native_render: HiDPI glyph pages, sharp UI upscaling, 4x MSAA
- CGraphicFontTexture rasterises glyph pages at the swapchain density (UISetFontOversample, MT_FONT_OVERSAMPLE) with anti-aliased coverage; metrics, packing and UVs stay the 40250 1x values. Default 1 keeps the verbatim bilevel path (Godot unchanged). - native.frag: sharp-bilinear sampling for magnified UI textures. - Multisampled colour/depth with a resolve into the swapchain (MT_MSAA, default 4); stats line reports msaa=N. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
22ca5da387
commit
52ccb80d01
+105
-30
@@ -942,6 +942,7 @@ public:
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if (depth_view_) vkDestroyImageView(device_, depth_view_, nullptr);
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if (depth_image_) vkDestroyImage(device_, depth_image_, nullptr);
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if (depth_memory_) vkFreeMemory(device_, depth_memory_, nullptr);
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destroy_msaa_color();
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for (auto view : image_views_) vkDestroyImageView(device_, view, nullptr);
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if (swapchain_) vkDestroySwapchainKHR(device_, swapchain_, nullptr);
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if (pool_) vkDestroyCommandPool(device_, pool_, nullptr);
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@@ -979,6 +980,7 @@ public:
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screenshot_frame_ = frame;
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}
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int msaa_samples() const { return int(samples_); }
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std::uint32_t width() const { return extent_.width; }
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std::uint32_t height() const { return extent_.height; }
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std::uint32_t logical_width() const {
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@@ -1491,14 +1493,14 @@ public:
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vkCmdResetQueryPool(command_, query_pool_, 0, 2);
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vkCmdWriteTimestamp(command_, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, query_pool_, 0);
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VkClearValue clears[2]{};
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VkClearValue clears[3]{};
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// 40250 clears the back buffer to 0xff000000 once at device creation and afterwards
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// only clears depth each frame (CPythonApplication::Process -> ClearDepthBuffer).
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clears[0].color = {{0.0f, 0.0f, 0.0f, 1.0f}};
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clears[1].depthStencil = {1.0f, 0};
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VkRenderPassBeginInfo pass_begin{VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO};
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pass_begin.renderPass = pass_; pass_begin.framebuffer = framebuffers_.at(image_index);
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pass_begin.renderArea.extent = extent_; pass_begin.clearValueCount = 2; pass_begin.pClearValues = clears;
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pass_begin.renderArea.extent = extent_; pass_begin.clearValueCount = samples_ != VK_SAMPLE_COUNT_1_BIT ? 3 : 2; pass_begin.pClearValues = clears;
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vkCmdBeginRenderPass(command_, &pass_begin, VK_SUBPASS_CONTENTS_INLINE);
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VkPipeline current_pipeline = VK_NULL_HANDLE;
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@@ -1709,19 +1711,12 @@ private:
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if (depth_view_) { vkDestroyImageView(device_, depth_view_, nullptr); depth_view_ = VK_NULL_HANDLE; }
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if (depth_image_) { vkDestroyImage(device_, depth_image_, nullptr); depth_image_ = VK_NULL_HANDLE; }
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if (depth_memory_) { vkFreeMemory(device_, depth_memory_, nullptr); depth_memory_ = VK_NULL_HANDLE; }
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destroy_msaa_color();
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for (auto view : image_views_) vkDestroyImageView(device_, view, nullptr);
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image_views_.clear();
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if (swapchain_) { vkDestroySwapchainKHR(device_, swapchain_, nullptr); swapchain_ = VK_NULL_HANDLE; }
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create_swapchain();
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for (auto view : image_views_) {
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VkImageView fb_attachments[2] = {view, depth_view_};
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VkFramebufferCreateInfo framebuffer{VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
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framebuffer.renderPass = pass_; framebuffer.attachmentCount = 2; framebuffer.pAttachments = fb_attachments;
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framebuffer.width = extent_.width; framebuffer.height = extent_.height; framebuffer.layers = 1;
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VkFramebuffer handle = VK_NULL_HANDLE;
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check(vkCreateFramebuffer(device_, &framebuffer, nullptr, &handle), "vkCreateFramebuffer recreate");
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framebuffers_.push_back(handle);
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}
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create_framebuffers();
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get_pipeline(0, 2, 0);
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}
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@@ -1963,6 +1958,16 @@ private:
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enabled_features.samplerAnisotropy = VK_TRUE;
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max_anisotropy_ = std::min(16.0f, properties.limits.maxSamplerAnisotropy);
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}
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// Multisampled 3D edges; MT_MSAA=1 keeps the single-sample path, 2/4/8 request a count.
