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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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