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https://github.com/MobileGL-Dev/MobileGL
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[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.
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@@ -8,9 +8,13 @@
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#include "VkClearManager.h"
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#include "MG_State/GLState/Core.h"
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#include "MG_Util/Converters/MGToStr/FramebufferEnumConverter.h"
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#include "MG_Util/Converters/MGToStr/TextureEnumConverter.h"
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#include <algorithm>
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#include <cmath>
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namespace MobileGL::MG_Backend::DirectVulkan {
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static Bool IsCubeMapFaceUploadTarget(TextureUploadTarget target) {
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return target >= TextureUploadTarget::CubeMapPositiveX &&
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@@ -42,6 +46,23 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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return clearValue;
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}
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void PreCompensateSrgbClearColor(ClearAttachmentPayload& payload, VkFormat destinationFormat) {
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if (payload.colorEncoding != ClearColorEncoding::Float) return;
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// With GL_FRAMEBUFFER_SRGB enabled GL performs the encoding itself, so the driver doing it
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// is exactly right and there is nothing to undo.
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if (MG_State::pGLContext->IsCapabilityEnabled(MobileGL::CapabilityInput::FramebufferSrgb)) return;
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if (ResolveSrgbAttachmentWriteFormat(destinationFormat, false) == destinationFormat) return;
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// sRGB -> linear (GL 4.6 core 8.24), applied to the colour channels only: alpha is stored
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// linearly in an sRGB format and must pass through untouched.
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const auto toLinear = [](Float encoded) {
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const Float value = std::clamp(encoded, 0.0f, 1.0f);
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return value <= 0.04045f ? value / 12.92f : std::pow((value + 0.055f) / 1.055f, 2.4f);
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};
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payload.color = FloatVec4(toLinear(payload.color.x()), toLinear(payload.color.y()),
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toLinear(payload.color.z()), payload.color.w());
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}
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void ForceOpaqueClearAlpha(ClearAttachmentPayload& payload) {
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switch (payload.colorEncoding) {
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case ClearColorEncoding::Int:
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