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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (MG_Impl, MG_State, MG_Util): attach a buffer texture to a range of its buffer
glTexBufferRange, glTextureBuffer and glTextureBufferRange were all stubs, so a buffer texture could only ever be attached through glTexBuffer -- by binding, and always to the whole buffer. Give the buffer texture the window it is supposed to address. The non-range forms record it as offset 0 with a whole-buffer sentinel rather than the size the buffer happens to have, so a later respecify keeps being followed instead of freezing the texture at yesterday's size. All four entry points now share one attach path, differing only in how they name the texture: by binding for the target forms, by name for the DSA ones. Both backends honour the window: DirectVulkan offsets and clamps the buffer view, DirectGLES uses glTexBufferRange when the texture names a sub-range and keeps plain glTexBuffer for the whole-buffer case, which also works on a driver without the range entry point. GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT reported 0 with a comment explaining that the range entry points were stubbed. It now reports what the device actually requires -- minTexelBufferOffsetAlignment on Vulkan, the driver's own value on GLES -- and the range entry points enforce it. Zero was never a legal answer; the minimum is 1, and an application that trusted it would have built unaligned offsets.
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@@ -1056,6 +1056,10 @@ namespace MobileGL::MG_Util::BackendLoader {
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caps.MaxComputeWorkGroupInvocations = maxComputeWorkGroupInvocations;
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caps.MaxShaderStorageBufferBindings = maxShaderStorageBufferBindings;
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caps.MaxTextureBufferSize = maxTextureBufferSize;
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GLint textureBufferOffsetAlignment = 1;
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glGetIntegerv(GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT, &textureBufferOffsetAlignment);
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while (glGetError() != GL_NO_ERROR) {}
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caps.TextureBufferOffsetAlignment = std::max(1, textureBufferOffsetAlignment);
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caps.MaxUniformBufferBindings = maxUniformBufferBindings;
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caps.MaxUniformBlockSize = maxUniformBlockSize;
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caps.MaxImageUnits = maxImageUnits;
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@@ -1117,6 +1117,8 @@ namespace MobileGL {
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Int MaxComputeWorkGroupInvocations = 128;
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Int MaxShaderStorageBufferBindings = 8;
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Int MaxTextureBufferSize = 65536;
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// GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT; 1 means the offset is unconstrained.
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Int TextureBufferOffsetAlignment = 1;
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Int MaxUniformBufferBindings = 24;
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Int MaxUniformBlockSize = 16384;
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Int MaxImageUnits = 8;
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@@ -177,6 +177,8 @@ namespace MobileGL::MG_Util::BackendLoader {
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caps.MaxComputeWorkGroupInvocations = static_cast<Int>(p.limits.maxComputeWorkGroupInvocations);
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caps.MaxShaderStorageBufferBindings = static_cast<Int>(p.limits.maxDescriptorSetStorageBuffers);
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caps.MaxTextureBufferSize = static_cast<Int>(p.limits.maxTexelBufferElements);
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caps.TextureBufferOffsetAlignment =
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static_cast<Int>(std::max<VkDeviceSize>(1, p.limits.minTexelBufferOffsetAlignment));
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caps.MaxUniformBufferBindings = static_cast<Int>(p.limits.maxDescriptorSetUniformBuffers);
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caps.MaxUniformBlockSize = static_cast<Int>(p.limits.maxUniformBufferRange);
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caps.MaxImageUnits = static_cast<Int>(p.limits.maxPerStageDescriptorStorageImages);
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@@ -268,6 +270,8 @@ namespace MobileGL::MG_Util::BackendLoader {
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caps.MaxComputeWorkGroupInvocations = static_cast<Int>(properties.limits.maxComputeWorkGroupInvocations);
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caps.MaxShaderStorageBufferBindings = static_cast<Int>(properties.limits.maxDescriptorSetStorageBuffers);
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caps.MaxTextureBufferSize = static_cast<Int>(properties.limits.maxTexelBufferElements);
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caps.TextureBufferOffsetAlignment =
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static_cast<Int>(std::max<VkDeviceSize>(1, properties.limits.minTexelBufferOffsetAlignment));
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caps.MaxUniformBufferBindings = static_cast<Int>(properties.limits.maxDescriptorSetUniformBuffers);
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caps.MaxUniformBlockSize = static_cast<Int>(properties.limits.maxUniformBufferRange);
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caps.MaxImageUnits = static_cast<Int>(properties.limits.maxPerStageDescriptorStorageImages);
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@@ -54,6 +54,8 @@ namespace MobileGL {
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Int MaxComputeWorkGroupInvocations = 128;
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Int MaxShaderStorageBufferBindings = 8;
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Int MaxTextureBufferSize = 65536;
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// GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT; 1 means the offset is unconstrained.
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Int TextureBufferOffsetAlignment = 1;
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Int MaxUniformBufferBindings = 24;
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Int MaxUniformBlockSize = 16384;
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Int MaxImageUnits = 8;
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