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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectVulkan): act on a failed binding remap, bound the storage-block array count, and correct the decline rationale review found describing the reverted mechanism
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@@ -2419,8 +2419,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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//
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// Asking the reflection whether baseLocation and baseLocation + count - 1 are slots of the
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// SAME uniform tests exactly that precondition, without this code having to model how
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// glslang chooses to lay an array of arrays out - if a future glslang reserves all six, the
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// check passes and the per-element paths are right for it too.
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// glslang chooses to lay an array of arrays out.
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//
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// That is NOT on its own enough to start supporting the shape, though, and this check must
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// not be relaxed alone: the binding-qualifier unit seeding in ProgramLinkTask looks an
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// opaque uniform up by its name minus a trailing "[0]", so `goku[0][0]` misses the `goku`
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// key and every element of an array of arrays seeds texture unit 0. Resolving those elements
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// would then paint silently-wrong pixels with no diagnostic at all - strictly worse than
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// declining. The decline goes away together with the seeding fix, not before it.
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static Uint32 DescriptorCountForOpaqueUniformArray(const MG_State::GLState::ProgramObject& program,
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const String& uniformName, Uint32 binding, Int baseLocation,
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Uint32 reflectedCount, Uint32 maxBindings,
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@@ -2432,8 +2438,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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if (count > maxBindings) {
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// Nothing legal to declare: the count would not fit a VkDescriptorSetLayoutBinding
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// this device accepts, and it would narrow badly into the Uint16 that carries it
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// (65536 becomes 0). The layout ends up inconsistent with the shader whatever we do,
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// so declare what we can and refuse the draw.
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// (65536 becomes 0). Unlike the extent case below, this one CANNOT keep the layout
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// consistent with the shader, so refusing the draw does not fully protect it - the
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// driver still JITs a shader indexing past the declared count. Declaring as many as
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// the device allows keeps vkCreateDescriptorSetLayout succeeding and the program
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// inert; a device whose binding cap is smaller than a shader's array is not a
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// configuration MobileGL can serve at all. Needs a >maxBindings-element array to
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// reach (256 on desktop, ~16 on mobile).
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MGLOG_I("ProgramFactory::ReflectLayout: %s array '%s' at binding %u has %u elements, past the %u "
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"this device can describe - declining the program",
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kindLabel, uniformName.c_str(), binding, count, maxBindings);
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@@ -2669,7 +2680,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// `b[1].data.length()` answered from an unconstrained buffer instead of its
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// own bound range (KHR-GL43.shader_storage_buffer_object.-
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// advanced-unsizedArrayLength-*).
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entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(std::max<Uint32>(1u, sampler->count));
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//
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// Bounds-checked like every other array kind. The EXTENT rule differs - a
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// block array's elements take consecutive GL binding points rather than
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// consecutive uniform locations, so DescriptorCountForOpaqueUniformArray's
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// location test does not apply here - but the size rule is identical: this
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// count goes straight into a VkDescriptorSetLayoutBinding and is narrowed to
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// a Uint16 on the way, where 65536 would silently become 0.
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const Uint32 storageArrayCount = std::max<Uint32>(1u, sampler->count);
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if (storageArrayCount > m_maxBindings) {
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MGLOG_I("ProgramFactory::ReflectLayout: storage block array '%s' at binding %u has %u "
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"elements, past the %u this device can describe - declining the program",
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uniformName.c_str(), binding, storageArrayCount, m_maxBindings);
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entry.declinedDescriptors = true;
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entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(m_maxBindings);
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continue;
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}
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entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(storageArrayCount);
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continue;
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}
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@@ -3089,6 +3116,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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ReflectVertexInputs(shaders, moduleSpirvs, entry);
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ReflectFragmentOutputs(shaders, moduleSpirvs, entry);
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ReflectLayout(program, moduleSpirvs, entry);
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// A failed remap means the modules kept glslang's per-stage auto-mapped binding numbers -
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// no cross-stage unification, no set->0 normalisation - so the bindings this layout
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// describes are not the bindings the shader reads. That has to stop the program from
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// drawing, and until now nothing did: the MOBILEGL_ASSERT above compiles out of every
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// build past DEBUG, and RemapDescriptorBindingsForVulkan's own refusal message said so at
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// a level an INFO build also drops. Declining is the mechanism that already exists for
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// "the layout and the shader disagree", so route it through that. Set AFTER ReflectLayout,
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// which clears the flag.
