[Fix] (DirectGLES): implement GL_DEPTH_STENCIL readback for ReadPixels/GetTexImage

Neither ReadPixels nor GetTexImage recognized format=GL_DEPTH_STENCIL
(type GL_UNSIGNED_INT_24_8 / GL_FLOAT_32_UNSIGNED_INT_24_8_REV): it
matched none of the native-passthrough gates nor the color-channel
conversion mapping, so both silently no-op'd (logging a compiled-out
MGLOG_E) and left the caller's buffer untouched. Real GLES/GL drivers
already implement this readback natively, so widen the native-pair
gates to include it.

GetTexImage additionally always attached the source texture to its
scratch FBO as GL_COLOR_ATTACHMENT0, which a depth-stencil texture
cannot be (framebuffer-incomplete) - route it through the existing
EnsureDepthAttachment2D(..., withStencil=true) path instead and skip
the color-only glReadBuffer call for that format.

Fixes KHR-GL3{2,3}.packed_depth_stencil.verify_read_pixels,
verify_get_tex_image, and verify_copy_tex_image (which depends on
GetTexImage internally) for both depth24_stencil8 and
depth32f_stencil8.
This commit is contained in:
BZLZHH
2026-08-01 11:14:33 -04:00
parent 9e861f3f7a
commit ac81185968
+21 -5
View File
@@ -3632,12 +3632,16 @@ namespace MobileGL::MG_Backend::DirectGLES {
static Bool IsLegacyNativeReadPixelsFormat(GLenum format) {
return format == GL_RGBA || format == GL_RGBA_INTEGER || format == GL_RED || format == GL_RED_INTEGER ||
format == GL_DEPTH_COMPONENT || format == GL_STENCIL_INDEX;
format == GL_DEPTH_COMPONENT || format == GL_STENCIL_INDEX || format == GL_DEPTH_STENCIL;
}
static Bool IsLegacyNativeReadPixelsType(GLenum type) {
// GL_UNSIGNED_INT_24_8 / GL_FLOAT_32_UNSIGNED_INT_24_8_REV are only ever valid
// paired with GL_DEPTH_STENCIL (packed_depth_stencil.verify_read_pixels); the real
// driver already implements this readback natively.
return type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_INT || type == GL_UNSIGNED_INT_2_10_10_10_REV ||
type == GL_INT || type == GL_FLOAT;
type == GL_INT || type == GL_FLOAT || type == GL_UNSIGNED_INT_24_8 ||
type == GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
}
void ReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void* pixels) {
@@ -3782,6 +3786,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
if (format == GL_RGBA_INTEGER) {
return type == GL_INT || type == GL_UNSIGNED_INT || type == GL_UNSIGNED_INT_2_10_10_10_REV;
}
if (format == GL_DEPTH_STENCIL) {
return type == GL_UNSIGNED_INT_24_8 || type == GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
}
return false;
}
@@ -3850,7 +3857,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
MGLOG_D("GetTexImage: attaching level %d to the scratch FBO", level);
const GLenum backendAttachTarget = TextureImpl::ConvertTextureUploadTargetToBackendGLEnum(
MG_Util::ConvertGLEnumToTextureUploadTarget(target));
if (backendAttachTarget == GL_TEXTURE_3D || backendAttachTarget == GL_TEXTURE_2D_ARRAY) {
// GL_DEPTH_STENCIL can't be attached as a color attachment (glCheckFramebufferStatus
// would report it incomplete); it has its own combined depth+stencil attachment point.
// glReadBuffer only selects among color attachments, so it does not apply here.
if (format == GL_DEPTH_STENCIL) {
ScratchFBOImpl::EnsureDepthAttachment2D(
tempFB, GL_READ_FRAMEBUFFER, backendTexId,
backendAttachTarget == GL_UNKNOWN_MGL ? target : backendAttachTarget, level, /*withStencil=*/true);
} else if (backendAttachTarget == GL_TEXTURE_3D || backendAttachTarget == GL_TEXTURE_2D_ARRAY) {
// ES cannot attach 3D/array textures through glFramebufferTexture2D; read layer 0. Reads
// of deeper slices are served from the CPU shadow instead (see the shadow-first branch).
ScratchFBOImpl::EnsureColorAttachmentLayer(tempFB, GL_READ_FRAMEBUFFER, backendTexId, level, 0);
@@ -3859,8 +3873,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
tempFB, GL_READ_FRAMEBUFFER, backendTexId,
backendAttachTarget == GL_UNKNOWN_MGL ? target : backendAttachTarget, level);
}
MGLOG_D("GetTexImage: glReadBuffer(GL_COLOR_ATTACHMENT0)");
ScratchFBOImpl::EnsureReadBuffer(tempFB, GL_COLOR_ATTACHMENT0);
if (format != GL_DEPTH_STENCIL) {
MGLOG_D("GetTexImage: glReadBuffer(GL_COLOR_ATTACHMENT0)");
ScratchFBOImpl::EnsureReadBuffer(tempFB, GL_COLOR_ATTACHMENT0);
}
GLenum fbStatus = g_GLESFuncs.glCheckFramebufferStatus(GL_READ_FRAMEBUFFER);
MGLOG_D("GetTexImage: GL_READ_FRAMEBUFFER status = %s", MG_Util::ConvertGLEnumToString(fbStatus).c_str());