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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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@@ -216,6 +216,7 @@ namespace MobileGL {
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m_transformFeedbackActive = true;
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m_transformFeedbackPrimitiveMode = primitiveMode;
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m_transformFeedbackProgram = program;
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++m_transformFeedbackGeneration;
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}
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void EndTransformFeedback() {
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m_transformFeedbackActive = false;
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@@ -226,6 +227,9 @@ namespace MobileGL {
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const SharedPtr<ProgramObject>& GetTransformFeedbackProgram() const {
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return m_transformFeedbackProgram;
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}
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// Bumped on every BeginTransformFeedback; the backend uses it to
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// distinguish "resume appending" from "fresh capture".
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Uint64 GetTransformFeedbackGeneration() const { return m_transformFeedbackGeneration; }
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// Framebuffer
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void GenFramebufferNames(Uint number, Vector<Uint>& framebuffers);
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@@ -262,6 +266,7 @@ namespace MobileGL {
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Bool m_transformFeedbackActive = false;
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GLenum m_transformFeedbackPrimitiveMode = GL_POINTS;
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SharedPtr<ProgramObject> m_transformFeedbackProgram;
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Uint64 m_transformFeedbackGeneration = 0;
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TextureState m_textureState;
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ProgramState m_programState;
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RenderState m_renderState;
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