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https://github.com/MobileGL-Dev/MobileGL
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[Fix] (MG_Backend/DirectVulkan): support Voxy rendering
Implemented: - Advertise Voxy-required DirectVulkan extensions without raising the reported OpenGL version. - Add DirectVulkan compute, indirect draw count, DSA, readback, and buffer state paths needed by Voxy. Fixed: - Enable Vulkan shaderInt64 and drawIndirectFirstInstance so Voxy baseInstance-driven LOD draws address the correct section data. - Fix DirectVulkan synchronization, framebuffer, texture readback, and shader interface handling used by Voxy and Minecraft screenshots. Tests: - Add MG_Test coverage for DirectVulkan extension advertising, DSA buffer/texture/framebuffer/vertex-array behavior, persistent mapped readback, and shader/program paths.
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@@ -8,8 +8,14 @@
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#pragma once
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#include <Includes.h>
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#include "MG_State/GLState/TextureState/TextureEnum.h"
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namespace MobileGL {
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namespace MG_State::GLState {
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class FramebufferObject;
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class ITextureObject;
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}
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enum class BackendType {
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DirectGLES,
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DirectVulkan,
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@@ -31,6 +37,10 @@ namespace MobileGL {
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void (*MultiDrawElementsIndirect)(GLenum mode, GLenum type, const void* indirect, GLsizei drawcount,
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GLsizei stride);
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void (*MultiDrawArraysIndirect)(GLenum mode, const void* indirect, GLsizei drawcount, GLsizei stride);
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void (*MultiDrawElementsIndirectCount)(GLenum mode, GLenum type, const void* indirect,
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GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride);
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void (*MultiDrawArraysIndirectCount)(GLenum mode, const void* indirect, GLintptr drawcount,
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GLsizei maxdrawcount, GLsizei stride);
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void (*DrawRangeElementsBaseVertex)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
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const void* indices, GLint basevertex);
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void (*DrawRangeElements)(GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type,
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@@ -54,8 +64,17 @@ namespace MobileGL {
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void (*ClearBufferfv)(GLenum buffer, GLint drawbuffer, const GLfloat* value);
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void (*ClearBufferuiv)(GLenum buffer, GLint drawbuffer, const GLuint* value);
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void (*ClearBufferiv)(GLenum buffer, GLint drawbuffer, const GLint* value);
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void (*ClearNamedFramebufferfv)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
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GLenum buffer, GLint drawbuffer, const GLfloat* value);
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void (*ClearNamedFramebufferfi)(const SharedPtr<MG_State::GLState::FramebufferObject>& framebuffer,
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GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil);
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void (*BlitFramebuffer)(GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0,
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GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter);
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void (*BlitNamedFramebuffer)(const SharedPtr<MG_State::GLState::FramebufferObject>& readFramebuffer,
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const SharedPtr<MG_State::GLState::FramebufferObject>& drawFramebuffer,
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GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
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GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
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GLbitfield mask, GLenum filter);
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void (*CopyTexImage2D)(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width,
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GLsizei height, GLint border);
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void (*CopyTexSubImage2D)(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y,
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@@ -64,6 +83,9 @@ namespace MobileGL {
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void (*ReadPixels)(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type,
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void* pixels);
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void (*GetTexImage)(GLenum target, GLint level, GLenum format, GLenum type, GLvoid* pixels);
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void (*GetTextureImage)(const SharedPtr<MG_State::GLState::ITextureObject>& texture,
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TextureUploadTarget uploadTarget, GLint level, GLenum format, GLenum type,
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GLsizei bufSize, GLvoid* pixels);
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void (*DispatchCompute)(GLuint numGroupsX, GLuint numGroupsY, GLuint numGroupsZ);
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void (*DispatchComputeIndirect)(GLintptr indirect);
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void (*MemoryBarrier)(GLbitfield barriers);
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@@ -90,6 +112,7 @@ namespace MobileGL {
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struct DynamicBackendParameters {
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SizeT UniformBufferOffsetAlignment = 256;
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SizeT MaxShaderStorageBlockSize = 128 * 1024 * 1024;
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};
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enum class WindowBackend {
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