mirror of
https://github.com/MobileGL-Dev/MobileGL
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611 lines
32 KiB
C++
611 lines
32 KiB
C++
// MobileGL - MobileGL/MG_Backend/DirectVulkan/Renderer/VkSamplerManager.cpp
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// Copyright (c) 2025-2026 MobileGL-Dev
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// Licensed under the GNU Lesser General Public License v3.0:
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// https://www.gnu.org/licenses/gpl-3.0.txt
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// https://www.gnu.org/licenses/lgpl-3.0.txt
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// SPDX-License-Identifier: LGPL-3.0-only
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// End of Source File Header
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#include "VkSamplerManager.h"
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#include "MG_State/GLState/Core.h"
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#include <algorithm>
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#include <cmath>
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namespace MobileGL::MG_Backend::DirectVulkan {
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namespace {
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Bool UsesBorderColor(const MG_State::GLState::SamplerObject& sampler) {
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return sampler.GetWrapS() == SamplerWrapMode::ClampToBorder ||
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sampler.GetWrapT() == SamplerWrapMode::ClampToBorder ||
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sampler.GetWrapR() == SamplerWrapMode::ClampToBorder;
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}
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// The numeric domain the texture is SAMPLED in. Vulkan splits VkBorderColor into a float
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// family and an integer family and requires the sampler's choice to match the image view's
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// format (a float border on an integer view, or the reverse, is undefined) - so the domain
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// comes from the TEXTURE, while the value comes from whichever GL entry point wrote it.
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enum class BorderColorDomain {
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Float,
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SignedInteger,
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UnsignedInteger
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};
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BorderColorDomain ResolveBorderColorDomain(TextureInternalFormat format) {
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switch (format) {
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case TextureInternalFormat::R8I:
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case TextureInternalFormat::R16I:
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case TextureInternalFormat::R32I:
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case TextureInternalFormat::RG8I:
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case TextureInternalFormat::RG16I:
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case TextureInternalFormat::RG32I:
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case TextureInternalFormat::RGB8I:
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case TextureInternalFormat::RGB16I:
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case TextureInternalFormat::RGB32I:
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case TextureInternalFormat::RGBA8I:
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case TextureInternalFormat::RGBA16I:
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case TextureInternalFormat::RGBA32I:
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return BorderColorDomain::SignedInteger;
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case TextureInternalFormat::R8UI:
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case TextureInternalFormat::R16UI:
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case TextureInternalFormat::R32UI:
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case TextureInternalFormat::RG8UI:
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case TextureInternalFormat::RG16UI:
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case TextureInternalFormat::RG32UI:
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case TextureInternalFormat::RGB8UI:
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case TextureInternalFormat::RGB16UI:
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case TextureInternalFormat::RGB32UI:
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case TextureInternalFormat::RGBA8UI:
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case TextureInternalFormat::RGBA16UI:
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case TextureInternalFormat::RGBA32UI:
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case TextureInternalFormat::RGB10A2UI:
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return BorderColorDomain::UnsignedInteger;
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default:
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return BorderColorDomain::Float;
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}
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}
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Bool IsSignedNormalizedFormat(TextureInternalFormat format) {
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switch (format) {
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case TextureInternalFormat::R8Snorm:
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case TextureInternalFormat::R16Snorm:
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case TextureInternalFormat::RG8Snorm:
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case TextureInternalFormat::RG16Snorm:
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case TextureInternalFormat::RGB8Snorm:
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case TextureInternalFormat::RGB16Snorm:
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case TextureInternalFormat::RGBA8Snorm:
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case TextureInternalFormat::RGBA16Snorm:
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return true;
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default:
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return false;
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}
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}
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// GL 4.6 core 8.14.2: "The border values are clamped before they are used, according to the
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// format in which texture components are stored. For signed and unsigned normalized
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// fixed-point formats, border values are clamped to [-1,1] and [0,1] respectively. For
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// floating-point and integer formats, border values are clamped to the representable range of
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// the format." Every clause of that sentence is a real case here - the clamp is not just the
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// normalized one.
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//
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// Only the 32-bit float formats are genuinely unclamped: every finite float is representable
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// in them. Half-float has a finite maximum, and the two packed "float" formats are UNSIGNED,
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// so a negative border on them must come back as 0 rather than as a negative number the
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// driver delivers verbatim through VK_BORDER_COLOR_FLOAT_CUSTOM_EXT.
