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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectVulkan/VkRenderPassManager): avoid reusing active render pass when draw FBO attachments still have pending clears
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@@ -117,10 +117,38 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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RenderPassEntry& VkRenderPassManager::GetOrCreateRenderPass(const MG_State::GLState::FramebufferObject& fbo,
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Uint32 swapchainImageIndex) {
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auto hasPendingClearOnFramebuffer = [&]() -> Bool {
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const auto& drawBuffers = fbo.GetDrawBuffers();
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for (auto attachment : drawBuffers) {
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if (attachment == FramebufferAttachmentType::None) {
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continue;
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}
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const auto& att = fbo.GetAttachment(attachment);
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if (att.IsTexture() && m_clearManager.HasPendingClear(att.GetTexture().get())) {
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return true;
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}
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}
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const auto& depthAtt = fbo.GetAttachment(FramebufferAttachmentType::Depth);
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if (depthAtt.IsTexture() && m_clearManager.HasPendingClear(depthAtt.GetTexture().get())) {
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return true;
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}
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const auto& stencilAtt = fbo.GetAttachment(FramebufferAttachmentType::Stencil);
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if (stencilAtt.IsTexture() && m_clearManager.HasPendingClear(stencilAtt.GetTexture().get())) {
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return true;
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}
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return false;
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};
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// retrieve from cache first
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auto* activeRenderPass = GetActiveRenderPass();
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auto compatibilityHash = ComputeHash(fbo, swapchainImageIndex, false);
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if (activeRenderPass != nullptr && activeRenderPass->CompatibleWith(compatibilityHash)) {
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if (activeRenderPass != nullptr &&
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activeRenderPass->CompatibleWith(compatibilityHash) &&
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!hasPendingClearOnFramebuffer()) {
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auto activeIt = m_renderPasses.find(activeRenderPass->hash);
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MOBILEGL_ASSERT(activeIt != m_renderPasses.end(),
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"GetOrCreateRenderPass: active render pass hash=0x%llx is missing from cache",
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