[Fix] (DirectVulkan): narrow the blended depth-write quirk to order-independent accumulation blends, exempting sorted-transparency, gl_FragDepth writers and fully masked attachments

This commit is contained in:
2026-07-20 07:39:25 -04:00
parent f9f455144c
commit c158bfa584
9 changed files with 527 additions and 27 deletions
@@ -109,10 +109,81 @@ namespace MobileGL::MG_Backend::DirectVulkan {
"vkCreatePipelineCache");
}
// Must be called once, before any pipeline is created: the flag is not part of the
// pipeline hash, so flipping it mid-life would serve cached pipelines built under the
// old value.
void PipelineFactory::SetSuppressBlendedDepthWrite(Bool enabled) {
s_suppressBlendedDepthWrite = enabled;
}
Bool PipelineFactory::ShouldSuppressBlendedDepthWriteForDevice(MG_Config::QuirkOverride quirkOverride,
Uint32 vendorId) {
static constexpr Uint32 kVendorIdQualcomm = 0x5143;
switch (quirkOverride) {
case MG_Config::QuirkOverride::ForceOn:
return true;
case MG_Config::QuirkOverride::ForceOff:
return false;
case MG_Config::QuirkOverride::Auto:
default:
return vendorId == kVendorIdQualcomm;
}
}
namespace {
// Order-independent accumulation blending: the write order of overlapping fragments
// does not change the result, which is what lets multi-pass chains re-rasterize the
// same geometry and combine per-pass contributions (MC 26.3 OIT: GL_MAX depth
// bounds, additive ONE+ONE transmittance/accumulate). Sorted-transparency "over"
// compositing (SRC_ALPHA-style factors) is order-dependent, drawn once per surface,
// and relies on its depth writes for occlusion - it must not be treated as hazardous.
// MIN/MAX ignore blend factors entirely per the Vulkan spec.
//
// Deliberately color-channel only. A separate-alpha accumulation
// (glBlendEquationSeparate(GL_FUNC_ADD, GL_MAX)) whose color channel is an ordinary
// over-blend is not treated as hazardous: no known content pairs that shape with a
// depth-equality chain, and widening the test would re-capture sorted transparency.
Bool IsAccumulationBlend(const VkPipelineColorBlendAttachmentState& attachment) {
if (attachment.colorBlendOp == VK_BLEND_OP_MIN || attachment.colorBlendOp == VK_BLEND_OP_MAX) {
return true;
}
return attachment.colorBlendOp == VK_BLEND_OP_ADD &&
attachment.srcColorBlendFactor == VK_BLEND_FACTOR_ONE &&
attachment.dstColorBlendFactor == VK_BLEND_FACTOR_ONE;
}
} // namespace
Bool PipelineFactory::ShouldSuppressDepthWrite(const PipelineCreatePayload& payload) {
if (!payload.depthWriteEnable) {
return false;
}
// A shader that assigns gl_FragDepth supplies depth itself rather than taking the
// pipeline's interpolated Z, so a driver that varies the vertex position math
// between pipelines cannot desynchronize it. (A gl_FragDepth = gl_FragCoord.z
// passthrough is the exception that stays exposed; no known content pairs one with
// an equality chain, and 26.3's composite is a genuine computed-depth writer.)
if (payload.fragmentReplacesDepth) {
return false;
}
for (Uint32 i = 0; i < payload.colorAttachmentCount; ++i) {
const VkPipelineColorBlendAttachmentState& attachment = payload.colorBlendAttachments[i];
if (attachment.blendEnable != VK_TRUE) {
continue;
}
// All color writes masked: blending is moot (depth-prepass pattern that left
// GL_BLEND enabled); stripping the depth write would delete the whole prepass.
if (attachment.colorWriteMask == 0) {
continue;
}
// Any attachment qualifies, not just attachment 0: the 26.3 transmittance pass
// accumulates into a 2-target MRT and must stay stripped.
if (IsAccumulationBlend(attachment)) {
return true;
}
}
return false;
}
PipelineFactory::~PipelineFactory() {
DestroyAll();
if (m_pipelineCache != VK_NULL_HANDLE) {
@@ -157,6 +228,8 @@ namespace MobileGL::MG_Backend::DirectVulkan {
XXH64_update(m_hashState, &payload.backStencilDepthFailOp, sizeof(payload.backStencilDepthFailOp)));
XXHASH_VERIFY(
XXH64_update(m_hashState, &payload.backStencilCompareOp, sizeof(payload.backStencilCompareOp)));
XXHASH_VERIFY(
XXH64_update(m_hashState, &payload.fragmentReplacesDepth, sizeof(payload.fragmentReplacesDepth)));
if (payload.colorAttachmentCount > 0) {
XXHASH_VERIFY(XXH64_update(
m_hashState,
@@ -263,17 +336,16 @@ namespace MobileGL::MG_Backend::DirectVulkan {
for (Uint32 i = 0; i < payload.colorAttachmentCount; ++i) {
colorAttachments[i] = payload.colorBlendAttachments[i];
}
// Suppress depth writes on blended pipelines when the active driver cannot keep
// vertex positions invariant across the pipelines of a multi-pass depth-equality
// chain (see SetSuppressBlendedDepthWrite). Blended draws that write depth are rare
// and the equality-dependent prepass pattern is exactly the case that breaks.
if (s_suppressBlendedDepthWrite && depthStencil.depthWriteEnable == VK_TRUE) {
for (Uint32 i = 0; i < payload.colorAttachmentCount; ++i) {
if (colorAttachments[i].blendEnable == VK_TRUE) {
depthStencil.depthWriteEnable = VK_FALSE;
break;
}
}
// Suppress depth writes on accumulation-blended pipelines when the active driver
// cannot keep vertex positions invariant across the pipelines of a multi-pass
// depth-equality chain (see SetSuppressBlendedDepthWrite). The decision is narrowed
// in ShouldSuppressDepthWrite: sorted-transparency "over" blends (vanilla MC water),
// gl_FragDepth writers, and masked-out attachments keep their depth writes.
// This bakes the decision into the pipeline, which only works because depth write is
// static state here - adding VK_DYNAMIC_STATE_DEPTH_WRITE_ENABLE to kDynamicStates
// would let the record-time value override it and silently disable the quirk.
if (s_suppressBlendedDepthWrite && ShouldSuppressDepthWrite(payload)) {
depthStencil.depthWriteEnable = VK_FALSE;
}
VkPipelineColorBlendStateCreateInfo blend{VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO};
blend.logicOpEnable = payload.logicOpEnable ? VK_TRUE : VK_FALSE;