[Fix, Test] (MG_Backend/DirectVulkan): materialize the default framebuffer's pending clear before a readback, alpha included

This commit is contained in:
2026-08-11 09:09:31 -04:00
parent 7b593e39ef
commit 5d47698349
5 changed files with 291 additions and 1 deletions
@@ -7194,6 +7194,93 @@ void main() {
return true;
}
// A glClear on the DEFAULT framebuffer is parked as a pending clear and folded into the next
// render pass's loadOp. With no draw in between there is no render pass, so a readback that
// followed such a clear blitted the untouched swapchain image and returned the PREVIOUS
// frame's colour - which is exactly what the whole KHR-GL40.draw_indirect.negative-* family
// sees (clear, an erroring draw that never executes, glReadPixels expecting zeroes).
//
// Materializing it means clearing the acquired swapchain image itself, which is why this
// cannot reuse MaterializePendingClearForTexture: the default FBO's colour attachment is a
// placeholder ITextureObject, and syncing it would allocate and clear an unrelated image.
Bool VulkanRenderer::MaterializePendingClearForDefaultFramebuffer(VkCommandBuffer commandBuffer,
MG_State::GLState::FramebufferObject& fbo,
FramebufferAttachmentType attachmentType) {
if (!fbo.IsDefaultFramebuffer() || attachmentType == FramebufferAttachmentType::None) {
return true;
}
const auto& attachment = fbo.GetAttachment(attachmentType);
if (!attachment.IsTexture() || attachment.IsRenderbuffer()) {
return true;
}
ClearAttachmentPayload payload{};
if (!m_clearManager->GetPendingClear(attachment, payload)) {
return true;
}
if ((payload.mask & GL_COLOR_BUFFER_BIT) == 0) {
// Depth/stencil on the default framebuffer keeps the loadOp route; the readback
// path for it declines default framebuffers outright (ReadDepthStencilPixels).
return true;
}
MOBILEGL_ASSERT(VkRenderPassManager::GetActiveRenderPass() == nullptr ||
commandBuffer != m_frameContext.GetCurrent().commandBuffer,
"MaterializePendingClearForDefaultFramebuffer requires no active render pass");
const VkImage swapchainImage = m_swapchainObject.GetImage(m_imageIndexAcquired);
if (swapchainImage == VK_NULL_HANDLE) {
return false;
}
VkImageLayout currentLayout = m_swapchainObject.GetImageLayout(m_imageIndexAcquired);
VkPipelineStageFlags srcStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
VkAccessFlags srcAccessMask = 0;
GetImageTransitionSourceState(currentLayout, srcStageMask, srcAccessMask);
VkImageLayout clearLayout = currentLayout;
if (!VkTextureManager::TransitionImageLayout(commandBuffer, swapchainImage, clearLayout,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, srcStageMask,
VK_PIPELINE_STAGE_TRANSFER_BIT, srcAccessMask,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_IMAGE_ASPECT_COLOR_BIT)) {
return false;
}
// The clear colour goes in verbatim, alpha included. Forcing opaque alpha here is what
// makes a glClear(0,0,0,0) read back as (0,0,0,1) - the default framebuffer's placeholder
// attachment can describe an alpha-less format while the swapchain image it stands for
// has a real alpha channel.
VkClearColorValue clearColor{};
clearColor.float32[0] = payload.color.x();
clearColor.float32[1] = payload.color.y();
clearColor.float32[2] = payload.color.z();
clearColor.float32[3] = payload.color.w();
VkImageSubresourceRange range{};
range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
range.baseMipLevel = 0;
range.levelCount = 1;
range.baseArrayLayer = 0;
range.layerCount = 1;
vkCmdClearColorImage(commandBuffer, swapchainImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, &clearColor, 1,
&range);
VkImageLayout settledLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
VkPipelineStageFlags dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
VkAccessFlags dstAccessMask = 0;
GetImageTransitionDestinationState(VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL, dstStageMask, dstAccessMask);
if (!VkTextureManager::TransitionImageLayout(commandBuffer, swapchainImage, settledLayout,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_PIPELINE_STAGE_TRANSFER_BIT, dstStageMask,
VK_ACCESS_TRANSFER_WRITE_BIT, dstAccessMask,
VK_IMAGE_ASPECT_COLOR_BIT)) {
return false;
}
m_swapchainObject.SetImageLayout(m_imageIndexAcquired, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
// Popped, not left behind: the clear has executed, so letting the next render pass load
// it again as a loadOp would erase whatever is drawn between here and there.
m_clearManager->PopPendingClear(attachment);
MGLOG_D("MaterializePendingClearForDefaultFramebuffer: swapchain image %u pending clear materialized",
m_imageIndexAcquired);
return true;
}
Bool VulkanRenderer::TryBlitToDefaultFramebufferWithShader(FrameContext::FrameData& frame,
MG_State::GLState::FramebufferObject& readFbo,
MG_State::GLState::FramebufferObject& drawFbo,
@@ -8294,7 +8381,18 @@ void main() {
// rehash on that insertion, invalidating any RenderbufferResource*/TextureResource*
// obtained beforehand - so ResolveColorBlitBinding's cached `trackedLayout` pointer
// must be taken AFTER this, never before it.
if (!readIsDefaultFbo) {
//
// The default framebuffer needs this just as much, and used to be excluded: its clear is
// parked the same way, and with no draw between the clear and the readback no render
// pass ever runs to fold it in, so the readback returned the previous frame's image
// (KHR-GL40.draw_indirect.negative-*). It only takes a different materializer because the
// image to clear is the acquired swapchain image, not the attachment's placeholder
// texture.
if (readIsDefaultFbo) {
const Bool clearReady = MaterializePendingClearForDefaultFramebuffer(frame.commandBuffer, *readFbo,
readFbo->GetReadBuffer());
MOBILEGL_ASSERT(clearReady, "ReadPixels: failed to materialize the default framebuffer's pending clear");
} else {
const auto& sourceAttachment = readFbo->GetAttachment(readFbo->GetReadBuffer());
auto sourceTexture = sourceAttachment.GetTexture();
if (sourceTexture != nullptr) {