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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 21:58:31 +09:00
[Fix] (Xfb): never issue a transform feedback capture-point bind the application did not ask for, and error-check the driver span instead of losing it silently
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@@ -146,6 +146,20 @@ namespace MobileGL::MG_Impl::GLImpl {
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case GL_TRIANGLES: return static_cast<Uint64>(count / 3);
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case GL_TRIANGLE_STRIP:
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case GL_TRIANGLE_FAN: return count >= 3 ? static_cast<Uint64>(count - 2) : 0;
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// Adjacency primitives (GL 4.6 core table 10.1). Only a geometry stage can consume
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// them, and it is the ADJACENT-free primitive count that reaches it: 4 vertices per
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// line, 6 per triangle, one per step for the strips. Answering 0 here - which is what
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// the default arm did - made AccountTransformFeedbackPrimitives bail before it had
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// recorded anything, so an adjacency capture advanced neither the captured-vertex
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// counter the scattered-capture path is bounded by nor the geometry-capture-draw flag
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// that routes the transform feedback queries to the driver's own counter.
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case GL_LINES_ADJACENCY: return static_cast<Uint64>(count / 4);
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case GL_LINE_STRIP_ADJACENCY: return count >= 4 ? static_cast<Uint64>(count - 3) : 0;
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case GL_TRIANGLES_ADJACENCY: return static_cast<Uint64>(count / 6);
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case GL_TRIANGLE_STRIP_ADJACENCY: return count >= 6 ? static_cast<Uint64>((count - 4) / 2) : 0;
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// GL_PATCHES is deliberately absent: the tessellator's amplification is not knowable
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// on the CPU, and answering 0 is what defers GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN
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// to the driver's own counter, which is the only correct source for a patch capture.
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default: return 0;
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}
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}
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@@ -172,11 +186,17 @@ namespace MobileGL::MG_Impl::GLImpl {
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case GL_LINES:
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case GL_LINE_STRIP:
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case GL_LINE_LOOP:
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// An adjacency primitive delivers the same line/triangle to the geometry stage; the
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// adjacent vertices are context, not part of the primitive.
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case GL_LINES_ADJACENCY:
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case GL_LINE_STRIP_ADJACENCY:
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verticesPerPrimitive = 2;
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break;
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case GL_TRIANGLES:
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case GL_TRIANGLE_STRIP:
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case GL_TRIANGLE_FAN:
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case GL_TRIANGLES_ADJACENCY:
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case GL_TRIANGLE_STRIP_ADJACENCY:
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verticesPerPrimitive = 3;
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break;
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default:
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@@ -381,11 +401,21 @@ namespace MobileGL::MG_Impl::GLImpl {
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case GL_POINTS:
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compatible = mode == GL_POINTS;
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break;
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// The adjacency modes belong here too (GL 4.6 core table 13.1, ES 3.2 table 12.1).
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// This arm is only reached when the program has NO geometry or tessellation
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// evaluation stage, and without a geometry stage the adjacent vertices are simply
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// ignored (GL 4.6 core 10.1) - the primitive assembled IS a plain line or triangle,
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// so the combination is legal and must capture. Omitting them raised a spurious
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// GL_INVALID_OPERATION and dropped the draw entirely, leaving the capture buffer
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// with its pre-draw bytes. The geometry-stage input table above already carries the
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// same four arms; this is the second table catching up with it.
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case GL_LINES:
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compatible = mode == GL_LINES || mode == GL_LINE_STRIP || mode == GL_LINE_LOOP;
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compatible = mode == GL_LINES || mode == GL_LINE_STRIP || mode == GL_LINE_LOOP ||
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mode == GL_LINES_ADJACENCY || mode == GL_LINE_STRIP_ADJACENCY;
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break;
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case GL_TRIANGLES:
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compatible = mode == GL_TRIANGLES || mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN;
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compatible = mode == GL_TRIANGLES || mode == GL_TRIANGLE_STRIP || mode == GL_TRIANGLE_FAN ||
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mode == GL_TRIANGLES_ADJACENCY || mode == GL_TRIANGLE_STRIP_ADJACENCY;
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break;
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default:
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break;
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