[Fix, Test] (DirectGLES, ShaderTranspiler): emulate the 17 exactly-carriable non-core image formats by channel widening

This commit is contained in:
2026-08-21 03:21:09 -04:00
parent 36b9d26b9d
commit 3a12f6d4f3
16 changed files with 1551 additions and 29 deletions
+28 -1
View File
@@ -1463,8 +1463,35 @@ namespace MobileGL::MG_Backend::DirectGLES {
const Bool layerable = SupportsLayeredImageBinding(imageBinding.Texture->GetTarget());
const GLboolean layered = layerable ? imageBinding.Layered : GL_FALSE;
const GLint layer = layerable ? imageBinding.Layer : 0;
// The bind half of the image-format widening. SyncTextureObjectToBackend has just
// allocated this texture's storage in the core carrier of its format (the call above
// is the one that marks it image-bindable), and glBindImageTexture's `format` has to
// name the storage the texture really has: a GL_RG32F bind is GL_INVALID_VALUE on
// Adreno for nineteen of the twenty-six non-core formats and on both Malis for
// twenty-five, and every driver that DOES accept a narrow texture through a wide
// image accepts it silently, reading and writing out of bounds. The frontend's own
// ImageTextureBinding keeps the application's format untouched, so
// GL_IMAGE_BINDING_FORMAT still answers what was passed in.
//
// Widened from the format the APPLICATION named rather than from the texture's own,
// because GL lets the two differ inside one format class and the shader was widened
// from the class the application named too (an r32ui view of an r32f image is a legal
// reinterpretation). The two carriers always have the same texel size - every format
// in a class widens to the four-channel form of that same class - so the storage
// still describes what the bind claims. Gated on the TEXTURE having been widened, so
// a bind format that names a class the storage does not have is left alone: GL
// already calls that undefined, and inventing a carrier for it would only make the
// out-of-class read wider.
GLenum bindFormat = imageBinding.Format;
if (TextureImpl::GetImageBindableStorageWidening(imageBinding.Texture->GetFormat())) {
const auto boundFormatWidening = TextureImpl::GetImageBindableStorageWidening(
MG_Util::ConvertGLEnumToTextureInternalFormat(imageBinding.Format));
if (boundFormatWidening) {
bindFormat = boundFormatWidening.InternalFormat;
}
}
g_GLESFuncs.glBindImageTexture(unit, backendTexture->GetBackendTextureId(), imageBinding.Level,
layered, layer, imageBinding.Access, imageBinding.Format);
layered, layer, imageBinding.Access, bindFormat);
}
// A buffer texture bound to a WRITABLE image unit is a buffer the shader is about to