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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (DirectVulkan): support UBO instance arrays as arrayed descriptors - uniform Block{...}b[N] reflected as one binding with descriptorCount=N, per-element GL block mapping, per-element buffer infos and dynamic offsets; non-UBO descriptor arrays now fail program creation cleanly instead of continuing corrupt
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@@ -59,6 +59,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Vector<DescriptorBindingKind> bindingKinds;
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Vector<Uint32> dynamicBindings;
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Vector<Int> uniformBlockIndexByBinding;
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// Descriptor count per binding (1 except for UBO instance arrays, which occupy one
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// binding with descriptorCount = N).
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Vector<Uint16> bindingDescriptorCounts;
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// Per-element GL uniform block indices for arrayed UBO bindings (count > 1);
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// element 0 of a non-arrayed binding stays in uniformBlockIndexByBinding.
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UnorderedMap<Uint32, Vector<Int>> arrayedUniformBlockIndicesByBinding;
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Vector<String> samplerNameByBinding;
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Vector<Int> samplerUniformLocationByBinding;
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Vector<TextureTarget> samplerTextureTargetByBinding;
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@@ -97,6 +103,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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bindingKinds = std::move(other.bindingKinds);
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dynamicBindings = std::move(other.dynamicBindings);
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uniformBlockIndexByBinding = std::move(other.uniformBlockIndexByBinding);
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bindingDescriptorCounts = std::move(other.bindingDescriptorCounts);
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arrayedUniformBlockIndicesByBinding = std::move(other.arrayedUniformBlockIndicesByBinding);
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samplerNameByBinding = std::move(other.samplerNameByBinding);
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samplerUniformLocationByBinding = std::move(other.samplerUniformLocationByBinding);
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samplerTextureTargetByBinding = std::move(other.samplerTextureTargetByBinding);
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@@ -141,6 +149,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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bindingKinds = std::move(other.bindingKinds);
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dynamicBindings = std::move(other.dynamicBindings);
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uniformBlockIndexByBinding = std::move(other.uniformBlockIndexByBinding);
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bindingDescriptorCounts = std::move(other.bindingDescriptorCounts);
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arrayedUniformBlockIndicesByBinding = std::move(other.arrayedUniformBlockIndicesByBinding);
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samplerNameByBinding = std::move(other.samplerNameByBinding);
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samplerUniformLocationByBinding = std::move(other.samplerUniformLocationByBinding);
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samplerTextureTargetByBinding = std::move(other.samplerTextureTargetByBinding);
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