[Fix, Test] (MG_Backend/DirectVulkan, MG_IntegrationTest): a sampler uniform array is one binding with many descriptors too - Magma wrote only element zero, and declines the multi-dimensional shape loudly

This commit is contained in:
2026-08-12 00:31:37 -04:00
parent a020de76e3
commit d2a36d65a3
4 changed files with 346 additions and 162 deletions
@@ -53,10 +53,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// caches - a live layout's entry must never be purged (its sets would be
// unreachable pool slots), so there is deliberately no age-based sweep here.
void OnDescriptorSetLayoutDestroyed(VkDescriptorSetLayout descriptorSetLayout);
// One record per visited CombinedImageSampler binding (post fallback substitution,
// in binding order): the resolved texture and effective sampler, as never-reused
// lifetime ids so a freed-and-reallocated object at the same heap address can only
// MISS a comparison, never false-hit it (same ABA rule as SamplerResolveMemo).
// One record per visited CombinedImageSampler DESCRIPTOR (post fallback substitution,
// in binding order, and within a binding in array-element order): the resolved texture
// and effective sampler, as never-reused lifetime ids so a freed-and-reallocated object
// at the same heap address can only MISS a comparison, never false-hit it (same ABA
// rule as SamplerResolveMemo). An arrayed binding contributes one record per element -
// element granularity is required, or swapping the textures of two elements of the same
// array would leave the record list identical and the fast path would keep a stale set.
struct SampledBindingRecord {
Uint64 textureLifetimeId = 0;
Uint64 samplerLifetimeId = 0;
@@ -143,8 +146,9 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// texture after the fallback substitution (may still be null when no fallback
// exists), effective sampler = unit override else the texture's own sampler.
// False = the binding is skipped (unbound with a non-2D fallback target).
// `element` indexes a sampler array inside the binding; see ResolveSamplerDescriptor.
Bool ResolveSampledBinding(const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding, Uint32 element,
MG_State::GLState::ITextureObject*& outTexture,
const MG_State::GLState::SamplerObject*& outSampler) const;
// Raw-pointer variant for the per-draw sampled-texture walk (CollectSampledTextures):
@@ -152,14 +156,19 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// only need the pointer skip the SharedPtr copy's atomic refcount churn.
static MG_State::GLState::ITextureObject* ResolveSamplerTextureRaw(
const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding);
const ProgramFactory::VkProgramObject& programObj, Uint32 binding, Uint32 element);
SharedPtr<MG_State::GLState::ITextureObject> GetFallbackTexture(TextureTarget target) const;
// `element` indexes a sampler ARRAY inside one binding; each element carries its own
// independently assigned GL texture unit, so it selects the texture, the sampler
// override and the fallback separately from its neighbours.
//
// trustUnchangedHint: reuse this binding's cached VkDescriptorImageInfo outright
// (see BindProgramUniformBuffers' samplerDescriptorsUnchangedHint for the proof
// obligations the caller carries).
// obligations the caller carries). The cache is keyed by binding alone, so it is
// used ONLY for single-descriptor bindings - see m_samplerResolveMemo.
Bool ResolveSamplerDescriptor(VkCommandBuffer commandBuffer, const MG_State::GLState::ProgramObject& program,
const ProgramFactory::VkProgramObject& programObj, Uint32 binding,
VkDescriptorImageInfo& outImageInfo,
Uint32 element, VkDescriptorImageInfo& outImageInfo,
Bool trustUnchangedHint = false) const;
Bool ResolveSamplerDescriptorOverride(const SamplerBindingOverride& samplerBindingOverride,
VkDescriptorImageInfo& outImageInfo) const;
@@ -346,6 +355,14 @@ namespace MobileGL::MG_Backend::DirectVulkan {
// proves every resolve input unchanged; cleared with the per-frame reset
// (the cached VkSampler outlives a frame only via a fresh resolve, which
// also re-stamps it against VkSamplerManager's frame-boundary sweep).
//
// This one field is keyed by binding but describes ONE descriptor, so it is
// written and read only for single-descriptor bindings. A sampler ARRAY's
// elements share the binding and would overwrite each other here - the last
// element resolved would then be handed to element 0 on the next hinted draw.
// Every other field above is self-validating (each compares its full key
// before reuse, and the view-format entry is a pure function of format and
// numeric domain), so an arrayed binding may keep using those.
VkDescriptorImageInfo info{};
Bool infoValid = false;
};