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