[Fix] (MG_Backend/DirectGLES, MG_Impl/GLImpl, MG_Util): GL CTS packed_pixels + texture_swizzle readback overhaul - canonical shadow layouts for legacy sized/unsized/packed internal formats (RGB5->RGB565, RGB10/12->RGB16, RGBA2->RGBA4, RGB10_A2(UI)/RGB9_E5/R11F_G11F_B10F packed-word shadows with per-texel encode/decode incl. 5_9_9_9_REV and 10F_11F_11F_REV client types), GL_UNSIGNED_INT_10_10_10_2 pixel type mapping, conversion-first GetTexImage with CPU-shadow fallback for non-attachable formats and stale-temp-FBO detach, narrow implementation read pairs + SNORM read candidates + 2_10_10_10_REV wide-read decode with RGBA expansion, PACK image/skip and SWAP_BYTES honored on the CPU repack (never in ES), state-reset conformance (default-texture TexParameter/TexImage/TexBuffer no-ops, renderbuffer 0 unbind, vertex attrib 0 current value, ActiveTexture up to combined units, UBO binding count clamp), FramebufferTexture3D/TextureLayer slice attachments via glFramebufferTextureLayer, capability-driven FBO UNSUPPORTED for non-renderable colors, ReadPixels integer-ness mismatch error, single-value texture swizzle validation, and DirectGLES 1D/1D-array/2D-array texture emulation (2D/2D-array backend targets matching SPIRV-Cross ES 1D-as-2D shaders)

This commit is contained in:
2026-07-16 22:41:54 -04:00
parent 3ca57068a8
commit 870d882fef
21 changed files with 1683 additions and 419 deletions
@@ -78,15 +78,10 @@ namespace MobileGL::MG_Impl::GLImpl {
}
static bool ValidateCurrentVertexAttribIndex(GLuint index, const char* funcName) {
if (!VertexArrayImpl::ValidateVertexAttributeIndex(index)) return false;
if (index == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", funcName,
"Generic vertex attribute 0 current value cannot be modified."));
return false;
}
return true;
// Core GL allows setting the current value of every generic attribute, including 0
// (the GL CTS state reset calls glVertexAttrib4f(0, ...) and expects no error).
static_cast<void>(funcName);
return VertexArrayImpl::ValidateVertexAttributeIndex(index);
}
static bool TryGetVertexAttribute(GLuint index, const MG_State::GLState::VertexAttribute** outAttr) {