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struct FloatBorderRange {
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Bool clamped = true;
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Float minValue = 0.0f;
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Float maxValue = 1.0f;
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};
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FloatBorderRange ResolveFloatBorderRange(TextureInternalFormat format, Bool isSignedNormalized) {
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switch (format) {
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case TextureInternalFormat::R32F:
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case TextureInternalFormat::RG32F:
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case TextureInternalFormat::RGB32F:
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case TextureInternalFormat::RGBA32F:
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return {false, 0.0f, 0.0f};
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case TextureInternalFormat::R16F:
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case TextureInternalFormat::RG16F:
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case TextureInternalFormat::RGB16F:
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case TextureInternalFormat::RGBA16F:
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return {true, -65504.0f, 65504.0f};
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// Unsigned packed floats: no sign bit at all. 65024 is the largest 11-bit float; the
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// 10-bit blue channel tops out lower (64512) and RGB9E5 higher (65408), but the bound
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// that matters for correctness is the lower one, and a single conservative upper bound
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// costs nothing a real border colour will ever notice.
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case TextureInternalFormat::R11FG11FB10F:
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return {true, 0.0f, 64512.0f};
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case TextureInternalFormat::RGB9E5:
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return {true, 0.0f, 65408.0f};
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default:
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return {true, isSignedNormalized ? -1.0f : 0.0f, 1.0f};
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}
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}
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// Per-component representable range of an integer texture format, as Int64 so that the whole
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// signed and unsigned 32-bit ranges are expressible in one type and the clamp can be written
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// once for both domains. Alpha is carried separately because RGB10_A2UI is the one format
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// whose alpha is narrower than its colour channels.
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struct IntegerBorderRange {
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Int64 rgbMin = 0;
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Int64 rgbMax = 0;
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Int64 alphaMin = 0;
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Int64 alphaMax = 0;
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};
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IntegerBorderRange ResolveIntegerBorderRange(TextureInternalFormat format) {
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const auto uniform = [](Int64 low, Int64 high) { return IntegerBorderRange{low, high, low, high}; };
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switch (format) {
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case TextureInternalFormat::R8I:
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case TextureInternalFormat::RG8I:
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case TextureInternalFormat::RGB8I:
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case TextureInternalFormat::RGBA8I:
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return uniform(-128, 127);
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case TextureInternalFormat::R16I:
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case TextureInternalFormat::RG16I:
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case TextureInternalFormat::RGB16I:
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case TextureInternalFormat::RGBA16I:
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return uniform(-32768, 32767);
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case TextureInternalFormat::R8UI:
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case TextureInternalFormat::RG8UI:
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case TextureInternalFormat::RGB8UI:
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case TextureInternalFormat::RGBA8UI:
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return uniform(0, 255);
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case TextureInternalFormat::R16UI:
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case TextureInternalFormat::RG16UI:
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case TextureInternalFormat::RGB16UI:
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case TextureInternalFormat::RGBA16UI:
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return uniform(0, 65535);
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case TextureInternalFormat::R32UI:
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case TextureInternalFormat::RG32UI:
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case TextureInternalFormat::RGB32UI:
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case TextureInternalFormat::RGBA32UI:
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return uniform(0, 4294967295LL);
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case TextureInternalFormat::RGB10A2UI:
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return {0, 1023, 0, 3};
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default:
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// The signed 32-bit formats, and anything unexpected: the full int32 range, i.e. a
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// clamp that cannot alter a value the GL entry points could have carried.
