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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (DirectVulkan): GPU transform feedback capture via VK_EXT_transform_feedback
Second stage of GL 3.0 transform feedback: captured draws now write real data. - Device setup enables the VK_EXT_transform_feedback feature when present and loads the bind/begin/end entry points. - Captured draws compile an XfbCapture program variant whose last vertex-processing stage gets XfbBuffer/XfbStride/Offset decorations from the program's resolved varyings (a new spirv-opt pass). A captured gl_Position is mirrored into a dedicated output written before every OpReturn - or before every OpEmitVertex in a geometry stage - ahead of the position fixup, so the captured value is the shader's own pre-remap position. - DrawArrays/DrawElements wrap the draw in Begin/EndTransformFeedbackEXT; a small counter buffer resumes the append position across draws within one glBeginTransformFeedback (fresh Begin starts at the bound offsets). - Capture targets are promoted to persistently-mapped host-coherent GPU storage (persistent-map storage now also carries the transform feedback usage), so MapBuffer/GetBufferSubData read the captured bytes after the fence wait glEndTransformFeedback now performs. - Draw-mode/feedback-mode validation defers to the geometry shader's output primitive when one is present, and glGetBooleanv reports GL_TRANSFORM_FEEDBACK_ACTIVE/PAUSED so dEQP's per-case state reset can unwind an active capture. KHR-GL33: transform_feedback capture_vertex_*/capture_geometry_*/ discard_*/draw_xfb and clip_distance.coverage now pass; queries (PRIMITIVES_WRITTEN) and gl_ClipDistance capture remain.
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@@ -67,8 +67,12 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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// While transform feedback is active the draw's primitive type must match
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// the feedback primitive mode (GL 3.3 core 13.2.2).
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if (MG_State::pGLContext->IsTransformFeedbackActive()) {
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// the feedback primitive mode (GL 3.3 core 13.2.2). With a geometry shader
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// the constraint moves to the shader's output primitive type instead, so
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// the draw mode itself is unconstrained here.
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if (MG_State::pGLContext->IsTransformFeedbackActive() &&
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!(MG_State::pGLContext->GetTransformFeedbackProgram() &&
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MG_State::pGLContext->GetTransformFeedbackProgram()->GetShaderIndexByStage(ShaderStage::Geometry) >= 0)) {
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const GLenum feedbackMode = MG_State::pGLContext->GetTransformFeedbackPrimitiveMode();
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Bool compatible = false;
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switch (feedbackMode) {
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@@ -514,6 +518,18 @@ namespace MobileGL::MG_Impl::GLImpl {
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return;
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}
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MG_State::pGLContext->EndTransformFeedback();
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// Captured results must be visible to MapBuffer/GetBufferSubData after
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// End; the capture targets are host-coherent GPU memory, so completing
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// the GPU work is all that is required.
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auto& backendGL = MG_Backend::gBackendFunctionsTable.GL;
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if (backendGL.FenceSync && backendGL.ClientWaitSync) {
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if (auto sync = backendGL.FenceSync()) {
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backendGL.ClientWaitSync(sync, GL_SYNC_FLUSH_COMMANDS_BIT, ~0ull);
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if (backendGL.DeleteSync) {
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backendGL.DeleteSync(sync);
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}
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}
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}
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}
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} // namespace MobileGL::MG_Impl::GLImpl
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