[Feat, Test] (MG_Backend, MG_Util, MG_Impl): report the fp64 tier at startup, decline 64-bit vertex formats everywhere, advertise GL_ARB_gpu_shader_fp64 only on request

This commit is contained in:
2026-08-12 06:25:35 -04:00
parent 62a2dae5ba
commit 796a57a115
6 changed files with 139 additions and 16 deletions
@@ -960,6 +960,15 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
extensions.push_back(E_GL_KHR_parallel_shader_compile);
}
// GL_ARB_gpu_shader_fp64 is opt-in (MOBILEGL_ADVERTISE_FP64). Every `double` in a
// shader compiles and runs already - it is narrowed to 32 bits before the module
// reaches this backend - so an application that simply uses doubles needs nothing
// advertised. What the extension additionally promises is 64-bit PRECISION, which no
// mobile GPU has and the narrowing cannot fake, so advertising it by default would
// make an application that checks the string take a path MobileGL cannot honour.
if (MG_Config::Features.AdvertiseFp64) {
extensions.push_back(E_GL_ARB_gpu_shader_fp64);
}
// Only advertised when the device driver actually has usable timer queries
// (GL_EXT_disjoint_timer_query plus its entry points) and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
@@ -539,6 +539,15 @@ namespace MobileGL::MG_Backend::DirectVulkan {
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
extensions.push_back(E_GL_KHR_parallel_shader_compile);
}
// GL_ARB_gpu_shader_fp64 is opt-in (MOBILEGL_ADVERTISE_FP64). Every `double` in a
// shader compiles and runs already - it is narrowed to 32 bits before the module
// reaches this backend - so an application that simply uses doubles needs nothing
// advertised. What the extension additionally promises is 64-bit PRECISION, which no
// mobile GPU has and the narrowing cannot fake, so advertising it by default would
// make an application that checks the string take a path MobileGL cannot honour.
if (MG_Config::Features.AdvertiseFp64) {
extensions.push_back(E_GL_ARB_gpu_shader_fp64);
}
// GL_ARB_timer_query gates MC's F3 GPU% (LWJGL checks the extension string);
// only advertised when the device actually supports timestamp queries and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
@@ -877,7 +886,27 @@ namespace MobileGL::MG_Backend::DirectVulkan {
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray);
}
}
m_dynamicParameters.SupportsFloat64VertexAttributes = m_vulkanCaps.SupportsShaderFloat64;
// Never, on any device, and no longer for the reason it used to be. It used to track
// shaderFloat64 because a `dvec3` input needed the Float64 capability to exist in the
// module at all; a 64-bit vertex FETCH was already impossible (VK_FORMAT_R64*_SFLOAT is
// optional and lavapipe reports zero bufferFeatures for all four), so the attribute
// arrived as its 32-bit word pair and PackDoubleVertexInputsPass bitcast it back.
//
// The shader half of that is gone: every 64-bit float is narrowed before any module
// reaches a backend (ShaderTranspiler::DemoteFloat64Pass), so there is no `double` input
// left to bitcast INTO, and feeding a UINT-formatted attribute to what is now a `float`
// input would be silent garbage. Reconstructing the value would mean decoding the
// IEEE-754 double bit pattern in the shader - software fp64, which is precisely what the
// demotion exists to avoid - and on Espryt it would additionally need the ES driver to
// fetch 2N uint components where the application declared N doubles, which a dvec3 or
// dvec4 cannot even express within one attribute location.
//
// So glVertexAttribLFormat / glVertexAttribLPointer are declined here exactly as they
// already were on Espryt and on every real mobile device (Adreno and Mali both report
// shaderFloat64 == VK_FALSE), and for the same visible reason. A `dvec3` INPUT still
// compiles and draws - it is a `vec3` after demotion - as long as the application feeds
// it with glVertexAttribPointer(GL_FLOAT) rather than 64-bit data.
m_dynamicParameters.SupportsFloat64VertexAttributes = false;
m_dynamicParameters.MaxShaderStorageBlockSize =
std::min(m_vulkanCaps.MaxShaderStorageBlockSize, kMaxAdvertisedShaderStorageBlockSize);
if (m_vulkanCaps.SupportsShaderSubgroup) {