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return uniform(-2147483648LL, 2147483647LL);
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}
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}
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Bool IsDepthTextureFormat(TextureInternalFormat format) {
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switch (format) {
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case TextureInternalFormat::DepthComponent:
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case TextureInternalFormat::DepthComponent16:
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case TextureInternalFormat::DepthComponent24:
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case TextureInternalFormat::DepthComponent32:
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case TextureInternalFormat::DepthComponent32F:
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case TextureInternalFormat::Depth24Stencil8:
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case TextureInternalFormat::Depth32FStencil8:
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case TextureInternalFormat::DepthStencil:
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return true;
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default:
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return false;
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}
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}
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Bool NearlyEqual(Float lhs, Float rhs) {
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return std::fabs(lhs - rhs) <= 1e-6f;
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}
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Float ResolveEffectiveMaxLod(const MG_State::GLState::SamplerObject& sampler) {
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if (sampler.GetMipmapMode() == SamplerMipmapMode::None) {
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return 0.0f;
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}
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return sampler.GetMaxLod();
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}
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Float ResolveEffectiveMinLod(const MG_State::GLState::SamplerObject& sampler, Float effectiveMaxLod) {
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return std::min(sampler.GetMinLod(), effectiveMaxLod);
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}
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// A single-level view can only ever deliver the base level, but the LOD clamp must not be
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// collapsed to exactly 0: both GL and Vulkan pick magFilter over minFilter from the
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// *clamped* lambda, so maxLod = 0 would make every fragment magnify and quietly retire the
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// min filter. 0.25 is the value VkSamplerCreateInfo's own note prescribes for emulating
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// GL's non-mipmapped minification - large enough for lambda to stay positive, small enough
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// that a NEAREST mip mode still rounds down to level 0. Clamped rather than assigned, so a
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// texture whose GL_TEXTURE_MAX_LOD really is 0 keeps magnifying as GL says it must.
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Float ResolveSingleLevelMaxLod(const MG_State::GLState::SamplerObject& sampler, Bool singleLevelView) {
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const Float maxLod = ResolveEffectiveMaxLod(sampler);
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return singleLevelView ? std::min(maxLod, 0.25f) : maxLod;
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}
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} // namespace
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Bool VkSamplerManager::Initialize(const InitInfo& initInfo) {
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Shutdown();
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m_device = initInfo.device;
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m_config = initInfo.config;
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m_samplerAnisotropySupported = initInfo.samplerAnisotropySupported;
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m_maxSamplerAnisotropy = std::max(initInfo.maxSamplerAnisotropy, 1.0f);
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m_customBorderColorSupported = initInfo.customBorderColorSupported;
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m_maxCustomBorderColorSamplers = initInfo.maxCustomBorderColorSamplers;
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m_customBorderColorSamplerCount = 0;
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MOBILEGL_ASSERT(m_device != VK_NULL_HANDLE && m_config != nullptr,
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"VkSamplerManager::Initialize failed: invalid initialization info");
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return true;
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}
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Float VkSamplerManager::ResolveEffectiveMaxAnisotropy(const MG_State::GLState::SamplerObject& sampler,
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Bool forceNearestFiltering) const {
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if (!m_samplerAnisotropySupported) return 1.0f;
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if (forceNearestFiltering) return 1.0f;
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// VUID-VkSamplerCreateInfo-anisotropyEnable-01071/01072: anisotropy requires both filters to
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// be LINEAR and the value to sit within [1, limits.maxSamplerAnisotropy].
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if (sampler.GetMinFilter() != SamplerFilterMode::Linear ||
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sampler.GetMagFilter() != SamplerFilterMode::Linear) {
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return 1.0f;
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}
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return std::clamp(sampler.GetMaxAnisotropy(), 1.0f, m_maxSamplerAnisotropy);
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}
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void VkSamplerManager::Shutdown() {
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for (auto& [_, sampler] : m_samplers) {
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if (m_device != VK_NULL_HANDLE && sampler.handle != VK_NULL_HANDLE) {
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vkDestroySampler(m_device, sampler.handle, nullptr);
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}
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sampler.handle = VK_NULL_HANDLE;
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}
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m_samplers.clear();
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m_device = VK_NULL_HANDLE;
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m_config = nullptr;
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m_frameBoundaryCounter = 0;
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m_customBorderColorSupported = false;
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m_maxCustomBorderColorSamplers = 0;
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m_customBorderColorSamplerCount = 0;
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}
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void VkSamplerManager::OnFrameBoundary() {
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++m_frameBoundaryCounter;
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// Sweep occasionally; destroy samplers whose last use is far past every
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// in-flight frame. Destroy and erase must stay atomic, or Shutdown would
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// double-free the handle; an evicted key that recurs simply re-creates
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// its sampler on the next miss.
