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https://github.com/MobileGL-Dev/MobileGL
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[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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@@ -4427,11 +4427,19 @@ void main() {
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static_cast<Int>(transitionedResource->layout));
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}
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auto* renderPassEntry = &m_renderPassManager->GetOrCreateRenderPass(*drawFbo, m_imageIndexAcquired);
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// Depth/stencil participation of THIS draw, for the default-FBO depth-less
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// pass flavor (GL: a disabled depth/stencil test neither reads nor writes
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// its buffer).
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const Bool drawUsesDepthStencil =
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MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::DepthTest) ||
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MG_State::pGLContext->IsCapabilityEnabled(CapabilityInput::StencilTest);
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auto* renderPassEntry =
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&m_renderPassManager->GetOrCreateRenderPass(*drawFbo, m_imageIndexAcquired, drawUsesDepthStencil);
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if (activeRenderPass && !activeRenderPass->CompatibleWith(*renderPassEntry)) {
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VkRenderPassManager::EndRenderPass(frame.commandBuffer);
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activeRenderPass = nullptr;
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renderPassEntry = &m_renderPassManager->GetOrCreateRenderPass(*drawFbo, m_imageIndexAcquired);
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renderPassEntry =
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&m_renderPassManager->GetOrCreateRenderPass(*drawFbo, m_imageIndexAcquired, drawUsesDepthStencil);
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}
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if (renderPassEntry->attachmentCount == 0 || renderPassEntry->extent.x() <= 0 || renderPassEntry->extent.y() <= 0) {
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MGLOG_D("SetupDraw skipped: drawFbo=%u resolved to an empty render pass (attachmentCount=%u extent=%dx%d)",
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@@ -5453,7 +5461,10 @@ void main() {
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"TryBlitToDefaultFramebufferWithShader: failed to create sampled view for textureId=%d mip=%u",
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sourceTexture->GetExternalIndex(), srcBinding.mipLevel);
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auto& renderPassEntry = m_renderPassManager->GetOrCreateRenderPass(drawFbo, m_imageIndexAcquired);
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// A color-only blit never touches depth/stencil: let the default-FBO pass
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// it opens skip the depth attachment (depth-less flavor).
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auto& renderPassEntry =
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m_renderPassManager->GetOrCreateRenderPass(drawFbo, m_imageIndexAcquired, /*drawUsesDepthStencil=*/false);
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const Bool ok = VkRenderPassManager::BeginRenderPass(frame.commandBuffer, renderPassEntry);
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MOBILEGL_ASSERT(ok, "%s: BeginRenderPass failed", __func__);
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@@ -7696,6 +7707,13 @@ void main() {
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result = VK_SUCCESS;
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}
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VK_VERIFY(result, "Present, vkQueuePresentKHR");
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// EGL swap semantics: the presented color buffer's content is undefined the
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// next time this image is acquired (EGL_BUFFER_DESTROYED, the default swap
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// behaviour), and EVERY ancillary depth/stencil buffer's content is
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// undefined after any swap. The render-pass manager turns the undefined
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// attachments' next tile loads into LOAD_OP_DONT_CARE.
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m_swapchainObject.SetImageContentDefined(m_imageIndexAcquired, false);
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m_swapchainObject.SetAllDepthStencilContentUndefined();
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// The authoritative check, done here - after the frame is presented, before the next
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// acquire. This is what makes a launcher-side resolution change take effect: shrinking
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// the window's buffer (SurfaceHolder.setFixedSize) moves currentExtent, the swapchain
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