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https://github.com/MobileGL-Dev/MobileGL
synced 2026-11-09 11:03:23 +09:00
[Refactor] (P13 W5 S8): MOBILEGL_BUILD_RECORD_ARM is folded away - the record arm is unconditional - and retired_switches keeps it from coming back.
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@@ -15,7 +15,6 @@
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namespace MobileGL::MG_Backend::DirectVulkan {
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namespace {
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#if MOBILEGL_BUILD_RECORD_ARM
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// An accessor view over the wire's POD values, not a GL object with constructor,
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// lifetime ID, allocator hooks or mutation callbacks. Both sources below use
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// one sampler policy, including format-sensitive border-color conversion.
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@@ -43,9 +42,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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template <class SamplerSource>
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Bool UsesBorderColor(const SamplerSource& sampler) {
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#else
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Bool UsesBorderColor(const MG_State::GLState::SamplerObject& sampler) {
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#endif
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return sampler.GetWrapS() == SamplerWrapMode::ClampToBorder ||
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sampler.GetWrapT() == SamplerWrapMode::ClampToBorder ||
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sampler.GetWrapR() == SamplerWrapMode::ClampToBorder;
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@@ -221,24 +217,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return std::fabs(lhs - rhs) <= 1e-6f;
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}
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#if MOBILEGL_BUILD_RECORD_ARM
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template <class SamplerSource>
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Float ResolveEffectiveMaxLod(const SamplerSource& sampler) {
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#else
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Float ResolveEffectiveMaxLod(const MG_State::GLState::SamplerObject& sampler) {
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#endif
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if (sampler.GetMipmapMode() == SamplerMipmapMode::None) {
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return 0.0f;
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}
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return sampler.GetMaxLod();
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}
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#if MOBILEGL_BUILD_RECORD_ARM
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template <class SamplerSource>
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Float ResolveEffectiveMinLod(const SamplerSource& sampler, Float effectiveMaxLod) {
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#else
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Float ResolveEffectiveMinLod(const MG_State::GLState::SamplerObject& sampler, Float effectiveMaxLod) {
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#endif
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return std::min(sampler.GetMinLod(), effectiveMaxLod);
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}
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@@ -249,12 +237,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// GL's non-mipmapped minification - large enough for lambda to stay positive, small enough
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// that a NEAREST mip mode still rounds down to level 0. Clamped rather than assigned, so a
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// texture whose GL_TEXTURE_MAX_LOD really is 0 keeps magnifying as GL says it must.
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#if MOBILEGL_BUILD_RECORD_ARM
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template <class SamplerSource>
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Float ResolveSingleLevelMaxLod(const SamplerSource& sampler, Bool singleLevelView) {
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#else
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Float ResolveSingleLevelMaxLod(const MG_State::GLState::SamplerObject& sampler, Bool singleLevelView) {
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#endif
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const Float maxLod = ResolveEffectiveMaxLod(sampler);
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return singleLevelView ? std::min(maxLod, 0.25f) : maxLod;
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}
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@@ -275,12 +259,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return true;
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}
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#if MOBILEGL_BUILD_RECORD_ARM
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template <class SamplerSource>
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Float VkSamplerManager::ResolveEffectiveMaxAnisotropy(const SamplerSource& sampler,
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#else
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Float VkSamplerManager::ResolveEffectiveMaxAnisotropy(const MG_State::GLState::SamplerObject& sampler,
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#endif
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Bool forceNearestFiltering) const {
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if (!m_samplerAnisotropySupported) return 1.0f;
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if (forceNearestFiltering) return 1.0f;
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@@ -339,12 +319,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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}
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#if MOBILEGL_BUILD_RECORD_ARM
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template <class SamplerSource>
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Uint64 VkSamplerManager::BuildSamplerKey(const SamplerSource& sampler,
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#else
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Uint64 VkSamplerManager::BuildSamplerKey(const MG_State::GLState::SamplerObject& sampler,
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#endif
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Bool forceNearestFiltering, Bool singleLevelView,
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const ResolvedBorderColor& borderColor) const {
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MOBILEGL_ASSERT(m_config != nullptr, "VkSamplerManager::BuildSamplerKey: m_config is null");
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@@ -390,14 +366,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return XXH64_digest(m_hashState);
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}
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#if MOBILEGL_BUILD_RECORD_ARM
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template <class SamplerSource>
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VkSampler VkSamplerManager::GetOrCreateSamplerImpl(const SamplerSource& sampler,
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TextureInternalFormat format,
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#else
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VkSampler VkSamplerManager::GetOrCreateSampler(const MG_State::GLState::SamplerObject& sampler,
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const MG_State::GLState::ITextureObject& texture,
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#endif
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Bool forceNearestFiltering, Uint32 viewLevelCount) {
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// A view that exposes a single mip level has no second level to blend with, so GL's
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// *_MIPMAP_* minification filters degenerate to plain filtering on the base level -
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@@ -409,11 +380,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// the default-framebuffer blit shader had to work around with an explicit-LOD sample.
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const Bool singleLevelView = viewLevelCount == 1;
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// Resolved once and used for both the key and the create-info; see ResolvedBorderColor.
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#if MOBILEGL_BUILD_RECORD_ARM
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const ResolvedBorderColor borderColor = ResolveBorderColor(sampler, format);
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#else
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const ResolvedBorderColor borderColor = ResolveBorderColor(sampler, texture);
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#endif
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const Uint64 key = BuildSamplerKey(sampler, forceNearestFiltering, singleLevelView, borderColor);
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auto it = m_samplers.find(key);
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if (it != m_samplers.end()) {
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@@ -473,7 +440,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return vkSampler;
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}
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#if MOBILEGL_BUILD_RECORD_ARM
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VkSampler VkSamplerManager::GetOrCreateSampler(const MG_State::GLState::SamplerObject& sampler,
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const MG_State::GLState::ITextureObject& texture,
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Bool forceNearestFiltering, Uint32 viewLevelCount) {
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@@ -485,7 +451,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return GetOrCreateSamplerImpl(SamplerParametersSource{parameters}, format,
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forceNearestFiltering, viewLevelCount);
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}
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#endif
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VkFilter VkSamplerManager::ToVkFilter(SamplerFilterMode mode) {
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return mode == SamplerFilterMode::Nearest ? VK_FILTER_NEAREST : VK_FILTER_LINEAR;
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@@ -542,14 +507,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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}
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#if MOBILEGL_BUILD_RECORD_ARM
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template <class SamplerSource>
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VkSamplerManager::ResolvedBorderColor VkSamplerManager::ResolveBorderColor(
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const SamplerSource& sampler, TextureInternalFormat format) const {
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#else
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VkSamplerManager::ResolvedBorderColor VkSamplerManager::ResolveBorderColor(
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const MG_State::GLState::SamplerObject& sampler, const MG_State::GLState::ITextureObject& texture) const {
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#endif
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ResolvedBorderColor resolved{};
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if (!UsesBorderColor(sampler)) {
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return resolved; // FLOAT_TRANSPARENT_BLACK, never sampled
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@@ -557,9 +517,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// Border colour is sampler state: a bound sampler object supplies its own, and a texture
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// with none reaches the very same value through the sampler object it owns.
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#if !MOBILEGL_BUILD_RECORD_ARM
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const auto format = texture.GetFormat();
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#endif
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const auto domain = ResolveBorderColorDomain(format);
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const Bool canUseCustom = m_customBorderColorSupported && m_maxCustomBorderColorSamplers > 0 &&
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m_customBorderColorSamplerCount < m_maxCustomBorderColorSamplers;
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