[Fix] (MG_Backend): read back the stencil half, and clear an sRGB target to the value asked for

Two reasons a framebuffer's contents came back wrong, both on the read/clear
side rather than the write side.

Stencil, on both backends. The CTS reads stencil with glReadPixels(GL_STENCIL_INDEX,
GL_INT), which is as legal as the unsigned widths, and neither backend accepted
it: DirectGLES's ReadPixelsStencilViaNative rejected every signed type, after
which the call fell through to a native ES read the driver refuses and nothing
was written at all, so the caller kept its zeros; DirectVulkan's pack switch had
no GL_INT case, and of the cases it did have only GL_UNSIGNED_INT sourced the
stencil plane - GL_FLOAT and GL_UNSIGNED_SHORT emitted a depth value, which is
meaningless for a stencil-only image. Both now take the signed and float widths,
and DirectVulkan decides "this is a stencil read" once rather than per type.
DirectGLES also gains the GL_FLOAT_32_UNSIGNED_INT_24_8_REV fallback a
DEPTH32F_STENCIL8 attachment needs, which rejects the 24_8 packed type.

sRGB, on DirectVulkan. Every other write path goes through the UNORM twin view
while GL_FRAMEBUFFER_SRGB is off, storing the raw value GL asked for, but a
deferred clear is materialised with vkCmdClearColorImage - which names the image,
so the driver applied the sRGB transfer function and a clear to 0.25 landed at
0.537. PreCompensateSrgbClearColor hands it the linear colour whose encoding is
the requested value instead. It is a no-op for non-sRGB destinations, for integer
clear encodings, and when GL_FRAMEBUFFER_SRGB is on and GL really does want the
encode.

Takes renderbuffers_storage from failing to passing on both backends, plus
renderbuffers_storage_multisample and framebuffers_blit on Espryt.
This commit is contained in:
BZLZHH
2026-08-05 03:41:23 -04:00
parent 9eda2147b1
commit 3b3b6e5b8b
4 changed files with 86 additions and 13 deletions
@@ -8,9 +8,13 @@
#include "VkClearManager.h"
#include "MG_State/GLState/Core.h"
#include "MG_Util/Converters/MGToStr/FramebufferEnumConverter.h"
#include "MG_Util/Converters/MGToStr/TextureEnumConverter.h"
#include <algorithm>
#include <cmath>
namespace MobileGL::MG_Backend::DirectVulkan {
static Bool IsCubeMapFaceUploadTarget(TextureUploadTarget target) {
return target >= TextureUploadTarget::CubeMapPositiveX &&
@@ -42,6 +46,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
return clearValue;
}
void PreCompensateSrgbClearColor(ClearAttachmentPayload& payload, VkFormat destinationFormat) {
if (payload.colorEncoding != ClearColorEncoding::Float) return;
// With GL_FRAMEBUFFER_SRGB enabled GL performs the encoding itself, so the driver doing it
// is exactly right and there is nothing to undo.
if (MG_State::pGLContext->IsCapabilityEnabled(MobileGL::CapabilityInput::FramebufferSrgb)) return;
if (ResolveSrgbAttachmentWriteFormat(destinationFormat, false) == destinationFormat) return;
// sRGB -> linear (GL 4.6 core 8.24), applied to the colour channels only: alpha is stored
// linearly in an sRGB format and must pass through untouched.
const auto toLinear = [](Float encoded) {
const Float value = std::clamp(encoded, 0.0f, 1.0f);
return value <= 0.04045f ? value / 12.92f : std::pow((value + 0.055f) / 1.055f, 2.4f);
};
payload.color = FloatVec4(toLinear(payload.color.x()), toLinear(payload.color.y()),
toLinear(payload.color.z()), payload.color.w());
}
void ForceOpaqueClearAlpha(ClearAttachmentPayload& payload) {
switch (payload.colorEncoding) {
case ClearColorEncoding::Int: