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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (DirectGLES): support rectangle textures where the emulation is exact
ES has no rectangle target and no rectangle sampler, so DirectGLES declared
GL_TEXTURE_RECTANGLE unsupported outright: the texture was never synced or bound,
and SPIRV-Cross refused the shader ("Rectangle textures are not supported on
OpenGL ES") which left the whole program unlinkable.
A rectangle texture is a single-level, clamped 2D texture whose only real
difference is that its lookups take non-normalized coordinates. Where every use
takes *integer* texel coordinates - texelFetch, textureSize - that difference
does not exist at all, and the two are the same thing. So:
- A new SPIR-V pass rewrites Dim::Rect image types to Dim::2D before
transpiling, and restates the rectangle capabilities as Shader. It declines
any module containing a normalized-coordinate lookup rather than emitting
something subtly wrong; SPIRV-Cross then rejects that module exactly as
before, so nothing that used to work changes and nothing new renders wrongly.
- The target maps to GL_TEXTURE_2D for storage, uploads and binding, alongside
the existing 1D and 1D-array emulation.
Fixes KHR-GL31.texture_size_promotion.functional outright, which takes GL31 to
100% conformance. GL32/GL33 advance past their rectangle cases to a separate
GL_RGB16 multisample issue. No regressions across texture_swizzle, shaders30,
texture_lod_*, framebuffer_blit, packed_depth_stencil, transform_feedback,
clip_distance or draw_buffers; DirectVulkan re-verified unaffected.
This commit is contained in:
@@ -3344,6 +3344,17 @@ namespace MobileGL::MG_Backend::DirectGLES {
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effectiveSpirv = &noperspectiveSpirv;
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}
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// ES has no rectangle sampler, and SPIRV-Cross refuses the whole module rather
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// than approximating one. Where every use takes integer texel coordinates a
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// rectangle image is indistinguishable from a 2D one, so rewrite the type and let
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// it through; the pass declines anything it cannot convert exactly.
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Vector<unsigned int> rectLoweredSpirv;
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if (MG_Util::ShaderTranspiler::ShaderCompiler::LowerRectImagesForEssl(*effectiveSpirv,
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rectLoweredSpirv) &&
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!rectLoweredSpirv.empty()) {
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effectiveSpirv = &rectLoweredSpirv;
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}
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MG_Util::ShaderTranspiler::SpvcSession spvcSession(*effectiveSpirv,
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MG_Util::ShaderTranspiler::SessionUsageBit::Transpile);
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@@ -270,18 +270,21 @@ namespace MobileGL::MG_Backend::DirectGLES {
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namespace TextureImpl {
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inline Bool IsSupportedTextureTarget(TextureTarget target) {
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// Rectangle textures need non-normalized sampling ES cannot express; everything else is
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// either native or emulated (1D -> 2D with height 1, 1D array -> 2D array, see
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// MapToBackendTextureTarget). SPIRV-Cross already emits the matching ESSL samplers and
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// coordinate padding for 1D/1D-array shaders.
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return target != TextureTarget::TextureRectangle;
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// Every desktop-only target is stored on an ES one; see MapToBackendTextureTarget.
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(void)target;
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return true;
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}
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// ES has no 1D targets: 1D textures are stored as 2D (height 1) and 1D arrays as 2D arrays
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// (height 1, layers in depth). Must match SPIRV-Cross's ES 1D-as-2D shader emulation.
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// ES has none of the desktop-only targets: 1D textures are stored as 2D (height 1), 1D
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// arrays as 2D arrays (height 1, layers in depth), and rectangle textures as plain 2D -
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// they are single-level and already clamp, so only the non-normalized coordinates differ.
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// Must match the shader-side emulation: SPIRV-Cross handles 1D/1D-array itself, and
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// ShaderCompiler::LowerRectImagesForEssl rewrites rectangle images (declining any module
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// whose lookups are not integer-coordinate, which SPIRV-Cross then still rejects).
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inline TextureTarget MapToBackendTextureTarget(TextureTarget target) {
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switch (target) {
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case TextureTarget::Texture1D:
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case TextureTarget::TextureRectangle:
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return TextureTarget::Texture2D;
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case TextureTarget::Texture1DArray:
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return TextureTarget::Texture2DArray;
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@@ -297,6 +300,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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inline GLenum ConvertTextureUploadTargetToBackendGLEnum(TextureUploadTarget uploadTarget) {
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switch (uploadTarget) {
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case TextureUploadTarget::Texture1D:
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case TextureUploadTarget::TextureRectangle:
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return GL_TEXTURE_2D;
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case TextureUploadTarget::Texture1DArray:
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return GL_TEXTURE_2D_ARRAY;
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