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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (DirectGLES, Config, ShaderTranspiler): route gl_ViewportIndex on Espryt by replaying a draw per distinct viewport state
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@@ -21,6 +21,19 @@ namespace MobileGL::MG_Backend::DirectGLES {
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String EmulateBaseInstanceInVertexShader(String source, GLenum shaderType);
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String PromoteDrawParameterGlobalsToUniforms(String source, GLenum shaderType);
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// The ESSL half of the gl_ViewportIndex routing emulation, in the order a program's stages
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// meet it. Both are pure String -> String rewrites over what SPIRV-Cross emitted once
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// LowerViewportIndexPass has demoted the builtin to the plain global `mg_ViewportIndex`.
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//
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// The producing stage's global becomes an ordinary flat varying; true when there was one to
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// promote, which is also the answer to "does this program route viewports at all".
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Bool PromoteViewportIndexGlobalToVarying(String& source);
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// The fragment stage grows a matching flat input, the mg_ViewportPassMask uniform the draw
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// path writes, and a wrapper entry point that discards every fragment whose primitive routed
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// to an index the current replay pass is not drawing. False when the stage has no entry point
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// to wrap, which leaves the program renderable but unrouted.
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Bool InjectViewportIndexPassGate(String& source);
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// Whether a vertex shader may declare a storage block at all, given what the host driver
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// reports for GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS. Pure, and separated from the capability
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// global purely so the decision can be tested without one.
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@@ -113,6 +126,58 @@ namespace MobileGL::MG_Backend::DirectGLES {
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// link.
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Bool CurrentProgramMayNeedPerSubDrawBuiltins(Bool batchCarriesBaseVertices);
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// ---- gl_ViewportIndex routing emulation, draw half ---------------------------------------
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//
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// GLES has ONE viewport, ONE scissor rectangle and ONE depth range; GL 4.1 has sixteen of
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// each, selected per primitive by gl_ViewportIndex. There is no ES entry point to program the
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// other fifteen with (GL_OES_viewport_array exists but Adreno 830 does not have it, verified
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// three ways), so the only way to rasterize a primitive against index i's rectangle is to
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// make index i's rectangle THE viewport for the duration of a draw - which means issuing the
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// draw once per distinct viewport state and letting the fragment stage throw away the
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// primitives that belong to the other indices (the gate Managers.cpp injects).
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//
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// Indices whose whole state tuple (viewport rectangle, scissor rectangle, scissor-test enable,
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// depth range) is identical share ONE pass, so the overwhelmingly common case - every index
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// still holding what glViewport/glScissor/glDepthRange broadcast to all sixteen - collapses
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// to a single pass with an all-ones gate mask, i.e. one draw and no behaviour change at all.
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//
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// Whether emulation runs. Off only under MOBILEGL_FORCE_VIEWPORT_ARRAY_EMULATION falsy, which
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// restores the pre-emulation path as a negative control.
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Bool ViewportArrayEmulationEnabled();
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// Whether ANY program built in this process has come out with a viewport gate. Sticky once
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// true; it exists so that BeginViewportRoutingPasses - which runs on every draw of every
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// workload - can answer with one static load in the case that matters, which is every
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// application that has never heard of gl_ViewportIndex.
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extern Bool g_anyProgramRoutesViewportIndex;
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// Number of times the current draw has to be issued. Always >= 1, and exactly 1 - with no
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// state touched - whenever the current program does not route viewports, whenever every
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// configured index shares one state, and whenever replaying would multiply a side effect the
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// fragment gate cannot undo (transform feedback, rasterizer discard). Also seeds the pass
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// mask uniform for that single-pass case, so a gated fragment shader never runs against the
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// zero every GLSL uniform starts at - which would discard the whole draw.
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Uint BeginViewportRoutingPasses();
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// Push pass `pass`'s viewport / scissor / scissor-test / depth range onto the ES context and
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// set the gate mask to the indices it serves. Only called when the count above exceeds 1.
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void ApplyViewportRoutingPass(Uint pass);
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// Restore the gate mask and mark the render-state shadow dirty, so the next ordinary draw
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// re-pushes index 0's state. Takes the count so it can do nothing at all in the common case.
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void EndViewportRoutingPasses(Uint passCount);
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// Issue one draw, replayed once per viewport-routing pass. Every application-visible draw
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// entry point wraps its native glDraw* call in this; the internal blit and clear helpers
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// deliberately do not, because they bind their own programs, which never route.
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template <typename IssueDraw>
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inline void ForEachViewportRoutingPass(IssueDraw&& issue) {
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const Uint passCount = BeginViewportRoutingPasses();
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for (Uint pass = 0; pass < passCount; ++pass) {
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if (passCount > 1) {
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ApplyViewportRoutingPass(pass);
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}
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issue();
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}
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EndViewportRoutingPasses(passCount);
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}
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template <typename StateObject, typename BackendObject>
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class StateBackendObjectRegistry {
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public:
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@@ -1200,6 +1265,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
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// Same for gl_BaseVertex: only a program that reads it pays for the per-draw
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// uniform write, and only such a program needs the reset after one.
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Bool ReadsBaseVertex() const { return m_baseVertexUniformLocation >= 0; }
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// Which viewport indices the next draw's fragments may keep, one bit each. Written
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// once per replay pass; see ForEachViewportRoutingPass.
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void SetViewportPassMask(Uint32 indexMask) const;
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// True when this build injected the fragment-stage viewport gate, i.e. when a
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// pre-rasterization stage routes by gl_ViewportIndex AND the fragment stage can act
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// on it. The uniform is the honest test for both halves: it exists only where the
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// gate was injected, and the gate is injected only where a stage routes.
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Bool RoutesViewportIndex() const { return m_viewportPassMaskUniformLocation >= 0; }
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Int GetIndirectParamsBinding() const { return m_indirectParamsBinding; }
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Uint GetBackendProgramId() const { return m_backendProgramId; }
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// False when the last SyncToBackend could not produce a usable program (a
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@@ -1316,6 +1389,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Int m_drawIdUniformLocation = -1;
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Int m_baseVertexUniformLocation = -1;
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Int m_baseInstanceWordIndexUniformLocation = -1;
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Int m_viewportPassMaskUniformLocation = -1;
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Int m_indirectParamsBinding = -1;
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Uint32 m_snormFallbackClampOutputMask = 0;
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Uint32 m_unormFallbackClampOutputMask = 0;
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