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constexpr Uint64 kSweepInterval = 256;
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constexpr Uint64 kRetireAgeBoundaries = 1024;
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if ((m_frameBoundaryCounter % kSweepInterval) != 0) {
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return;
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}
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for (auto it = m_samplers.begin(); it != m_samplers.end();) {
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auto& entry = it->second;
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if (m_frameBoundaryCounter - entry.lastUsedFrameBoundary > kRetireAgeBoundaries) {
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if (m_device != VK_NULL_HANDLE && entry.handle != VK_NULL_HANDLE) {
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vkDestroySampler(m_device, entry.handle, nullptr);
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}
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if (entry.usesCustomBorderColor && m_customBorderColorSamplerCount > 0) {
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--m_customBorderColorSamplerCount;
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}
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it = m_samplers.erase(it);
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} else {
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++it;
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}
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}
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}
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Uint64 VkSamplerManager::BuildSamplerKey(const MG_State::GLState::SamplerObject& sampler,
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Bool forceNearestFiltering, Bool singleLevelView,
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const ResolvedBorderColor& borderColor) const {
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MOBILEGL_ASSERT(m_config != nullptr, "VkSamplerManager::BuildSamplerKey: m_config is null");
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XXHASH_VERIFY(XXH64_reset(m_hashState, m_config->CacheVersion));
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XXHASH_VERIFY(XXH64_update(m_hashState, &forceNearestFiltering, sizeof(forceNearestFiltering)));
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XXHASH_VERIFY(XXH64_update(m_hashState, &singleLevelView, sizeof(singleLevelView)));
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const auto minFilter = sampler.GetMinFilter();
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XXHASH_VERIFY(XXH64_update(m_hashState, &minFilter, sizeof(minFilter)));
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const auto magFilter = sampler.GetMagFilter();
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XXHASH_VERIFY(XXH64_update(m_hashState, &magFilter, sizeof(magFilter)));
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const auto mipmapMode = sampler.GetMipmapMode();
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XXHASH_VERIFY(XXH64_update(m_hashState, &mipmapMode, sizeof(mipmapMode)));
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const auto wrapS = sampler.GetWrapS();
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XXHASH_VERIFY(XXH64_update(m_hashState, &wrapS, sizeof(wrapS)));
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const auto wrapT = sampler.GetWrapT();
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XXHASH_VERIFY(XXH64_update(m_hashState, &wrapT, sizeof(wrapT)));
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const auto wrapR = sampler.GetWrapR();
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XXHASH_VERIFY(XXH64_update(m_hashState, &wrapR, sizeof(wrapR)));
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const auto maxLod = ResolveSingleLevelMaxLod(sampler, singleLevelView);
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const auto minLod = ResolveEffectiveMinLod(sampler, maxLod);
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XXHASH_VERIFY(XXH64_update(m_hashState, &minLod, sizeof(minLod)));
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XXHASH_VERIFY(XXH64_update(m_hashState, &maxLod, sizeof(maxLod)));
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const auto lodBias = sampler.GetLodBias();
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XXHASH_VERIFY(XXH64_update(m_hashState, &lodBias, sizeof(lodBias)));
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// The RESOLVED value, not the GL request: samplers that only differ in an anisotropy Vulkan
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// will not apply (NEAREST filtering, or requests past the device limit) must still share one
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// VkSampler, while two samplers that really do differ must not collide onto the first one's.
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const auto maxAnisotropy = ResolveEffectiveMaxAnisotropy(sampler, forceNearestFiltering);
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XXHASH_VERIFY(XXH64_update(m_hashState, &maxAnisotropy, sizeof(maxAnisotropy)));
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const auto compareMode = sampler.GetCompareMode();
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XXHASH_VERIFY(XXH64_update(m_hashState, &compareMode, sizeof(compareMode)));
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const auto compareFunc = sampler.GetSamplerCompareFunc();
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XXHASH_VERIFY(XXH64_update(m_hashState, &compareFunc, sizeof(compareFunc)));
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// The resolved enum AND, when it is one of the *_CUSTOM_EXT values, the sixteen bytes of the
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// colour itself: two samplers that differ only in a custom border colour carry the same enum
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// and would otherwise collide onto whichever one was created first.
