[Fix] (DirectVulkan): one shared attachment layer count for the render pass and the clear key, and direct VkResult checks in the render-pass builder

This commit is contained in:
2026-08-27 05:04:44 -04:00
parent 747864777e
commit de09646d5e
4 changed files with 312 additions and 43 deletions
@@ -8,6 +8,10 @@
#include "VkClearManager.h"
// For the shared ResolveAttachmentLayerCount (and the ToVulkanLevelExtent it is built on): the
// clear key's layer span has to be the same one the render pass builds its attachment view from.
#include "VkTextureManager.h"
#include "MG_State/GLState/Core.h"
#include "MG_Util/Converters/MGToStr/FramebufferEnumConverter.h"
#include "MG_Util/Converters/MGToStr/TextureEnumConverter.h"
@@ -100,13 +104,13 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return ResolveAttachmentBaseArrayLayer(uploadTarget);
}
static Uint32 ResolveAttachmentLayerCount(
const MG_State::GLState::FramebufferAttachmentObject& attachment) {
if (attachment.IsLayered()) {
return static_cast<Uint32>(std::max(attachment.GetSize().z(), 1));
}
return 1u;
}
// ResolveAttachmentLayerCount used to be duplicated here, reading attachment.GetSize().z()
// raw - no ToVulkanLevelExtent remap for a 1D array, no six-faces arm for a cube map. That is
// not a cosmetic difference: the count below is not key-only, it is written straight into
// VkImageSubresourceRange::layerCount by MaterializePendingClearForTexture, which then POPS
// the entry - so a layered cube map's glClear reached one face and the other five were lost
// for good, while the very same queued clear cleared all six through the render pass's
// LOAD_OP_CLEAR. The helper now lives once, in VkTextureManager.h beside ToVulkanLevelExtent.
static const MG_State::GLState::FramebufferAttachmentObject* GetClearableAttachment(
const MG_State::GLState::FramebufferObject& drawFbo, FramebufferAttachmentType attachmentType) {