Merge branch 'r3d/bc-target-fix' into lang/uifree

This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 10:43:44 +03:00
commit 3915af34c2
6 changed files with 40 additions and 0 deletions

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@ -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.

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@ -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

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@ -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 -------------------------------------------------------------

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@ -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)

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@ -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 }
}

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@ -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)
}