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