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https://github.com/MobileGL-Dev/MobileGL
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[Merge] (ShaderTranspiler, GLState, DirectGLES): land dev GL43 wave2/wave3 under the translation cache
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@@ -21,6 +21,16 @@ 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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// 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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//
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// The indirect half of the gl_BaseInstance lowering in PromoteDrawParameterGlobalsToUniforms
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// is the only thing that needs this, and it needs exactly one block. A driver reporting 0 is
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// conformant - the minimum is 0 in GL 4.6 table 23.64 and ES 3.2 table 21.44 - and ARM's
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// GLES driver does report 0, so this is a live path, not a defensive one.
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Bool VertexStageStorageBlockUsable(Int maxVertexShaderStorageBlocks);
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// True once the process has entered exit(): past that point the EGL library and
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// the driver may already be unloaded, so a backend twin's destructor must not
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// call into g_GLESFuncs (the observed crash is a jump through an unmapped driver
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@@ -386,6 +396,13 @@ namespace MobileGL::MG_Backend::DirectGLES {
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void BindBufferBaseCached(GLenum glTarget, Uint index, Uint id);
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void BindBufferRangeCached(GLenum glTarget, Uint index, Uint id, GLintptr offset, GLsizeiptr size);
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void InvalidateIndexedBufferBindingCache();
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// Re-issues the GL_ATOMIC_COUNTER_BUFFER binding points a program's shaders declare as
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// GL_SHADER_STORAGE_BUFFER bindings at the reserved slots the transpiled ESSL was built
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// against (BackendProgramObjectImpl::GetAtomicCounterBindings /
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// GetAtomicCounterEsslBindingTop). ES has no counter-buffer target at all, so without
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// this the shader reads a storage block nobody ever bound a buffer to and the buffer the
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// application bound never reaches the driver.
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void SyncAtomicCounterBuffers(const Vector<Int>& glBindings, Int esslBindingTop);
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// Buffer-storage pool maintenance. TrimBufferPool evicts over-budget entries
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// (called once per frame from Present); ClearBufferPool drops all pooled ids
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// without glDeleteBuffers (called when the ES context is going away).
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@@ -1164,6 +1181,13 @@ namespace MobileGL::MG_Backend::DirectGLES {
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// qualifier, so the overrides are baked into the source). A mismatch means the
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// program is stale exactly like the clamp masks above.
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Uint64 GetShaderStorageBlockBindingSignature() const { return m_shaderStorageBlockBindingSignature; }
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// GL atomic-counter binding points the transpiled stages declare (sorted, unique),
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// and the top of the reserved shader-storage range their counter blocks were
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// transpiled against - the slot for GL binding N is `top - N`. Empty for every
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// program that uses no atomic counter, which is what keeps the per-draw cost of the
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// counter sync at one empty-vector test.
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const Vector<Int>& GetAtomicCounterBindings() const { return m_atomicCounterGlBindings; }
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Int GetAtomicCounterEsslBindingTop() const { return m_atomicCounterEsslBindingTop; }
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Bool HasGlobalUboBlock() const { return m_globalUboBackendBlockIndex >= 0; }
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const Vector<Int>& GetUniformBlockBackendIndices() const { return m_uniformBlockBackendIndices; }
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@@ -1222,9 +1246,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
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const std::set<String>& xfbCaptureBlockNames,
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const ImageFormatBakeInputs& imageFormatBake,
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const UnorderedMap<String, Int>& storageBlockBindingOverrides,
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Bool enableSpirvValidation, String& outSource,
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Int atomicCounterEsslBindingTop, Bool enableSpirvValidation,
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String& outSource,
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std::set<String>& outFlattenedXfbBlockNames,
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String& outError) const;
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Vector<Int>& outAtomicCounterGlBindings, String& outError) const;
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Uint m_backendProgramId = 0;
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// GL name of the frontend program this was last synced from; diagnostics only, so
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@@ -1244,6 +1269,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Uint m_fragColorBroadcastCount = 1;
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// 0 is the signature of an empty override set, i.e. what almost every program has.
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Uint64 m_shaderStorageBlockBindingSignature = 0;
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Vector<Int> m_atomicCounterGlBindings;
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Int m_atomicCounterEsslBindingTop = -1;
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Bool m_isInitialized = false;
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Bool m_backendProgramUsable = false;
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