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{
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int wanted = 4;
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if (const char* env = std::getenv("MT_MSAA")) wanted = std::max(1, std::atoi(env));
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const VkSampleCountFlags supported =
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properties.limits.framebufferColorSampleCounts & properties.limits.framebufferDepthSampleCounts;
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samples_ = VK_SAMPLE_COUNT_1_BIT;
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for (VkSampleCountFlagBits c : {VK_SAMPLE_COUNT_8_BIT, VK_SAMPLE_COUNT_4_BIT, VK_SAMPLE_COUNT_2_BIT})
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if (int(c) <= wanted && (supported & c)) { samples_ = c; break; }
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}
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std::uint32_t extension_count = 0;
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check(vkEnumerateDeviceExtensionProperties(physical_, nullptr, &extension_count, nullptr), "device extensions count");
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std::vector<VkExtensionProperties> available(extension_count);
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@@ -2044,7 +2049,7 @@ private:
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depth_info.format = VK_FORMAT_D32_SFLOAT;
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depth_info.extent = {extent_.width, extent_.height, 1};
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depth_info.mipLevels = 1; depth_info.arrayLayers = 1;
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depth_info.samples = VK_SAMPLE_COUNT_1_BIT;
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depth_info.samples = samples_;
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depth_info.tiling = VK_IMAGE_TILING_OPTIMAL;
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depth_info.usage = VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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depth_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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@@ -2062,6 +2067,63 @@ private:
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depth_view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_DEPTH_BIT;
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depth_view.subresourceRange.levelCount = 1; depth_view.subresourceRange.layerCount = 1;
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check(vkCreateImageView(device_, &depth_view, nullptr, &depth_view_), "vkCreateImageView depth");
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if (samples_ != VK_SAMPLE_COUNT_1_BIT) create_msaa_color();
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}
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// The multisampled colour target the subpass resolves into the swapchain image. It never
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// leaves the render pass, so it is transient (lazily allocated tile memory where available).
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void create_msaa_color() {
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VkImageCreateInfo info{VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO};
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info.imageType = VK_IMAGE_TYPE_2D;
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info.format = swapchain_format_;
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info.extent = {extent_.width, extent_.height, 1};
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info.mipLevels = 1; info.arrayLayers = 1;
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info.samples = samples_;
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info.tiling = VK_IMAGE_TILING_OPTIMAL;
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info.usage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_TRANSIENT_ATTACHMENT_BIT;
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info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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check(vkCreateImage(device_, &info, nullptr, &msaa_image_), "vkCreateImage msaa color");
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VkMemoryRequirements reqs{};
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vkGetImageMemoryRequirements(device_, msaa_image_, &reqs);
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VkMemoryAllocateInfo alloc{VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO};
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alloc.allocationSize = reqs.size;
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try {
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alloc.memoryTypeIndex = find_memory_type(reqs.memoryTypeBits, VK_MEMORY_PROPERTY_LAZILY_ALLOCATED_BIT);
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} catch (const std::runtime_error&) {
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alloc.memoryTypeIndex = find_memory_type(reqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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}
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check(vkAllocateMemory(device_, &alloc, nullptr, &msaa_memory_), "vkAllocateMemory msaa color");
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check(vkBindImageMemory(device_, msaa_image_, msaa_memory_, 0), "vkBindImageMemory msaa color");
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VkImageViewCreateInfo view{VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO};
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view.image = msaa_image_; view.viewType = VK_IMAGE_VIEW_TYPE_2D; view.format = swapchain_format_;
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view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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view.subresourceRange.levelCount = 1; view.subresourceRange.layerCount = 1;
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check(vkCreateImageView(device_, &view, nullptr, &msaa_view_), "vkCreateImageView msaa color");
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}
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void destroy_msaa_color() {
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if (msaa_view_) { vkDestroyImageView(device_, msaa_view_, nullptr); msaa_view_ = VK_NULL_HANDLE; }
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if (msaa_image_) { vkDestroyImage(device_, msaa_image_, nullptr); msaa_image_ = VK_NULL_HANDLE; }
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if (msaa_memory_) { vkFreeMemory(device_, msaa_memory_, nullptr); msaa_memory_ = VK_NULL_HANDLE; }
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}
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void create_framebuffers() {
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for (auto view : image_views_) {
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// Single-sample: {swapchain, depth}. MSAA: {msaa colour, depth, swapchain resolve}.
