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[Fix] (DirectVulkan): legal view types for layered 3D/cube attachments, and a real failure channel for the render-pass builder
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@@ -243,9 +243,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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// draw against a depth-less active pass resolves to a new (incompatible)
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// entry, which the caller's compatibility check turns into a pass split;
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// the new pass's depth loads DONT_CARE (content was undefined all along).
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RenderPassEntry& GetOrCreateRenderPass(const MG_State::GLState::FramebufferObject& fbo,
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Uint32 swapchainImageIndex,
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Bool drawUsesDepthStencil = true);
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//
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// Returns NULLPTR when this framebuffer cannot be represented as a Vulkan render pass at
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// all - a texture the texture manager declined to back (an unsupported format or sample
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// count), or an attachment view it cannot construct (a layer span the image has no room
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// for, a 3D image whose format was refused 2D-array compatibility). This used to be
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// unrepresentable: the function returned a reference, so the only thing the two fallible
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// calls it builds on could do was trip a MOBILEGL_ASSERT - which is compiled out of every
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// INFO build - and then dereference the null resource, or hand VK_NULL_HANDLE to
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// vkCreateFramebuffer. That took the whole process down (51 lost CTS records over 21
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// bodies, one runner restart each) where a declined draw is merely a wrong picture.
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//
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// EVERY caller must handle nullptr by dropping the operation, exactly as the draw path
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// already drops a draw whose sampler descriptor could not be resolved
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// (UniformManager::BindProgramUniformBuffers). The failure paths log MGLOG_E_ONCE
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// themselves, so a caller needs no message of its own.
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[[nodiscard]] RenderPassEntry* GetOrCreateRenderPass(const MG_State::GLState::FramebufferObject& fbo,
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Uint32 swapchainImageIndex,
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Bool drawUsesDepthStencil = true);
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void QueueRenderbufferClear(GLbitfield mask, const ClearFramebufferPayload& clearPayload,
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const MG_State::GLState::FramebufferObject& drawFbo);
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void QueueRenderbufferClear(const ClearAttachmentPayload& clearPayload,
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