diff --git a/changes/render3d-bc-not-a-target.md b/changes/render3d-bc-not-a-target.md new file mode 100644 index 00000000..db727647 --- /dev/null +++ b/changes/render3d-bc-not-a-target.md @@ -0,0 +1,9 @@ +bump: patch +type: fix +**A compressed texture is never drawn into.** On Vulkan, binding a texture to a sampler by name +did not make it the bound texture, as it did on OpenGL, so a following `gpu_tex_param` or +`gpu_tex_mips` acted on whatever was bound last. The water's reflection asked for its mip chain +that way and, once kit textures came as BC7 (23.3), built one into a kit texture: MoltenVK blits +through a render pass, and Metal aborted ("BC7 is not color renderable"). Binding for a sampler +now binds, as OpenGL's did; mip generation leaves a compressed texture alone (its levels came with +it); and a pass that would have a compressed image as a colour attachment leaves it out and says so. diff --git a/packages/ludic.render3d/env.ludic b/packages/ludic.render3d/env.ludic index bbeedfdb..cd6e6d0f 100644 --- a/packages/ludic.render3d/env.ludic +++ b/packages/ludic.render3d/env.ludic @@ -200,6 +200,7 @@ export state Render3dState { gvk_labels: bool = false # R3D_VK_LABELS: each profiled pass is a debug label (Metal System Trace) gvk_inflight: int = -1 gvk_nopool: bool = false + gvk_bc_said: int = 0 # attachments refused for being compressed, said so far gvk_has_bc: bool = false # textureCompressionBC: .dds textures are uploaded compressed # R3D_VK_PROF: Vulkan objects made and destroyed, reported every 120 frames gvk_mk_img: int = 0 diff --git a/packages/ludic.render3d/gpu.ludic b/packages/ludic.render3d/gpu.ludic index df2cd0a3..300657d9 100644 --- a/packages/ludic.render3d/gpu.ludic +++ b/packages/ludic.render3d/gpu.ludic @@ -608,6 +608,10 @@ function gpu_tex_free(render3d_st: mut Render3dState, tex: int) -> void { # a texture on a unit for a program's sampler, by the sampler's name function gpu_bind_sampler(render3d_st: mut Render3dState, prog: int, name: string, unit: int, kind: int, tex: int) -> void { gvk_bind_texture(render3d_st, prog, name, tex) + # as OpenGL's did, binding a texture for a sampler makes it the one a following gpu_tex_param or + # gpu_tex_mips acts on: render3d was written that way, and without it they reached whatever was + # bound last (a BC7 kit texture, which a mip blit then drew into) + if kind == GPU_TEX2D_ARRAY { render3d_st.gpu_bound_array = tex } else { render3d_st.gpu_bound_2d = tex } } # ---- render targets and passes ------------------------------------------------------------- diff --git a/packages/ludic.render3d/gpu_vk_draw.ludic b/packages/ludic.render3d/gpu_vk_draw.ludic index 5908f633..2d4b4cc4 100644 --- a/packages/ludic.render3d/gpu_vk_draw.ludic +++ b/packages/ludic.render3d/gpu_vk_draw.ludic @@ -1094,10 +1094,29 @@ function gvk_pass_collect(render3d_st: mut Render3dState, fb: int, rec: words, r render3d_st.gvk_pass_dep[1] = rec[rec_o + 3] } +# A block-compressed image cannot be drawn into (Metal aborts, "BC7 is not color renderable"): +# an attachment that is one is dropped from the pass, and said, with what it was +function gvk_pass_no_compressed(render3d_st: mut Render3dState) -> void { + var w = 0 + for c in 0 .. render3d_st.gvk_pass_ncolor { + let tex = render3d_st.gvk_pass_col[c * 2] + if tex > 0 and tex < len(render3d_st.gvk_tex_glfmt) and gvk_is_compressed(render3d_st.gvk_tex_glfmt[tex]) { + if render3d_st.gvk_bc_said < 8 { + render3d_st.gvk_bc_said += 1 + print(`r3d: vulkan: framebuffer {render3d_st.gvk_fb_cur} would draw into compressed texture {tex} ({gvk_tex_w(render3d_st, tex)}x{gvk_tex_h(render3d_st, tex)}); left out`) + } + } else { + render3d_st.gvk_pass_col[w * 2] = tex; render3d_st.gvk_pass_col[w * 2 + 1] = render3d_st.gvk_pass_col[c * 2 + 1] + w += 1 + } + } + render3d_st.gvk_pass_ncolor = w +} function gvk_pass_begin(render3d_st: mut Render3dState, rec: words, rec_o: int) -> void { if render3d_st.gvk_in_pass { return } let cb = gvk_frame_cb(render3d_st) gvk_pass_collect(render3d_st, render3d_st.gvk_fb_cur, rec, rec_o) + gvk_pass_no_compressed(render3d_st) let aw = VkRenderingAttachmentInfo_sizeof let catt = gvk_tmp(render3d_st, aw * 3) Vk.zero(catt, aw * 3) @@ -1818,6 +1837,7 @@ function gvk_resize_check(render3d_st: mut Render3dState) -> bool { # smallest level every frame): recorded into the open frame after its pass, so they cost no submit. # A chain that has to grow first still goes through its one-shot path. function gvk_mips_now(render3d_st: mut Render3dState, tex: int, w: int, h: int) -> void { + if gvk_is_compressed(render3d_st.gvk_tex_glfmt[tex]) { return } # its levels came with it if render3d_st.gvk_cb == null or render3d_st.gvk_tex_levels[tex] <= 1 { gvk_flush(render3d_st); gvk_tex_mips(render3d_st, tex, w, h); return } gvk_pass_end(render3d_st) gvk_tex_mips_into(render3d_st, render3d_st.gvk_cb, tex, w, h) diff --git a/packages/ludic.render3d/gpu_vk_res.ludic b/packages/ludic.render3d/gpu_vk_res.ludic index 5a8ad74c..38cff421 100644 --- a/packages/ludic.render3d/gpu_vk_res.ludic +++ b/packages/ludic.render3d/gpu_vk_res.ludic @@ -356,6 +356,8 @@ function gvk_tex_grow_mips(render3d_st: mut Render3dState, tex: int, w: int, h: } function gvk_tex_mips(render3d_st: mut Render3dState, tex: int, w: int, h: int) -> bool { + # a block-compressed texture brought every level with it, and cannot be blitted into + if gvk_is_compressed(render3d_st.gvk_tex_glfmt[tex]) { return true } if render3d_st.gvk_tex_levels[tex] <= 1 and (w > 1 or h > 1) and not gvk_is_depth(render3d_st.gvk_tex_glfmt[tex]) { if not gvk_tex_grow_mips(render3d_st, tex, w, h) { return false } } diff --git a/packages/ludic.render3d/water.ludic b/packages/ludic.render3d/water.ludic index e85b01d0..8d86701d 100644 --- a/packages/ludic.render3d/water.ludic +++ b/packages/ludic.render3d/water.ludic @@ -324,6 +324,10 @@ function water_draw(render3d_st: mut Render3dState, depth_tex: int) -> void { # bind on its own unit first: generating the mip chain re-binds the texture on the active unit, # and it must not displace the depth texture the shader reads for the shore r3d_bind_2d(render3d_st, p, "u_refl", 1, render3d_st.water_refl.color); ron = 1.0 + # the parameter and the chain are the BOUND texture's, and binding a sampler by name does not + # bind it: without this they went to whatever was bound last - a BC7 kit texture since 23.3, + # which the mip blits then drew into (Metal: "BC7 is not color renderable") + gpu_tex_bind(render3d_st, GPU_TEX2D, render3d_st.water_refl.color) gpu_tex_param(render3d_st, GPU_TEX2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR) gpu_tex_mips(render3d_st, GPU_TEX2D) }