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XXHASH_VERIFY(XXH64_update(m_hashState, &borderColor.color, sizeof(borderColor.color)));
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if (borderColor.isCustom) {
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XXHASH_VERIFY(XXH64_update(m_hashState, &borderColor.customValue, sizeof(borderColor.customValue)));
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}
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return XXH64_digest(m_hashState);
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}
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VkSampler VkSamplerManager::GetOrCreateSampler(const MG_State::GLState::SamplerObject& sampler,
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const MG_State::GLState::ITextureObject& texture,
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Bool forceNearestFiltering, Uint32 viewLevelCount) {
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// A view that exposes a single mip level has no second level to blend with, so GL's
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// *_MIPMAP_* minification filters degenerate to plain filtering on the base level -
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// sampling is unchanged by pinning the Vulkan sampler to NEAREST mip mode at LOD 0.
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// It is not cosmetic: MobileGL backs such a view with a fully allocated mip chain whose
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// tail is never written, and a LINEAR mip mode lets the texture unit issue the level+1
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// fetch anyway. On Adreno that fetch lands in uninitialized UBWC pages (or past the
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// allocation for a genuinely single-level image) and faults the GPU - the same failure
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// the default-framebuffer blit shader had to work around with an explicit-LOD sample.
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const Bool singleLevelView = viewLevelCount == 1;
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// Resolved once and used for both the key and the create-info; see ResolvedBorderColor.
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const ResolvedBorderColor borderColor = ResolveBorderColor(sampler, texture);
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const Uint64 key = BuildSamplerKey(sampler, forceNearestFiltering, singleLevelView, borderColor);
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auto it = m_samplers.find(key);
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if (it != m_samplers.end()) {
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it->second.lastUsedFrameBoundary = m_frameBoundaryCounter;
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return it->second.handle;
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}
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VkSamplerCreateInfo samplerInfo{};
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samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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samplerInfo.magFilter = forceNearestFiltering ? VK_FILTER_NEAREST : ToVkFilter(sampler.GetMagFilter());
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samplerInfo.minFilter = forceNearestFiltering ? VK_FILTER_NEAREST : ToVkFilter(sampler.GetMinFilter());
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samplerInfo.mipmapMode = (forceNearestFiltering || singleLevelView)
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? VK_SAMPLER_MIPMAP_MODE_NEAREST
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: ToVkMipmapMode(sampler.GetMipmapMode());
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samplerInfo.addressModeU = ToVkAddressMode(sampler.GetWrapS());
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samplerInfo.addressModeV = ToVkAddressMode(sampler.GetWrapT());
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samplerInfo.addressModeW = ToVkAddressMode(sampler.GetWrapR());
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samplerInfo.mipLodBias = sampler.GetLodBias();
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// Must use the same resolver as BuildSamplerKey - a divergence would either collide two
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// different samplers or silently create duplicates.
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const Float maxAnisotropy = ResolveEffectiveMaxAnisotropy(sampler, forceNearestFiltering);
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samplerInfo.anisotropyEnable = maxAnisotropy > 1.0f ? VK_TRUE : VK_FALSE;
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samplerInfo.maxAnisotropy = maxAnisotropy;
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samplerInfo.compareEnable = sampler.GetCompareMode() == SamplerCompareMode::CompareToTexture ? VK_TRUE : VK_FALSE;
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samplerInfo.compareOp = ToVkCompareOp(sampler.GetSamplerCompareFunc());
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// Must match BuildSamplerKey's resolution exactly.
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samplerInfo.maxLod = ResolveSingleLevelMaxLod(sampler, singleLevelView);
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samplerInfo.minLod = ResolveEffectiveMinLod(sampler, samplerInfo.maxLod);
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samplerInfo.borderColor = borderColor.color;
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samplerInfo.unnormalizedCoordinates = VK_FALSE;
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// VK_EXT_custom_border_color. `format` stays UNDEFINED, which is legal only because
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// customBorderColorWithoutFormat was required alongside customBorderColors at device
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// creation - a GL sampler object has no idea which texture it will be paired with.
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VkSamplerCustomBorderColorCreateInfoEXT customBorderColorInfo{};
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if (borderColor.isCustom) {
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customBorderColorInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CUSTOM_BORDER_COLOR_CREATE_INFO_EXT;
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customBorderColorInfo.customBorderColor = borderColor.customValue;
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customBorderColorInfo.format = VK_FORMAT_UNDEFINED;
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customBorderColorInfo.pNext = samplerInfo.pNext;
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samplerInfo.pNext = &customBorderColorInfo;
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}
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VkSampler vkSampler = VK_NULL_HANDLE;
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VK_VERIFY(vkCreateSampler(m_device, &samplerInfo, nullptr, &vkSampler), "vkCreateSampler(texture)");
|
|
|
|
SamplerCacheEntry entry{};
|
|
entry.handle = vkSampler;
|
|
entry.externalIndex = sampler.GetExternalIndex();
|
|
entry.version = sampler.GetVersion();
|
|
entry.lastUsedFrameBoundary = m_frameBoundaryCounter;
|
|
entry.usesCustomBorderColor = borderColor.isCustom;
|
|
if (entry.usesCustomBorderColor) {
|
|
++m_customBorderColorSamplerCount;
|
|
}
|
|
m_samplers[key] = entry;
|
|
return vkSampler;
|
|
}
|
|
|
|
VkFilter VkSamplerManager::ToVkFilter(SamplerFilterMode mode) {
|
|
return mode == SamplerFilterMode::Nearest ? VK_FILTER_NEAREST : VK_FILTER_LINEAR;
|
|
}
|
|
|
|
VkSamplerMipmapMode VkSamplerManager::ToVkMipmapMode(SamplerMipmapMode mode) {
|
|
switch (mode) {
|
|
case SamplerMipmapMode::Nearest:
|
|
return VK_SAMPLER_MIPMAP_MODE_NEAREST;
|
|
case SamplerMipmapMode::Linear:
|
|
return VK_SAMPLER_MIPMAP_MODE_LINEAR;
|
|
case SamplerMipmapMode::None:
|
|
default:
|
|
return VK_SAMPLER_MIPMAP_MODE_NEAREST;
|
|
}
|
|
}
|
|
|
|
VkSamplerAddressMode VkSamplerManager::ToVkAddressMode(SamplerWrapMode mode) {
|
|
switch (mode) {
|
|
case SamplerWrapMode::ClampToEdge:
|
|
return VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
|
|
case SamplerWrapMode::MirroredRepeat:
|
|
return VK_SAMPLER_ADDRESS_MODE_MIRRORED_REPEAT;
|
|
case SamplerWrapMode::Repeat:
|
|
return VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
|
case SamplerWrapMode::ClampToBorder:
|
|
return VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_BORDER;
|
|
case SamplerWrapMode::MirrorClampToEdge:
|
|
return VK_SAMPLER_ADDRESS_MODE_MIRROR_CLAMP_TO_EDGE;
|
|
default:
|
|
return VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
|
}
|
|
}
|
|
|
|
VkCompareOp VkSamplerManager::ToVkCompareOp(SamplerCompareFunc func) {
|
|
switch (func) {
|
|
case SamplerCompareFunc::Never:
|
|
return VK_COMPARE_OP_NEVER;
|
|
case SamplerCompareFunc::Less:
|
|
return VK_COMPARE_OP_LESS;
|
|
case SamplerCompareFunc::Equal:
|
|
return VK_COMPARE_OP_EQUAL;
|
|
case SamplerCompareFunc::LessEqual:
|
|
return VK_COMPARE_OP_LESS_OR_EQUAL;
|
|
case SamplerCompareFunc::Greater:
|
|
return VK_COMPARE_OP_GREATER;
|
|
case SamplerCompareFunc::NotEqual:
|
|
return VK_COMPARE_OP_NOT_EQUAL;
|
|
case SamplerCompareFunc::GreaterEqual:
|
|
return VK_COMPARE_OP_GREATER_OR_EQUAL;
|
|
case SamplerCompareFunc::Always:
|
|
default:
|
|
return VK_COMPARE_OP_ALWAYS;
|
|
}
|
|
}
|
|
|
|
VkSamplerManager::ResolvedBorderColor VkSamplerManager::ResolveBorderColor(
|
|
const MG_State::GLState::SamplerObject& sampler, const MG_State::GLState::ITextureObject& texture) const {
|
|
ResolvedBorderColor resolved{};
|
|
if (!UsesBorderColor(sampler)) {
|
|
return resolved; // FLOAT_TRANSPARENT_BLACK, never sampled
|
|
}
|
|
|
|
// Border colour is sampler state: a bound sampler object supplies its own, and a texture
|
|
// with none reaches the very same value through the sampler object it owns.
