[Feat] (MG_Config, MG_Util): a tier knob and two capability flags for Espryt multi-draw

MOBILEGL_ESPRYT_MULTIDRAW_MODE=ext|multiindirect|indirect|basevertex|
drawelements|compute|auto names the DirectGLES emulation tier for
glMultiDrawElements(BaseVertex). Same contract as the Magma knob: a
preference, not a demand, clamped at resolution time to what the driver
actually has, and invalid values keep auto. Nothing reads it yet.

The two capability flags the ladder selects on are new because neither
existed in the shape the choice needs. SupportsDrawElementsBaseVertex is
the weaker sibling of SupportsMultiDrawElementsBaseVertex - ES 3.2 core
or EXT/OES_draw_elements_base_vertex, with no GL_EXT_multi_draw_arrays
requirement - and it decides whether a batch can replay its sub-draws
with their own base vertices or has to fold them into rewritten indices.
SupportsComputeShader is ES 3.1 core plus the dispatch, barrier and
shader-object entry points. Both keep the house rule the multi-draw
flags already follow: the extension/version check is what proves
support, the resolved pointer only confirms it, because
eglGetProcAddress may hand back a live-looking stub for a function the
context does not implement.
This commit is contained in:
BZLZHH
2026-08-07 08:15:31 -04:00
parent ebc5bff9b1
commit 23b880c8be
4 changed files with 69 additions and 0 deletions
+22
View File
@@ -39,6 +39,23 @@ namespace MobileGL::MG_Config {
Unroll, // one vkCmdDraw* per sub-draw
};
// Preferred DirectGLES emulation tier for glMultiDrawElements(BaseVertex). GLES has no
// such entry point in core, so every tier below is an emulation; they differ only in
// which driver capability they lean on and how many driver calls a batch costs. Like
// the Magma knob this is a preference, clamped at resolution time to what the ES
// driver actually supports, with one log line when it falls back.
enum class GLESMultiDrawMode : Uint8 {
Auto = 0, // unset: best supported tier
Ext, // one glMultiDrawElementsBaseVertexEXT
MultiIndirect, // one glMultiDrawElementsIndirectEXT over a scratch command buffer
Indirect, // one glDrawElementsIndirect per sub-draw over that same buffer
BaseVertex, // one glDrawElementsBaseVertex per sub-draw
DrawElements, // baseVertex folded into a scratch index buffer on the CPU, then plain
// glDrawElements per sub-draw (for drivers with no base-vertex draw at all)
Compute, // a compute shader flattens every sub-draw into one rebased index buffer,
// drawn by a single glDrawElements
};
// Feature toggles parsed once from environment variables in MG_ConfigLoader::Init()
// (ConfigLoader.cpp), before the accepted-env map is destroyed. All Bool fields share
// one truthy rule: the variable is set, non-empty, not "0", and not "false"
@@ -105,6 +122,11 @@ namespace MobileGL::MG_Config {
// ("ext" | "indirect" | "unroll", see MultiDrawMode). Clamped to device support;
// unset picks the best supported tier.
MultiDrawMode MagmaMultiDrawMode = MultiDrawMode::Auto;
// MOBILEGL_ESPRYT_MULTIDRAW_MODE: preferred DirectGLES glMultiDrawElements emulation
// tier ("ext" | "multiindirect" | "indirect" | "basevertex" | "drawelements" |
// "compute", see GLESMultiDrawMode). Clamped to driver support; unset picks the best
// supported tier, which never includes "compute" - see the note on its resolution.
GLESMultiDrawMode EsprytMultiDrawMode = GLESMultiDrawMode::Auto;
};
extern FeaturesTable Features;
} // namespace MobileGL::MG_Config