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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Impl, MG_State, MG_Util, DirectGLES, DirectVulkan, MG_Test): implement ARB_clear_buffer_object correctly
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@@ -932,7 +932,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Vector<GLExtension> extensions = {
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V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, E_GL_ARB_draw_buffers_blend,
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E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
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E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_EXT_framebuffer_object,
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E_GL_ARB_clear_buffer_object, E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_EXT_framebuffer_object,
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E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage, E_GL_ARB_texture_storage,
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E_GL_ARB_texture_storage_multisample, E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access,
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E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters, E_GL_ARB_shader_draw_parameters,
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@@ -729,8 +729,13 @@ namespace MobileGL::MG_Backend::DirectGLES {
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void Ops_ReadbackFromGpu(BufferObject& bufferObject) {
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auto* resource = ResourceOf(bufferObject);
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if (!resource || resource->id == 0 || !resource->storageInitialized) return;
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if (resource->persistentMapped) return; // shadow already IS the GPU storage
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if (!CanTouchGLNow() || resource->contextGeneration != g_bufferContextGeneration) return;
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if (resource->persistentMapped) {
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// Host writes to a persistent map must not race shader writes already queued
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// on this context. There is no backend copy to read back in this case.
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if (g_GLESFuncs.glFinish) g_GLESFuncs.glFinish();
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return;
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}
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if (!g_GLESFuncs.glMapBufferRange || !g_GLESFuncs.glUnmapBuffer) return;
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const SizeT size = std::min<SizeT>(bufferObject.GetSize(), resource->storageSize);
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if (size == 0) return;
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@@ -511,7 +511,7 @@ namespace MobileGL::MG_Backend::DirectVulkan {
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Vector<GLExtension> extensions = {
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V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, E_GL_ARB_draw_buffers_blend,
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E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
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E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_ARB_draw_indirect,
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E_GL_ARB_clear_buffer_object, E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_ARB_draw_indirect,
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E_GL_ARB_multi_draw_indirect,
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E_GL_ARB_indirect_parameters, E_GL_EXT_framebuffer_object, E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage,
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E_GL_ARB_texture_storage, E_GL_ARB_texture_storage_multisample, E_GL_ARB_texture_multisample,
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