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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (DirectVulkan): back legacy low-bit formats (RGB565/RGB5A1/RGBA4/R3G3B2/RGB4/RGBA2/RGB10/12) with their UNorm8/16 canonical shadow layouts and add capability fallbacks - they mapped to VK_FORMAT_UNDEFINED and crashed or wedged the GPU on upload; also admit 2DMSArray/CubeMap/3D color attachment targets in the render pass
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@@ -140,6 +140,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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case TextureInternalFormat::RGB:
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case TextureInternalFormat::RGB8:
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return TextureInternalFormat::RGBA8;
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// Legacy low-bit-depth formats with no (or rarely supported) native Vulkan
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// encoding; a wider normalized fallback keeps at least the required precision.
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case TextureInternalFormat::R3G3B2:
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case TextureInternalFormat::RGB4:
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case TextureInternalFormat::RGB5:
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case TextureInternalFormat::RGBA2:
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case TextureInternalFormat::RGBA4:
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case TextureInternalFormat::RGB5A1:
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return TextureInternalFormat::RGBA8;
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case TextureInternalFormat::RGB10:
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return TextureInternalFormat::RGB10A2;
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case TextureInternalFormat::RGB12:
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case TextureInternalFormat::RGBA12:
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return TextureInternalFormat::RGBA16;
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case TextureInternalFormat::SRGB8:
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return TextureInternalFormat::SRGB8Alpha8;
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case TextureInternalFormat::RGB8Snorm:
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@@ -791,6 +791,10 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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case TextureTarget::Texture2D:
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case TextureTarget::Texture2DArray:
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case TextureTarget::Texture2DMultisample:
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case TextureTarget::Texture2DMultisampleArray:
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case TextureTarget::Texture3D:
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case TextureTarget::TextureCubeMap:
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case TextureTarget::TextureCubeMapArray:
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case TextureTarget::TextureRectangle: {
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desc.flags = 0;
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desc.format = isDefaultFbo ?
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@@ -375,7 +375,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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switch (format) {
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case TextureInternalFormat::RGB:
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case TextureInternalFormat::RGB8:
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// Legacy low-bit RGB formats share the UNorm8 canonical shadow layout (see
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// TextureFormatProcessor), so they upload exactly like RGB8 with an alpha expand.
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case TextureInternalFormat::R3G3B2:
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case TextureInternalFormat::RGB4:
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case TextureInternalFormat::RGB5:
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return {VK_FORMAT_R8G8B8A8_UNORM, true, 1, {0xFF, 0x00, 0x00, 0x00}};
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// Low-bit RGBA formats: UNorm8x4 canonical shadow, no expansion needed.
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case TextureInternalFormat::RGBA2:
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case TextureInternalFormat::RGBA4:
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case TextureInternalFormat::RGB5A1:
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return {VK_FORMAT_R8G8B8A8_UNORM, false, 0, {0, 0, 0, 0}};
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// 10/12-bit RGB(A): UNorm16 canonical shadow.
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case TextureInternalFormat::RGB10:
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case TextureInternalFormat::RGB12:
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return {VK_FORMAT_R16G16B16A16_UNORM, true, 2, {0xFF, 0xFF, 0x00, 0x00}};
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case TextureInternalFormat::RGBA12:
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return {VK_FORMAT_R16G16B16A16_UNORM, false, 0, {0, 0, 0, 0}};
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case TextureInternalFormat::SRGB8:
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return {VK_FORMAT_R8G8B8A8_SRGB, true, 1, {0xFF, 0x00, 0x00, 0x00}};
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case TextureInternalFormat::RGB8Snorm:
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