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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (DirectGLES, DirectVulkan): narrow GL_DOUBLE vertex arrays to float32 instead of dropping them
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@@ -514,15 +514,17 @@ namespace MobileGL::MG_Impl::GLImpl {
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// recorded DataType is always Float64 - what IsLong adds is that this is the *unconverted* form,
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// as opposed to VertexAttribFormat(GL_DOUBLE), which asks for a float conversion.
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//
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// Whether the backend can FEED it is detected, not assumed: DirectVulkan needs shaderFloat64,
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// and DirectGLES can never have it at all. What that costs is the ARRAY, not the call: GL 4.6
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// core 10.3.2 defines no error for a well-formed glVertexAttribLFormat, and a GL 4.3 context
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// has 64-bit attributes in core, so declining the call would be non-conformant and would make
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// the four pure state queries (VERTEX_ATTRIB_ARRAY_SIZE / _TYPE / _LONG / _RELATIVE_OFFSET)
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// unanswerable (KHR-GL43.vertex_attrib_binding.basic-state1/3). The format is therefore
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// RECORDED here and the enabled array is dropped at draw instead - loudly, once, naming the
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// reason. The matching startup POST row is in MG_Util/SelfTest/DriverPost.cpp; the draw-side
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// drop is DirectGLES/Managers.cpp and, on DirectVulkan, VertexInputStateFactory's Float64 case.
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// Whether the backend can FEED it at full precision is detected, not assumed: DirectVulkan
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// needs shaderFloat64, and DirectGLES can never have it at all. What that costs is PRECISION,
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// not the call and no longer the array: GL 4.6 core 10.3.2 defines no error for a well-formed
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// glVertexAttribLFormat, and a GL 4.3 context has 64-bit attributes in core, so declining the
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// call would be non-conformant and would make the four pure state queries
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// (VERTEX_ATTRIB_ARRAY_SIZE / _TYPE / _LONG / _RELATIVE_OFFSET) unanswerable
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// (KHR-GL43.vertex_attrib_binding.basic-state1/3). The format is therefore RECORDED here and
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// the array is NARROWED to float32 at draw, matching the fp64 demotion every shader already
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// gets (DemoteFloat64Pass) - loudly, once, naming the cost. The matching startup POST row is in
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// MG_Util/SelfTest/DriverPost.cpp; the draw-side narrowing is DirectGLES/Managers.cpp and, on
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// DirectVulkan, VertexInputStateFactory's Float64 case.
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static void VertexAttribLFormatSeparate_State(const SharedPtr<MG_State::GLState::VertexArrayObject>& vao,
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GLuint attribindex, GLint size, GLenum type,
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GLuint relativeoffset) {
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@@ -534,9 +536,9 @@ namespace MobileGL::MG_Impl::GLImpl {
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!MG_Backend::pActiveBackendObject->GetDynamicParameters().SupportsFloat64VertexAttributes) {
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MGLOG_W_ONCE("VertexAttribLFormat: attribute %u asked for a 64-bit (GL_DOUBLE) format, but this "
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"backend has no double-precision vertex attribute support - the format is recorded "
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"and queryable, but the array will be DROPPED at draw and the attribute will read "
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"its generic current value; see the \"64-bit vertex attributes\" / \"shaderFloat64\" "
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"POST row for what that costs",
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"and queryable, and the array is FETCHED AT FLOAT32 PRECISION at draw (the same "
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"narrowing the shader's dvec inputs already get); see the \"64-bit vertex "
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"attributes\" / \"shaderFloat64\" POST row for what that costs",
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attribindex);
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}
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