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VkImageView fb_attachments[3] = {view, depth_view_, VK_NULL_HANDLE};
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std::uint32_t count = 2;
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if (samples_ != VK_SAMPLE_COUNT_1_BIT) {
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fb_attachments[0] = msaa_view_;
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fb_attachments[2] = view;
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count = 3;
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}
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VkFramebufferCreateInfo framebuffer{VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
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framebuffer.renderPass = pass_; framebuffer.attachmentCount = count; framebuffer.pAttachments = fb_attachments;
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framebuffer.width = extent_.width; framebuffer.height = extent_.height; framebuffer.layers = 1;
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VkFramebuffer handle = VK_NULL_HANDLE;
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check(vkCreateFramebuffer(device_, &framebuffer, nullptr, &handle), "vkCreateFramebuffer");
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framebuffers_.push_back(handle);
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}
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}
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void create_host_buffer(VkDeviceSize size, VkBufferUsageFlags usage, VkBuffer& buffer, VkDeviceMemory& memory, void** mapped) {
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@@ -2292,20 +2354,29 @@ private:
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}
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void create_render_pass_and_layout() {
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VkAttachmentDescription attachments[2]{};
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attachments[0].format = swapchain_format_; attachments[0].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; attachments[0].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; attachments[0].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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attachments[1].format = VK_FORMAT_D32_SFLOAT; attachments[1].samples = VK_SAMPLE_COUNT_1_BIT;
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const bool msaa = samples_ != VK_SAMPLE_COUNT_1_BIT;
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VkAttachmentDescription attachments[3]{};
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attachments[0].format = swapchain_format_; attachments[0].samples = samples_;
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attachments[0].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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attachments[0].storeOp = msaa ? VK_ATTACHMENT_STORE_OP_DONT_CARE : VK_ATTACHMENT_STORE_OP_STORE;
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attachments[0].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[0].finalLayout = msaa ? VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL : VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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// MSAA resolve target: the swapchain image.
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attachments[2].format = swapchain_format_; attachments[2].samples = VK_SAMPLE_COUNT_1_BIT;
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attachments[2].loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; attachments[2].storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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attachments[2].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; attachments[2].finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR;
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attachments[1].format = VK_FORMAT_D32_SFLOAT; attachments[1].samples = samples_;
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attachments[1].loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; attachments[1].storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
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attachments[1].initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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attachments[1].finalLayout = VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL;
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VkAttachmentReference color_ref{0, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
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VkAttachmentReference depth_ref{1, VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL};
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VkAttachmentReference resolve_ref{2, VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL};
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VkSubpassDescription subpass{};
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subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS;
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subpass.colorAttachmentCount = 1; subpass.pColorAttachments = &color_ref;
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if (msaa) subpass.pResolveAttachments = &resolve_ref;
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subpass.pDepthStencilAttachment = &depth_ref;
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VkSubpassDependency dependency{};
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@@ -2315,20 +2386,11 @@ private:
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dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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VkRenderPassCreateInfo pass_info{VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO};
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pass_info.attachmentCount = 2; pass_info.pAttachments = attachments;
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pass_info.attachmentCount = msaa ? 3 : 2; pass_info.pAttachments = attachments;
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pass_info.subpassCount = 1; pass_info.pSubpasses = &subpass;
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pass_info.dependencyCount = 1; pass_info.pDependencies = &dependency;
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check(vkCreateRenderPass(device_, &pass_info, nullptr, &pass_), "vkCreateRenderPass");
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for (auto view : image_views_) {
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VkImageView fb_attachments[2] = {view, depth_view_};
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VkFramebufferCreateInfo framebuffer{VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO};
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framebuffer.renderPass = pass_; framebuffer.attachmentCount = 2; framebuffer.pAttachments = fb_attachments;
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framebuffer.width = extent_.width; framebuffer.height = extent_.height; framebuffer.layers = 1;