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if (!remapOk) {
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MGLOG_I("ProgramFactory::GetOrCreateProgram: declining program %u - its descriptor bindings could not "
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"be remapped, so the layout does not describe what the shader reads",
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program.GetExternalIndex());
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entry.declinedDescriptors = true;
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}
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return entry;
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}
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@@ -104,13 +104,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// Set once during ReflectLayout so the per-draw path can skip the whole
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// storage-image preparation for the overwhelming majority of programs.
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Bool hasStorageImages = false;
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// ReflectLayout found a descriptor it cannot describe and dropped it from the
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// layout. That leaves a layout the shader disagrees with, so this program must
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// never reach a draw: BindProgramUniformBuffers refuses outright, and the draw
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// setup skips the draw exactly as it does for any other bind failure. Dropping the
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// binding WITHOUT refusing the draw is what a shader reading an undeclared
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// descriptor looks like, and lavapipe segfaults inside the JIT-ed shader on it.
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// The reason was logged at MGLOG_I when the binding was declined.
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// Something about this program's descriptors could not be resolved - an opaque
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// uniform array whose elements have no addressable uniform locations (the
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// multi-dimensional case), or a binding remap that failed outright. The binding
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// STAYS DECLARED in the descriptor set layout; declining is done here, by refusing
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// every draw, and BindProgramUniformBuffers returns false so the draw setup skips
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// the draw exactly as it does for any other bind failure.
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//
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// Keeping the layout intact is the load-bearing half. Shrinking it instead - which
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// is what the first cut of this did - leaves the shader reading a descriptor the
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// layout never declared, and lavapipe segfaults on that inside PIPELINE CREATION,
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// in a JIT worker thread, before any draw runs where a refusal could help. The
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// reason was logged once at MGLOG_I when the descriptor was declined.
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Bool declinedDescriptors = false;
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Int globalUboBinding = -1;
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Uint32 activeVertexInputLocationMask = 0;
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@@ -311,23 +311,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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}
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MOBILEGL_ASSERT(binding < programObj.samplerNameByBinding.size(),
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"ResolveSamplerDescriptor: sampler binding %u name lookup out of range", binding);
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// Raw-pointer resolve to skip the SharedPtr atomic refcount churn: the bound texture stays
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// alive through the draw via GL binding state. Only the fallback path needs a SharedPtr to
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// keep the fallback texture alive for the rest of this call.
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MG_State::GLState::ITextureObject* texture = ResolveSamplerTextureRaw(program, programObj, binding, element);
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// Per ELEMENT: GLSL 4.20 gives every element of `uniform sampler2D goku[4]` its own
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// texture unit (consecutive from the declared binding, but glUniform1i may scatter them
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// afterwards), so the unit - and with it the bound texture, the unit's sampler override
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// and the fallback decision - is the element's, not the binding's.
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// Per ELEMENT, and resolved BEFORE anything is looked up through it: GLSL 4.20 gives every
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// element of `uniform sampler2D goku[4]` its own texture unit (consecutive from the
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// declared binding, but glUniform1i may scatter them afterwards), so the unit - and with
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// it the bound texture, the unit's sampler override and the fallback decision - is the
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// element's, not the binding's. An element past the array's reserved extent has no unit
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// at all, and must not fall back to resolving unit 0's texture.
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const Int location =
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ResolveDescriptorElementLocation(program, programObj.samplerUniformLocationByBinding[binding], element);
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if (location < 0 && element > 0) {
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MGLOG_I("ResolveSamplerDescriptor: binding %u element %u is past the end of its sampler array", binding,
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MGLOG_D("ResolveSamplerDescriptor: binding %u element %u is past the end of its sampler array", binding,
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element);
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return false;
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}
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const Int unit = ResolveSamplerUnitIndex(program, location, binding);
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// Raw-pointer resolve to skip the SharedPtr atomic refcount churn: the bound texture stays
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// alive through the draw via GL binding state. Only the fallback path needs a SharedPtr to
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// keep the fallback texture alive for the rest of this call.
