[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

This commit is contained in:
2026-08-12 01:09:56 -04:00
parent 5cfbb716c0
commit 97facf777b
3 changed files with 92 additions and 34 deletions
@@ -2419,8 +2419,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
//
// Asking the reflection whether baseLocation and baseLocation + count - 1 are slots of the
// SAME uniform tests exactly that precondition, without this code having to model how
// glslang chooses to lay an array of arrays out - if a future glslang reserves all six, the
// check passes and the per-element paths are right for it too.
// glslang chooses to lay an array of arrays out.
//
// That is NOT on its own enough to start supporting the shape, though, and this check must
// not be relaxed alone: the binding-qualifier unit seeding in ProgramLinkTask looks an
// opaque uniform up by its name minus a trailing "[0]", so `goku[0][0]` misses the `goku`
// key and every element of an array of arrays seeds texture unit 0. Resolving those elements
// would then paint silently-wrong pixels with no diagnostic at all - strictly worse than
// declining. The decline goes away together with the seeding fix, not before it.
static Uint32 DescriptorCountForOpaqueUniformArray(const MG_State::GLState::ProgramObject& program,
const String& uniformName, Uint32 binding, Int baseLocation,
Uint32 reflectedCount, Uint32 maxBindings,
@@ -2432,8 +2438,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (count > maxBindings) {
// Nothing legal to declare: the count would not fit a VkDescriptorSetLayoutBinding
// this device accepts, and it would narrow badly into the Uint16 that carries it
// (65536 becomes 0). The layout ends up inconsistent with the shader whatever we do,
// so declare what we can and refuse the draw.
// (65536 becomes 0). Unlike the extent case below, this one CANNOT keep the layout
// consistent with the shader, so refusing the draw does not fully protect it - the
// driver still JITs a shader indexing past the declared count. Declaring as many as
// the device allows keeps vkCreateDescriptorSetLayout succeeding and the program
// inert; a device whose binding cap is smaller than a shader's array is not a
// configuration MobileGL can serve at all. Needs a >maxBindings-element array to
// reach (256 on desktop, ~16 on mobile).
MGLOG_I("ProgramFactory::ReflectLayout: %s array '%s' at binding %u has %u elements, past the %u "
"this device can describe - declining the program",
kindLabel, uniformName.c_str(), binding, count, maxBindings);
@@ -2669,7 +2680,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// `b[1].data.length()` answered from an unconstrained buffer instead of its
// own bound range (KHR-GL43.shader_storage_buffer_object.-
// advanced-unsizedArrayLength-*).
entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(std::max<Uint32>(1u, sampler->count));
//
// Bounds-checked like every other array kind. The EXTENT rule differs - a
// block array's elements take consecutive GL binding points rather than
// consecutive uniform locations, so DescriptorCountForOpaqueUniformArray's
// location test does not apply here - but the size rule is identical: this
// count goes straight into a VkDescriptorSetLayoutBinding and is narrowed to
// a Uint16 on the way, where 65536 would silently become 0.
const Uint32 storageArrayCount = std::max<Uint32>(1u, sampler->count);
if (storageArrayCount > m_maxBindings) {
MGLOG_I("ProgramFactory::ReflectLayout: storage block array '%s' at binding %u has %u "
"elements, past the %u this device can describe - declining the program",
uniformName.c_str(), binding, storageArrayCount, m_maxBindings);
entry.declinedDescriptors = true;
entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(m_maxBindings);
continue;
}
entry.bindingDescriptorCounts[binding] = static_cast<Uint16>(storageArrayCount);
continue;
}
@@ -3089,6 +3116,20 @@ namespace MobileGL::MG_Backend::DirectVulkan {
ReflectVertexInputs(shaders, moduleSpirvs, entry);
ReflectFragmentOutputs(shaders, moduleSpirvs, entry);
ReflectLayout(program, moduleSpirvs, entry);
// A failed remap means the modules kept glslang's per-stage auto-mapped binding numbers -
// no cross-stage unification, no set->0 normalisation - so the bindings this layout
// describes are not the bindings the shader reads. That has to stop the program from
// drawing, and until now nothing did: the MOBILEGL_ASSERT above compiles out of every
// build past DEBUG, and RemapDescriptorBindingsForVulkan's own refusal message said so at
// a level an INFO build also drops. Declining is the mechanism that already exists for
// "the layout and the shader disagree", so route it through that. Set AFTER ReflectLayout,
// which clears the flag.
if (!remapOk) {
MGLOG_I("ProgramFactory::GetOrCreateProgram: declining program %u - its descriptor bindings could not "
"be remapped, so the layout does not describe what the shader reads",
program.GetExternalIndex());
entry.declinedDescriptors = true;
}
return entry;
}