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[Fix, Test] (MG_Backend, MG_Impl, MG_State): advertise the uniform-block and stencil-texturing strings a 4.0 context hides behind, forward DEPTH_STENCIL_TEXTURE_MODE to both backends, and stop a reserved transform feedback name passing for an object
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@@ -699,6 +699,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
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FloatVec4 m_cacheBorderColor = {0.0f, 0.0f, 0.0f, 0.0f};
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Vec4<TextureSwizzleParam> m_cacheSwizzleParams = {TextureSwizzleParam::Red, TextureSwizzleParam::Green,
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TextureSwizzleParam::Blue, TextureSwizzleParam::Alpha};
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// GL_DEPTH_STENCIL_TEXTURE_MODE. GL_DEPTH_COMPONENT is the GL and ES default, so a
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// texture that never asks for the stencil aspect never emits the call. The
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// depth/stencil readback and replicate-blit emulations also write this parameter
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// raw, but only ever on their own scratch textures (never on an application
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// texture), so they cannot desynchronise this cache.
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GLenum m_cacheDepthStencilTextureMode = GL_DEPTH_COMPONENT;
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Uint16 m_syncedSamplerVersion = 0;
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Uint16 m_syncedTextureParamsVersion = 0;
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};
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