|
|
const auto format = texture.GetFormat();
|
|
const auto domain = ResolveBorderColorDomain(format);
|
|
const Bool canUseCustom = m_customBorderColorSupported && m_maxCustomBorderColorSamplers > 0 &&
|
|
m_customBorderColorSamplerCount < m_maxCustomBorderColorSamplers;
|
|
|
|
if (domain != BorderColorDomain::Float) {
|
|
// An integer image view REQUIRES an integer border colour, whatever the value is - even
|
|
// (0,0,0,1). The value itself is whichever integer form the application wrote; a float
|
|
// border on an integer texture is nonsense GL leaves undefined, so the derived integer
|
|
// representation (a plain cast) is as good an answer as any.
|
|
//
|
|
// Clamped to the format's representable range FIRST, per GL 4.6 core 8.14.2, and read
|
|
// through Int64 so the whole signed and unsigned 32-bit ranges are expressible at once.
|
|
//
|
|
// Which representation to start from is the TEXTURE's domain, not the entry-point form
|
|
// the application used. GL 4.6 core 8.10 stores an "I"-form border colour unmodified with
|
|
// an integer internal data type and does not define a sign conversion between the two
|
|
// integer forms, so the stored bits are reinterpreted in the sampled format's own
|
|
// signedness. Measured, not assumed: a border of -1 written with glTexParameterIiv
|
|
// against a GL_R8UI texture samples as 255 on the ES driver, i.e. as 0xFFFFFFFF clamped
|
|
// to the format's maximum - see the IntegerBorderColorScenario case that pins it. Picking
|
|
// the representation by the FORM instead would answer 0 here, which is a defensible
|
|
// reading of the same spec text but puts DirectVulkan at odds with DirectGLES - and
|
|
// DirectGLES cannot deviate, it forwards the value to the driver verbatim. Cross-backend
|
|
// agreement decides it.
|
|
const auto range = ResolveIntegerBorderRange(format);
|
|
const auto& borderColorI = sampler.GetBorderColorI();
|
|
const auto& borderColorUI = sampler.GetBorderColorUI();
|
|
const Bool startFromUnsigned = domain == BorderColorDomain::UnsignedInteger;
|
|
Int64 clamped[4];
|
|
for (SizeT channel = 0; channel < 4; ++channel) {
|
|
const Int64 raw = startFromUnsigned ? static_cast<Int64>(borderColorUI[channel])
|
|
: static_cast<Int64>(borderColorI[channel]);
|
|
const Int64 low = channel == 3 ? range.alphaMin : range.rgbMin;
|
|
const Int64 high = channel == 3 ? range.alphaMax : range.rgbMax;
|
|
clamped[channel] = std::clamp(raw, low, high);
|
|
}
|
|
|
|
// Matched against the CLAMPED value, so a border the format cannot hold still lands on
|
|
// the palette entry it clamps to rather than missing every one of them.
|
|
const Bool allZeroRgb = clamped[0] == 0 && clamped[1] == 0 && clamped[2] == 0;
|
|
if (allZeroRgb && clamped[3] == 0) {
|
|
resolved.color = VK_BORDER_COLOR_INT_TRANSPARENT_BLACK;
|
|
return resolved;
|
|
}
|
|
if (allZeroRgb && clamped[3] == 1) {
|
|
resolved.color = VK_BORDER_COLOR_INT_OPAQUE_BLACK;
|
|
return resolved;
|
|
}
|
|
if (clamped[0] == 1 && clamped[1] == 1 && clamped[2] == 1 && clamped[3] == 1) {
|
|
resolved.color = VK_BORDER_COLOR_INT_OPAQUE_WHITE;
|
|
return resolved;
|
|
}
|
|
if (canUseCustom) {
|
|
resolved.color = VK_BORDER_COLOR_INT_CUSTOM_EXT;
|
|
resolved.isCustom = true;
|
|
for (SizeT channel = 0; channel < 4; ++channel) {
|
|
if (domain == BorderColorDomain::UnsignedInteger) {
|
|
resolved.customValue.uint32[channel] = static_cast<Uint32>(clamped[channel]);
|
|
} else {
|
|
resolved.customValue.int32[channel] = static_cast<Int32>(clamped[channel]);
|
|
}
|
|
}
|
|
return resolved;
|
|
}
|
|
// No custom colour available: pick the nearest of the three integer palette entries
|
|
// rather than always answering transparent black, which is what turned an integer border
|
|
// of (-1,-1,-1,-1) into 0 and broke the CTS's clamped-texel detection outright.
