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MobileGL/MobileGL/MG_Backend/DirectVulkan/Renderer/VkSamplerManager.h
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// MobileGL - MobileGL/MG_Backend/DirectVulkan/Renderer/VkSamplerManager.h
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#pragma once
#include "../VkIncludes.h"
#include "../VulkanRendererConfig.h"
#include <Includes.h>
#include <MG_State/GLState/SamplerState/SamplerObject.h>
namespace MobileGL::MG_State::GLState {
class SamplerObject;
class ITextureObject;
}
namespace MobileGL::MG_Backend::DirectVulkan {
class VkSamplerManager {
public:
struct InitInfo {
VkDevice device = VK_NULL_HANDLE;
const VulkanRendererConfig* config = nullptr;
// The samplerAnisotropy device feature was requested and granted at vkCreateDevice.
Bool samplerAnisotropySupported = false;
// VkPhysicalDeviceLimits::maxSamplerAnisotropy.
Float maxSamplerAnisotropy = 1.0f;
// VK_EXT_custom_border_color was enabled with BOTH customBorderColors and
// customBorderColorWithoutFormat; see VulkanRenderer::m_customBorderColorFeatureEnabled.
Bool customBorderColorSupported = false;
// VkPhysicalDeviceCustomBorderColorPropertiesEXT::maxCustomBorderColorSamplers. A hard device
// limit on how many LIVE samplers may carry a custom border colour, so the cache counts them
// and falls back to the snapped predefined value once it is reached.
Uint32 maxCustomBorderColorSamplers = 0;
};
Bool Initialize(const InitInfo& initInfo);
void Shutdown();
// The applier owns these values: effective bound/builtin sampler parameters and
// the sampled texture view's format/range. No frontend object is constructed.
VkSampler GetOrCreateSamplerFromParameters(const SamplerParameters& parameters,
TextureInternalFormat format, Bool forceNearestFiltering = false, Uint32 viewLevelCount = 0);
// Frame boundary hook: ages the sampler cache and destroys samplers not used
// for many frames. The key hashes continuous float state (lodBias, LOD clamps,
// anisotropy), so an app animating those would otherwise mint an unbounded
// stream of never-destroyed VkSamplers and eventually exhaust the device's
// maxSamplerAllocationCount. A sampler idle for over a thousand frame
// boundaries cannot be referenced by any in-flight command buffer (frames in
// flight are single digits), and every descriptor set the GPU consumes is
// written that same frame with live handles (the per-binding resolve memo and
// descriptor-set reuse are both frame-reset), so destruction here needs no
// fence wait. Self-gated: one counter bump and compare except on sweep
// boundaries.
void OnFrameBoundary();
// For a caller that memoises a returned VkSampler (UniformManager's wire sampler memo): the
// frame-boundary count a GetOrCreate call stamps, and a counter that moves whenever any cached
// sampler is destroyed. A memo may reuse a handle only while the destroy epoch is unchanged,
// and must still call GetOrCreate once per frame boundary so the entry stays stamped as used.
Uint64 FrameBoundaryCount() const { return m_frameBoundaryCounter; }
Uint64 DestroyEpoch() const { return m_destroyEpoch; }
// What GL_TEXTURE_BORDER_COLOR resolves to for one (sampler, texture) pair. `color` is always a
// legal VkBorderColor; when `isCustom` it is one of the *_CUSTOM_EXT values and `customValue`
// carries the actual components in a VkSamplerCustomBorderColorCreateInfoEXT.
//
// Resolved ONCE per GetOrCreateSampler call and threaded into both the cache key and the
// create-info, so the two cannot disagree - the same discipline the resolved anisotropy needs,
// and here it also makes the maxCustomBorderColorSamplers fallback deterministic: whether a
// custom colour was affordable is decided before the key is built, not twice with a budget
// change in between.
struct ResolvedBorderColor {
VkBorderColor color = VK_BORDER_COLOR_FLOAT_TRANSPARENT_BLACK;
VkClearColorValue customValue{};
Bool isCustom = false;
};
private:
struct SamplerCacheEntry {
VkSampler handle = VK_NULL_HANDLE;
Uint externalIndex = 0;
Uint16 version = 0;
// Frame boundary of the last cache hit; entries idle past the
// OnFrameBoundary retirement age have their VkSampler destroyed.
Uint64 lastUsedFrameBoundary = 0;
// Counted against maxCustomBorderColorSamplers for as long as this entry lives.
Bool usesCustomBorderColor = false;
};
template <class SamplerSource>
VkSampler GetOrCreateSamplerImpl(const SamplerSource& sampler, TextureInternalFormat format,
Bool forceNearestFiltering, Uint32 viewLevelCount);
template <class SamplerSource>
Uint64 BuildSamplerKey(const SamplerSource& sampler, Bool forceNearestFiltering,
Bool singleLevelView, const ResolvedBorderColor& borderColor) const;
static VkFilter ToVkFilter(SamplerFilterMode mode);
static VkSamplerMipmapMode ToVkMipmapMode(SamplerMipmapMode mode);
static VkSamplerAddressMode ToVkAddressMode(SamplerWrapMode mode);
static VkCompareOp ToVkCompareOp(SamplerCompareFunc func);
template <class SamplerSource>
ResolvedBorderColor ResolveBorderColor(const SamplerSource& sampler, TextureInternalFormat format) const;
// The anisotropy Vulkan will actually apply: 1.0 (i.e. disabled) unless the feature is on and
// the sampler filters linearly both ways, otherwise the GL request clamped to the device limit.
// GL happily carries GL_TEXTURE_MAX_ANISOTROPY on a NEAREST sampler (Blaze3D's blocks do exactly
// that) while Vulkan forbids anisotropyEnable there, so the GL value must never be forwarded raw.
template <class SamplerSource>
Float ResolveEffectiveMaxAnisotropy(const SamplerSource& sampler,
Bool forceNearestFiltering) const;
VkDevice m_device = VK_NULL_HANDLE;
const VulkanRendererConfig* m_config = nullptr;
Bool m_samplerAnisotropySupported = false;
Float m_maxSamplerAnisotropy = 1.0f;
Bool m_customBorderColorSupported = false;
Uint32 m_maxCustomBorderColorSamplers = 0;
// Live cache entries carrying a custom border colour. Kept in step with the entries themselves
// in exactly the three places one can appear or disappear: creation, the OnFrameBoundary sweep,
// and Shutdown.
Uint32 m_customBorderColorSamplerCount = 0;
UnorderedMap<Uint64, SamplerCacheEntry> m_samplers;
// Monotonic frame-boundary counter (bumped in OnFrameBoundary) for cache aging.
Uint64 m_frameBoundaryCounter = 0;
// Moves on every vkDestroySampler of a cached entry (sweep and Shutdown).
Uint64 m_destroyEpoch = 0;
static inline thread_local XXH64_state_t* m_hashState = XXH64_createState();
};
} // namespace MobileGL::MG_Backend::DirectVulkan