[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
@@ -311,23 +311,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
}
MOBILEGL_ASSERT(binding < programObj.samplerNameByBinding.size(),
"ResolveSamplerDescriptor: sampler binding %u name lookup out of range", binding);
// Raw-pointer resolve to skip the SharedPtr atomic refcount churn: the bound texture stays
// alive through the draw via GL binding state. Only the fallback path needs a SharedPtr to
// keep the fallback texture alive for the rest of this call.
MG_State::GLState::ITextureObject* texture = ResolveSamplerTextureRaw(program, programObj, binding, element);
// Per ELEMENT: GLSL 4.20 gives every element of `uniform sampler2D goku[4]` its own
// texture unit (consecutive from the declared binding, but glUniform1i may scatter them
// afterwards), so the unit - and with it the bound texture, the unit's sampler override
// and the fallback decision - is the element's, not the binding's.
// Per ELEMENT, and resolved BEFORE anything is looked up through it: GLSL 4.20 gives every
// element of `uniform sampler2D goku[4]` its own texture unit (consecutive from the
// declared binding, but glUniform1i may scatter them afterwards), so the unit - and with
// it the bound texture, the unit's sampler override and the fallback decision - is the
// element's, not the binding's. An element past the array's reserved extent has no unit
// at all, and must not fall back to resolving unit 0's texture.
const Int location =
ResolveDescriptorElementLocation(program, programObj.samplerUniformLocationByBinding[binding], element);
if (location < 0 && element > 0) {
MGLOG_I("ResolveSamplerDescriptor: binding %u element %u is past the end of its sampler array", binding,
MGLOG_D("ResolveSamplerDescriptor: binding %u element %u is past the end of its sampler array", binding,
element);
return false;
}
const Int unit = ResolveSamplerUnitIndex(program, location, binding);
// Raw-pointer resolve to skip the SharedPtr atomic refcount churn: the bound texture stays
// alive through the draw via GL binding state. Only the fallback path needs a SharedPtr to
// keep the fallback texture alive for the rest of this call.
MG_State::GLState::ITextureObject* texture = ResolveSamplerTextureRaw(program, programObj, binding, element);
auto& textureUnit = MG_State::pGLContext->GetTextureUnitObject(unit);
const auto& samplerOverride = textureUnit.GetSamplerObject();
const auto preferredTarget = programObj.samplerTextureTargetByBinding[binding];
@@ -500,9 +501,18 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// Only for a binding that carries a single descriptor - an array's elements would
// publish each other's descriptors here, and the next hinted draw would hand element
// N-1's texture to element 0.
if (descriptorMemoUsable && binding < m_samplerResolveMemo.size()) {
m_samplerResolveMemo[binding].info = outImageInfo;
m_samplerResolveMemo[binding].infoValid = true;
if (binding < m_samplerResolveMemo.size()) {
if (descriptorMemoUsable) {
m_samplerResolveMemo[binding].info = outImageInfo;
m_samplerResolveMemo[binding].infoValid = true;
} else {
// An arrayed binding publishes nothing here, and clears what a previous program
// published at this index. Not strictly required - the hint's proof obligations
// are program-scoped and the entry is reset every frame - but leaving another
// program's descriptor sitting in a slot this one never refreshes is the kind of
// thing the next reader has to re-derive is safe.
m_samplerResolveMemo[binding].infoValid = false;
}
NoteSamplerResolveMemoTouched(binding);
}
return true;
@@ -557,6 +567,11 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// different texture through its own unit.
const Uint32 descriptorCount = BindingDescriptorCount(programObj, binding);
for (Uint32 element = 0; element < descriptorCount; ++element) {
// The element's own location first, exactly as ResolveSamplerDescriptor resolves
// it - an element with no location would otherwise be judged on unit 0's texture.
const Int location = ResolveDescriptorElementLocation(
program, programObj.samplerUniformLocationByBinding[binding], element);
if (location < 0 && element > 0) return false;
const auto* texture = ResolveSamplerTextureRaw(program, programObj, binding, element);
if (texture == nullptr) return false;
const auto& levelRange = texture->GetLevelRange();
@@ -565,9 +580,6 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// An explicit-LOD sample is a single filtered tap, so it also gives up anisotropic
// filtering - which a single-level view can still have. Resolve the sampler exactly
// the way ResolveSamplerDescriptor does and bail if anisotropy would apply.
const Int location = ResolveDescriptorElementLocation(
program, programObj.samplerUniformLocationByBinding[binding], element);
if (location < 0 && element > 0) return false;
const Int unit = ResolveSamplerUnitIndex(program, location, binding);
const auto& samplerOverride = MG_State::pGLContext->GetTextureUnitObject(unit).GetSamplerObject();
const auto* effectiveSampler =
@@ -1476,12 +1488,12 @@ namespace MobileGL::MG_Backend::DirectVulkan {
VkPipelineBindPoint bindPoint,
const SamplerBindingOverride* samplerBindingOverride,
Bool samplerDescriptorsUnchangedHint) {
// ReflectLayout could not describe one of this program's descriptors and dropped it from
// the layout, which leaves the layout disagreeing with the shader. Refusing here is what
// makes that a DECLINE rather than a fault: the draw setup skips the draw on a false
// return, so the shader never runs against a descriptor the layout does not declare -
// which on lavapipe is a segfault inside the JIT-ed shader, and on a hardware driver is
// whatever it chooses. ReflectLayout already said why, once, at MGLOG_I.
// This program has a descriptor MobileGL could not resolve (see
// VkProgramObject::declinedDescriptors). Refusing here is the whole of the decline: the
// binding is still declared in the layout, so the pipeline is consistent with the shader
// and creating it is safe - what must not happen is the draw, because the descriptor
// behind that binding can never be written. The draw setup skips the draw on a false
// return. ReflectLayout already said why, once, at MGLOG_I.
if (programObj.declinedDescriptors) {
MGLOG_D("UniformDescriptorBinder::BindProgramUniformBuffers: refusing a program whose descriptor layout "
"was declined at reflection");