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gpu: validate depth and cube texture descriptors
Accept SDK-valid depth sampler modulation and validate cube storage images as complete six-layer groups.
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@@ -282,13 +282,13 @@ bool IsSupportedDepthTextureEncoding(const ShaderTextureResource& descriptor, co
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(static_cast<uint32_t>(descriptor.TileMode()) << 20u) |
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(static_cast<uint32_t>(descriptor.Type()) << 28u);
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const uint32_t field4_expected = descriptor.Depth() | (descriptor.BaseArray5() << 16u);
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const uint32_t field5_expected =
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0x00700000u | (static_cast<uint32_t>(descriptor.MaxMip()) << 4u);
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const bool common = (descriptor.fields[1] & field1_reserved_mask) == 0 &&
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(descriptor.fields[2] & field2_reserved_mask) == 0 &&
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descriptor.fields[3] == field3_expected &&
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descriptor.fields[4] == field4_expected &&
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descriptor.fields[5] == field5_expected;
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const uint32_t field5_expected = (static_cast<uint32_t>(descriptor.PerfMod5()) << 20u) |
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(static_cast<uint32_t>(descriptor.MaxMip()) << 4u);
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const bool common = (descriptor.fields[1] & field1_reserved_mask) == 0 &&
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(descriptor.fields[2] & field2_reserved_mask) == 0 &&
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descriptor.fields[3] == field3_expected &&
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descriptor.fields[4] == field4_expected &&
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descriptor.fields[5] == field5_expected;
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if (!common || (descriptor.fields[6] == 0 && descriptor.fields[7] != 0)) {
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return false;
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}
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@@ -362,9 +362,14 @@ static bool IsSupportedStorageTextureDescriptor(const ShaderRecompiler::IR::Imag
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(is_color_2d_array && descriptor.BaseArray5() <= descriptor.Depth());
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const bool is_2d =
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resource.dimension == ShaderRecompiler::Decoder::ImageDimension::Dim2D && valid_2d_slice;
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const bool is_cube = resource.cube && descriptor.Type() == Prospero::ImageType::kCube &&
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descriptor.Width5() == descriptor.Height5() &&
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descriptor.BaseArray5() <= descriptor.Depth() &&
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(descriptor.Depth() - descriptor.BaseArray5() + 1u) % 6u == 0;
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const bool is_2d_array =
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resource.dimension == ShaderRecompiler::Decoder::ImageDimension::Dim2DArray &&
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is_color_2d_array && descriptor.BaseArray5() <= descriptor.Depth();
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((!resource.cube && is_color_2d_array && descriptor.BaseArray5() <= descriptor.Depth()) ||
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is_cube);
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const bool is_3d = resource.dimension == ShaderRecompiler::Decoder::ImageDimension::Dim3D &&
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descriptor.Type() == Prospero::ImageType::kColor3D &&
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descriptor.BaseArray5() == 0;
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