthStencil) {
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selectedDepthStencilAttachment = nullptr;
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}
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const Bool hasDistinctDepthAndStencilAttachments =
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isUsableDepthStencilAttachment(depthAtt) && isUsableDepthStencilAttachment(stencilAtt) &&
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!sameDepthStencilAttachmentObject(depthAtt, stencilAtt);
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@@ -994,6 +1053,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkImageLayout trackedDepthLayout = isDefaultFbo ?
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m_swapchainObject.GetDepthStencilImageLayout(swapchainImageIndex) :
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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// EGL 1.5 §3.10.1: every ancillary (depth/stencil) buffer's content is
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// undefined after a swap, so the first default-FBO pass of a frame can
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// skip the depth/stencil tile load outright.
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if (isDefaultFbo && !m_swapchainObject.IsDepthStencilContentDefined(swapchainImageIndex)) {
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trackedDepthLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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depthAttachmentDescription.flags = 0;
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VkSampleCountFlagBits depthAttachmentSampleCount = VK_SAMPLE_COUNT_1_BIT;
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Int depthAttachmentId = 0;
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@@ -1382,11 +1447,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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case TrackedAttachmentTarget::SwapchainColor:
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MOBILEGL_ASSERT(s_swapchainObject != nullptr, "EndRenderPass: swapchain object is null");
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s_swapchainObject->SetImageLayout(trackedAttachment.swapchainImageIndex, trackedAttachment.finalLayout);
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// The pass stored into the attachment: its content is defined
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// until the image is next presented.
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s_swapchainObject->SetImageContentDefined(trackedAttachment.swapchainImageIndex, true);
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break;
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case TrackedAttachmentTarget::SwapchainDepthStencil:
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MOBILEGL_ASSERT(s_swapchainObject != nullptr, "EndRenderPass: swapchain object is null");
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s_swapchainObject->SetDepthStencilImageLayout(trackedAttachment.swapchainImageIndex,
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trackedAttachment.finalLayout);
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s_swapchainObject->SetDepthStencilContentDefined(trackedAttachment.swapchainImageIndex, true);
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break;
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default:
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MOBILEGL_ASSERT(false, "EndRenderPass: unsupported tracked attachment target=%d",
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