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[Fix] (DirectVulkan): narrow the blended depth-write quirk to order-independent accumulation blends, exempting sorted-transparency, gl_FragDepth writers and fully masked attachments
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@@ -49,6 +49,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkStencilOp backStencilPassOp = VK_STENCIL_OP_KEEP;
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VkStencilOp backStencilDepthFailOp = VK_STENCIL_OP_KEEP;
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VkCompareOp backStencilCompareOp = VK_COMPARE_OP_ALWAYS;
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// The fragment module writes gl_FragDepth (SPIR-V DepthReplacing); exempts the
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// pipeline from the blended depth-write quirk (see ShouldSuppressDepthWrite).
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Bool fragmentReplacesDepth = false;
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Array<VkPipelineColorBlendAttachmentState, kMaxColorAttachments> colorBlendAttachments{};
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const Vector<VkPipelineShaderStageCreateInfo>* stages = nullptr;
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const VkPipelineVertexInputStateCreateInfo* vertexInputState = nullptr;
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@@ -62,13 +65,26 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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VkPipeline GetOrCreatePipeline(const PipelineCreatePayload& payload);
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void DestroyAll();
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// Driver quirk: suppress depth writes on blended pipelines. Multi-pass depth-equality
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// rendering (a blended prepass writes depth that later passes re-test with an
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// equality-inclusive compare on the re-rasterized geometry) requires cross-pipeline
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// position invariance that some mobile compilers do not provide, even with the
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// SPIR-V Invariant decoration; whole primitives then drop out of the later passes.
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// Set at renderer initialization based on the active driver.
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// Driver quirk: suppress depth writes on accumulation-blended pipelines. Multi-pass
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// depth-equality rendering (a blended prepass writes depth that later passes re-test
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// with an equality-inclusive compare on the re-rasterized geometry) requires
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// cross-pipeline position invariance that some mobile compilers do not provide, even
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// with the SPIR-V Invariant decoration; whole primitives then drop out of the later
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// passes. Only order-independent accumulation blends (MIN/MAX, additive ONE+ONE) are
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// stripped - that is the signature of such equality chains (MC 26.3 OIT) - while
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// sorted-transparency "over" compositing (e.g. vanilla MC water, SRC_ALPHA factors),
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// which draws each surface once and depends on its depth writes to occlude later
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// passes, keeps them. Set at renderer initialization based on the active driver.
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static void SetSuppressBlendedDepthWrite(Bool enabled);
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static Bool IsSuppressBlendedDepthWriteEnabled() { return s_suppressBlendedDepthWrite; }
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// Device gate for the quirk: ForceOn/ForceOff bypass detection, Auto enables it on
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// the known-affected vendor (Qualcomm).
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static Bool ShouldSuppressBlendedDepthWriteForDevice(MG_Config::QuirkOverride quirkOverride,
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Uint32 vendorId);
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// Pure per-pipeline strip decision (exempts gl_FragDepth writers, masked-out and
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// non-accumulation blends); combined with the device flag in CreatePipeline. Static
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// and payload-only so tests can pin the contract without a VkDevice.
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static Bool ShouldSuppressDepthWrite(const PipelineCreatePayload& payload);
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private:
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VkPipeline CreatePipeline(const PipelineCreatePayload& payload) const;
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