[Fix] (DirectGLES): repair the emulation-guard mask restore and scissor the resolve fallback's staging blit correctly

Final audit round over the DirectGLES scratch/shadow mechanisms; three verified
defects fixed:

- ~ScopedEmulationDrawState restored the APPLICATION's per-buffer colour masks,
  not what SyncRenderState actually pushed: a widened attachment's alpha-off
  doctoring (g_syncedColorMaskAlphaWidenMask) was dropped while the memo still
  claimed it applied, so the next sync early-outed and draws wrote fragment
  alpha into the widened buffer - breaking the stored-alpha==1.0 invariant the
  widen discipline exists to protect. The restore now re-applies the doctoring.
- The same restore loop gated on the core glColorMaski name only, while the sync
  push falls back to glColorMaskiEXT/OES: EXT/OES-only devices were left holding
  buffer 0's mask broadcast across every draw buffer with the shadow recording
  the divergent set (never repaired). The restore now uses the same three-way
  pointer fallback.
- ResolveThenBlit ran its resolve-into-scratch staging blit under the
  application's scissor: a box not covering the scratch-origin rect clipped the
  resolve silently (no GL error), and the second blit then copied stale scratch
  renderbuffer texels into the destination. The staging blit now runs scissor-off
  (shadow-tracked, like ScopedScissorDisable); the caller-visible blit keeps its
  native scissor semantics.
This commit is contained in:
2026-08-19 16:41:31 -04:00
parent 6aed3b08f3
commit 3181ed2c5a
+30 -7
View File
@@ -3966,8 +3966,19 @@ namespace MobileGL::MG_Backend::DirectGLES {
Bool resolved = g_GLESFuncs.glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
if (resolved) {
DrainBlitErrors();
// A blit is scissored like a draw (the replicate path's guard documents the
// same rule): the application's box would clip this resolve into the
// scratch, and the second blit would then copy never-written scratch texels
// into the destination - silently, since scissor clipping raises no GL
// error. Disable for the staging blit only; the caller-visible blit below
// keeps the blit's native scissor semantics. Tracked via the render-state
// shadow, exactly like ScopedScissorDisable.
const Bool scissorWasEnabled =
(RenderStateImpl::g_syncedRenderStateParameters.ScissorTestEnabledMask & 1u) != 0;
if (scissorWasEnabled) g_GLESFuncs.glDisable(GL_SCISSOR_TEST);
g_GLESFuncs.glBlitFramebuffer(left, bottom, right, top, 0, 0, width, height, GL_COLOR_BUFFER_BIT,
GL_NEAREST);
if (scissorWasEnabled) g_GLESFuncs.glEnable(GL_SCISSOR_TEST);
resolved = g_GLESFuncs.glGetError() == GL_NO_ERROR;
}
if (resolved) {
@@ -4113,13 +4124,25 @@ namespace MobileGL::MG_Backend::DirectGLES {
}
}
// The per-draw-buffer colour masks are not covered by the non-indexed
// glColorMask above.
for (Uint index = 0; index < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++index) {
const BoolVec4& colorMask = RenderStateImpl::g_syncedRenderStateParameters.ColorMasks[index];
if (g_GLESFuncs.glColorMaski) {
g_GLESFuncs.glColorMaski(index, colorMask.x() ? GL_TRUE : GL_FALSE,
colorMask.y() ? GL_TRUE : GL_FALSE, colorMask.z() ? GL_TRUE : GL_FALSE,
colorMask.w() ? GL_TRUE : GL_FALSE);
// glColorMask above. Restore what the SYNC actually pushed, not the raw
// application masks: a widened attachment's alpha write is forced off by
// SyncRenderState and memoized in g_syncedColorMaskAlphaWidenMask, and the
// next sync early-outs on an unchanged version - restoring the undoctored
// mask here would leave alpha writes enabled on the widened buffer with
// nothing left to repair it. Same three-way pointer fallback as
// SyncRenderState's push: gating on the core name alone left EXT/OES-only
// devices holding buffer 0's mask broadcast across every buffer.
const auto colorMaskiFn = g_GLESFuncs.glColorMaski ? g_GLESFuncs.glColorMaski
: g_GLESFuncs.glColorMaskiEXT ? g_GLESFuncs.glColorMaskiEXT
: g_GLESFuncs.glColorMaskiOES;
if (colorMaskiFn) {
for (Uint index = 0; index < MG_State::GLState::FramebufferObject::MAX_DRAW_BUFFERS; ++index) {
BoolVec4 colorMask = RenderStateImpl::g_syncedRenderStateParameters.ColorMasks[index];
if (index < 32 && (RenderStateImpl::g_syncedColorMaskAlphaWidenMask & (1u << index)) != 0) {
colorMask.w() = false;
}
colorMaskiFn(index, colorMask.x() ? GL_TRUE : GL_FALSE, colorMask.y() ? GL_TRUE : GL_FALSE,
colorMask.z() ? GL_TRUE : GL_FALSE, colorMask.w() ? GL_TRUE : GL_FALSE);
}
}
if (m_pausedTransformFeedback && g_GLESFuncs.glResumeTransformFeedback) {