|
|
const Bool opaque = clamped[3] != 0;
|
|
const Bool bright = clamped[0] != 0 || clamped[1] != 0 || clamped[2] != 0;
|
|
resolved.color = !opaque ? VK_BORDER_COLOR_INT_TRANSPARENT_BLACK
|
|
: (bright ? VK_BORDER_COLOR_INT_OPAQUE_WHITE : VK_BORDER_COLOR_INT_OPAQUE_BLACK);
|
|
return resolved;
|
|
}
|
|
|
|
// Float domain. GL 4.6 core 8.14.2/8.23: the border colour is interpreted in the texture's
|
|
// format, so it is clamped to that format's representable range first. Without the clamp the
|
|
// CTS's border of (255,255,255,255) on a GL_RGBA8 texture matched none of the palette entries
|
|
// and fell through to transparent black - every border texel sampled 0 where the test wanted
|
|
// 255. The range is per format class, not just the normalized [0,1] / [-1,1] pair: only the
|
|
// 32-bit float formats are unclamped.
|
|
FloatVec4 borderColor = sampler.GetBorderColor();
|
|
if (const auto range = ResolveFloatBorderRange(format, IsSignedNormalizedFormat(format)); range.clamped) {
|
|
borderColor = FloatVec4(std::clamp(borderColor.x(), range.minValue, range.maxValue),
|
|
std::clamp(borderColor.y(), range.minValue, range.maxValue),
|
|
std::clamp(borderColor.z(), range.minValue, range.maxValue),
|
|
std::clamp(borderColor.w(), range.minValue, range.maxValue));
|
|
}
|
|
|
|
// A depth texture samples one component, so only x decides - and its alpha reads as 1.
|
|
if (IsDepthTextureFormat(format)) {
|
|
if (NearlyEqual(borderColor.x(), 1.0f)) {
|
|
resolved.color = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
|
|
return resolved;
|
|
}
|
|
if (NearlyEqual(borderColor.x(), 0.0f)) {
|
|
resolved.color = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
|
|
return resolved;
|
|
}
|
|
}
|
|
|
|
const Bool rgbZero = NearlyEqual(borderColor.x(), 0.0f) && NearlyEqual(borderColor.y(), 0.0f) &&
|
|
NearlyEqual(borderColor.z(), 0.0f);
|
|
if (rgbZero && NearlyEqual(borderColor.w(), 0.0f)) {
|
|
resolved.color = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
|
|
return resolved;
|
|
}
|
|
if (rgbZero && NearlyEqual(borderColor.w(), 1.0f)) {
|
|
resolved.color = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
|
|
return resolved;
|
|
}
|
|
if (NearlyEqual(borderColor.x(), 1.0f) && NearlyEqual(borderColor.y(), 1.0f) &&
|
|
NearlyEqual(borderColor.z(), 1.0f) && NearlyEqual(borderColor.w(), 1.0f)) {
|
|
resolved.color = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
|
|
return resolved;
|
|
}
|
|
|
|
if (canUseCustom) {
|
|
resolved.color = VK_BORDER_COLOR_FLOAT_CUSTOM_EXT;
|
|
resolved.isCustom = true;
|
|
resolved.customValue.float32[0] = borderColor.x();
|
|
resolved.customValue.float32[1] = borderColor.y();
|
|
resolved.customValue.float32[2] = borderColor.z();
|
|
resolved.customValue.float32[3] = borderColor.w();
|
|
return resolved;
|
|
}
|
|
|
|
// Nearest of the three float palette entries. Transparent black stays the answer for a
|
|
// transparent border, which is what the old unconditional fallback got right by accident.
|
|
const Bool opaque = borderColor.w() >= 0.5f;
|
|
const Bool bright = (borderColor.x() + borderColor.y() + borderColor.z()) >= 1.5f;
|
|
resolved.color = !opaque ? VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK
|
|
: (bright ? VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE : VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK);
|
|
return resolved;
|
|
}
|
|
} // namespace MobileGL::MG_Backend::DirectVulkan
|