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MG_State::GLState::ITextureObject* texture = ResolveSamplerTextureRaw(program, programObj, binding, element);
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auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
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const auto& samplerOverride = textureUnit.GetSamplerObject();
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const auto preferredTarget = programObj.samplerTextureTargetByBinding[binding];
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@@ -500,9 +501,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// Only for a binding that carries a single descriptor - an array's elements would
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// publish each other's descriptors here, and the next hinted draw would hand element
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// N-1's texture to element 0.
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if (descriptorMemoUsable && binding < m_samplerResolveMemo.size()) {
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m_samplerResolveMemo[binding].info = outImageInfo;
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m_samplerResolveMemo[binding].infoValid = true;
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if (binding < m_samplerResolveMemo.size()) {
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if (descriptorMemoUsable) {
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m_samplerResolveMemo[binding].info = outImageInfo;
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m_samplerResolveMemo[binding].infoValid = true;
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} else {
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// An arrayed binding publishes nothing here, and clears what a previous program
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// published at this index. Not strictly required - the hint's proof obligations
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// are program-scoped and the entry is reset every frame - but leaving another
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// program's descriptor sitting in a slot this one never refreshes is the kind of
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// thing the next reader has to re-derive is safe.
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m_samplerResolveMemo[binding].infoValid = false;
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}
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NoteSamplerResolveMemoTouched(binding);
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}
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return true;
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@@ -557,6 +567,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// different texture through its own unit.
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const Uint32 descriptorCount = BindingDescriptorCount(programObj, binding);
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for (Uint32 element = 0; element < descriptorCount; ++element) {
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// The element's own location first, exactly as ResolveSamplerDescriptor resolves
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// it - an element with no location would otherwise be judged on unit 0's texture.
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const Int location = ResolveDescriptorElementLocation(
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program, programObj.samplerUniformLocationByBinding[binding], element);
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if (location < 0 && element > 0) return false;
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const auto* texture = ResolveSamplerTextureRaw(program, programObj, binding, element);
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if (texture == nullptr) return false;
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const auto& levelRange = texture->GetLevelRange();
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@@ -565,9 +580,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// An explicit-LOD sample is a single filtered tap, so it also gives up anisotropic
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// filtering - which a single-level view can still have. Resolve the sampler exactly
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// the way ResolveSamplerDescriptor does and bail if anisotropy would apply.
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const Int location = ResolveDescriptorElementLocation(
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program, programObj.samplerUniformLocationByBinding[binding], element);
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if (location < 0 && element > 0) return false;
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const Int unit = ResolveSamplerUnitIndex(program, location, binding);
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const auto& samplerOverride = MG_State::pGLContext->GetTextureUnitObject(unit).GetSamplerObject();
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const auto* effectiveSampler =
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@@ -1476,12 +1488,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkPipelineBindPoint bindPoint,
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const SamplerBindingOverride* samplerBindingOverride,
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Bool samplerDescriptorsUnchangedHint) {
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// ReflectLayout could not describe one of this program's descriptors and dropped it from
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// the layout, which leaves the layout disagreeing with the shader. Refusing here is what
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// makes that a DECLINE rather than a fault: the draw setup skips the draw on a false
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// return, so the shader never runs against a descriptor the layout does not declare -
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// which on lavapipe is a segfault inside the JIT-ed shader, and on a hardware driver is
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// whatever it chooses. ReflectLayout already said why, once, at MGLOG_I.
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// This program has a descriptor MobileGL could not resolve (see
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// VkProgramObject::declinedDescriptors). Refusing here is the whole of the decline: the
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// binding is still declared in the layout, so the pipeline is consistent with the shader
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// and creating it is safe - what must not happen is the draw, because the descriptor
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// behind that binding can never be written. The draw setup skips the draw on a false
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// return. ReflectLayout already said why, once, at MGLOG_I.
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if (programObj.declinedDescriptors) {
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MGLOG_D("UniformDescriptorBinder::BindProgramUniformBuffers: refusing a program whose descriptor layout "
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"was declined at reflection");
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