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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 12:18:30 +09:00
[Fix] (MG_Backend, MG_Impl, ShaderTranspiler, MG_Test): support iterationRP custom images and storage format reinterpretation
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@@ -504,7 +504,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters,
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E_GL_EXT_framebuffer_object, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage,
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E_GL_ARB_texture_storage, E_GL_ARB_texture_storage_multisample,
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E_GL_ARB_direct_state_access,
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E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access,
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E_GL_ARB_shader_draw_parameters, E_GL_ARB_gpu_shader_int64, E_GL_KHR_debug,
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E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind, E_GL_ARB_shading_language_420pack,
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E_GL_ARB_vertex_attrib_binding, E_GL_ARB_shader_image_size};
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@@ -746,9 +746,24 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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m_dynamicParameters.MaxTextureBufferSize = m_vulkanCaps.MaxTextureBufferSize;
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m_dynamicParameters.MaxUniformBufferBindings = m_vulkanCaps.MaxUniformBufferBindings;
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m_dynamicParameters.MaxUniformBlockSize = m_vulkanCaps.MaxUniformBlockSize;
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m_dynamicParameters.MaxImageUnits = std::min(m_vulkanCaps.MaxImageUnits, maxSupportedTextureUnits);
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m_dynamicParameters.MaxCombinedImageUniforms = m_vulkanCaps.MaxCombinedImageUniforms;
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m_dynamicParameters.MaxComputeImageUniforms = m_vulkanCaps.MaxComputeImageUniforms;
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m_dynamicParameters.MaxImageUnits =
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std::max(std::min(m_vulkanCaps.MaxImageUnits, maxSupportedTextureUnits), 0);
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m_dynamicParameters.MaxCombinedImageUniforms = std::max(m_vulkanCaps.MaxCombinedImageUniforms, 0);
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const Int maxPerStageImageUniforms =
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std::min(m_dynamicParameters.MaxImageUnits, m_dynamicParameters.MaxCombinedImageUniforms);
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// Vulkan uses one descriptor limit for every stage, but non-compute stores/atomics are
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// optional device features. VulkanRenderer enables each feature whenever the physical
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// device reports it, so these are the exact limits the logical device can compile and run.
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m_dynamicParameters.MaxVertexImageUniforms =
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m_vulkanCaps.SupportsVertexPipelineStoresAndAtomics ? maxPerStageImageUniforms : 0;
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m_dynamicParameters.MaxGeometryImageUniforms =
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m_vulkanCaps.SupportsVertexPipelineStoresAndAtomics && m_vulkanCaps.SupportsGeometryShader
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? maxPerStageImageUniforms
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: 0;
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m_dynamicParameters.MaxFragmentImageUniforms =
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m_vulkanCaps.SupportsFragmentStoresAndAtomics ? maxPerStageImageUniforms : 0;
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m_dynamicParameters.MaxComputeImageUniforms =
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std::min(std::max(m_vulkanCaps.MaxComputeImageUniforms, 0), maxPerStageImageUniforms);
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const Int maxSupportedDrawBuffers =
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static_cast<Int>(MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS);
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m_dynamicParameters.MaxDrawBuffers = std::min(m_vulkanCaps.MaxDrawBuffers, maxSupportedDrawBuffers);
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