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VkFramebuffer handle = VK_NULL_HANDLE;
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check(vkCreateFramebuffer(device_, &framebuffer, nullptr, &handle), "vkCreateFramebuffer");
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framebuffers_.push_back(handle);
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}
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create_framebuffers();
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const auto vert = read_spirv("native.vert.spv");
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const auto frag = read_spirv("native.frag.spv");
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@@ -2401,7 +2463,7 @@ private:
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raster.lineWidth = 1;
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VkPipelineMultisampleStateCreateInfo multisample{VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO};
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multisample.rasterizationSamples = VK_SAMPLE_COUNT_1_BIT;
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multisample.rasterizationSamples = samples_;
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VkPipelineDepthStencilStateCreateInfo depth_stencil{VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO};
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depth_stencil.depthTestEnable = depth > 0 ? VK_TRUE : VK_FALSE;
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@@ -2986,6 +3048,10 @@ private:
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VkImage depth_image_ = VK_NULL_HANDLE;
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VkDeviceMemory depth_memory_ = VK_NULL_HANDLE;
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VkImageView depth_view_ = VK_NULL_HANDLE;
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VkSampleCountFlagBits samples_ = VK_SAMPLE_COUNT_1_BIT;
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VkImage msaa_image_ = VK_NULL_HANDLE;
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VkDeviceMemory msaa_memory_ = VK_NULL_HANDLE;
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VkImageView msaa_view_ = VK_NULL_HANDLE;
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VkRenderPass pass_ = VK_NULL_HANDLE;
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std::vector<VkFramebuffer> framebuffers_;
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VkSampler sampler_ = VK_NULL_HANDLE;
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@@ -3081,7 +3147,7 @@ void print_summary(const VulkanWindow& renderer, int completed, double wall_ms,
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return frame_ms[std::min(index, frame_ms.size() - 1)];
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};
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std::cout << "device=" << renderer.device_name()
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<< " present_mode=" << renderer.present_mode_name()
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<< " present_mode=" << renderer.present_mode_name() << " msaa=" << renderer.msaa_samples()
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<< " frames=" << completed
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<< " draws=" << renderer.draw_count()
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<< " skinned_draws=" << renderer.skinned_draw_count()
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@@ -3175,6 +3241,15 @@ int run_live_client(
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game_port = server.GamePort();
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}
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{
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// HiDPI text: rasterise glyph pages at the swapchain's pixels per UI pixel (before any font
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// exists). MT_FONT_OVERSAMPLE=1 keeps the 40250 bilevel 1x glyphs.
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const float density = float(renderer.width()) / float(std::max(1u, renderer.logical_width()));
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int oversample = std::clamp(int(std::lround(density)), 1, 4);
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if (const char* env = std::getenv("MT_FONT_OVERSAMPLE")) oversample = std::max(1, std::atoi(env));
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UISetFontOversample(oversample);
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}
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std::string error;
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const char* env_stdlib = std::getenv("MT_PYTHON_STDLIB");
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std::string stdlib = (env_stdlib && *env_stdlib) ? env_stdlib : bundled_file_path("python27.zip");
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@@ -105,7 +105,20 @@ void main() {
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return;
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}
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// 2D UI batch (UIRenderCommand): vertex color times texture, optionally clipped by a mask.
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vec4 color = in_color * texture(tex_sampler, in_uv);
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// The UI is laid out in logical pixels and magnified onto a HiDPI swapchain. Plain bilinear
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// smears each texel over the scale factor; "sharp bilinear" keeps texels square and only blends
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// across a one-pixel seam. Minified or 1:1 texels keep the original bilinear lookup.
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vec2 uv = in_uv;
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vec2 tex_size = vec2(textureSize(tex_sampler, 0));
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vec2 texel = uv * tex_size;
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vec2 texels_per_pixel = fwidth(texel);
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if (texels_per_pixel.x > 0.0 && texels_per_pixel.y > 0.0 &&
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texels_per_pixel.x < 0.99 && texels_per_pixel.y < 0.99) {
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vec2 seam = floor(texel + 0.5);
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texel = seam + clamp((texel - seam) / texels_per_pixel, -0.5, 0.5);
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uv = texel / tex_size;
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}
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vec4 color = in_color * texture(tex_sampler, uv);
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if (draw.params.z > 0.5) {
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if (in_mask_uv.x < 0.0 || in_mask_uv.x > 1.0 || in_mask_uv.y < 0.0 || in_mask_uv.y > 1.0)
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discard;
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