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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (DirectGLES): apply the read buffer when one FBO is bound as both draw and read
- SyncCurrentFBO skips the READ-target pass when the same GL FBO is bound as both draw and read (the common GL_FRAMEBUFFER case), but the read buffer (glReadBuffer) is only applied inside SyncToBackend's READ path — so the skip silently dropped every glReadBuffer change, leaving the backend read buffer stuck at COLOR_ATTACHMENT0. - Extract the read-buffer application into BackendFramebufferObject:: SyncReadBufferToBackend and invoke it from the skip branch (target == Read) as well as from SyncToBackend, so reads always target the right attachment. - Bind the backend FBO as READ inside the helper before glReadBuffer, since the skip path only bound it as DRAW. - Fixes KHR-GL3x.draw_buffers.draw_buffers_1 (reading COLOR_ATTACHMENT1 while the FBO stays GL_FRAMEBUFFER-bound returned attachment 0's value); the render was already correct, only the readback resolved the wrong attachment.
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@@ -531,6 +531,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
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if (currentFBO.get() == lastUpdatedFBO) {
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MGLOG_D("Draw FBO and read FBO are the same, skipping sync.");
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// The attachment/draw-buffer work was already done for this GL FBO as the DRAW
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// target, but the read buffer (glReadBuffer) is READ-target-specific and would
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// be dropped by this skip. Apply it so reads target the right attachment (e.g.
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// KHR-GL33.draw_buffers reads each COLOR_ATTACHMENT while the FBO stays bound as
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// GL_FRAMEBUFFER — without this every glReadBuffer is a no-op and all reads hit
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// COLOR_ATTACHMENT0).
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if (target == FramebufferTarget::Read) {
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const auto& syncedFBOIt = g_backendFramebufferObjects.find(currentFBO.get());
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if (syncedFBOIt != g_backendFramebufferObjects.end() && syncedFBOIt->second) {
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syncedFBOIt->second->SyncReadBufferToBackend(currentFBO);
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}
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}
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g_fboSyncedObjectVersions[SizeT(target)] = objectVersion;
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g_fboSyncedObjects[SizeT(target)] = currentPtr;
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continue;
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@@ -2535,6 +2535,28 @@ namespace MobileGL::MG_Backend::DirectGLES {
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return false;
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}
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void BackendFramebufferObject::SyncReadBufferToBackend(
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const SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject) {
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if (!stateFBOObject) {
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return;
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}
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auto frontendReadBuf = stateFBOObject->GetReadBuffer();
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if (frontendReadBuf == m_frontendReadBuffer) {
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return;
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}
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m_frontendReadBuffer = frontendReadBuf;
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GLenum glBackendReadBuffer = GetBackendAttachmentType(frontendReadBuf);
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if (m_backendReadBuffer != glBackendReadBuffer) {
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m_backendReadBuffer = glBackendReadBuffer;
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// glReadBuffer targets whatever FBO is bound to GL_READ_FRAMEBUFFER. When this is
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// reached from SyncCurrentFBO's "same FBO as draw" skip path the backend FBO was
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// only bound as DRAW, so bind it as READ first to route the read buffer correctly.
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Bind(FramebufferTarget::Read);
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g_GLESFuncs.glReadBuffer(glBackendReadBuffer);
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}
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}
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void BackendFramebufferObject::SyncToBackend(
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const SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject, FramebufferTarget asTarget) {
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#ifdef TRACY_ENABLE
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@@ -2616,16 +2638,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
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// 2. Remap read buffer. glReadBuffer writes the READ-bound FBO's state, so
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// only apply (and stamp the memo) when this object is bound as READ.
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auto frontendReadBuf = stateFBOObject->GetReadBuffer();
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if (frontendReadBuf != m_frontendReadBuffer && asTarget == FramebufferTarget::Read) {
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m_frontendReadBuffer = frontendReadBuf;
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GLenum glBackendReadBuffer = GetBackendAttachmentType(frontendReadBuf);
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if (m_backendReadBuffer != glBackendReadBuffer) {
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m_backendReadBuffer = glBackendReadBuffer;
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g_GLESFuncs.glReadBuffer(glBackendReadBuffer);
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}
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if (asTarget == FramebufferTarget::Read) {
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SyncReadBufferToBackend(stateFBOObject);
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}
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// -------------------- Attach texture to backend FBO -----------------------
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@@ -375,6 +375,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
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BackendFramebufferObject();
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void SyncToBackend(const SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject,
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FramebufferTarget asTarget);
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// Apply only this FBO's read buffer (glReadBuffer) to the backend. Split out so it can
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// still run when SyncCurrentFBO skips the READ-target sync because the same GL FBO is
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// bound as both draw and read (otherwise glReadBuffer changes would be silently dropped).
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void SyncReadBufferToBackend(const SharedPtr<MG_State::GLState::FramebufferObject>& stateFBOObject);
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void InvalidateSyncedState();
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Uint GetBackendFramebufferId() const { return m_backendFBOId; }
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void Bind(FramebufferTarget target) const;
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