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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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@@ -178,6 +178,7 @@ namespace MobileGL::MG_Util::TextureFormatProcessor {
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break;
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// Depth Stencil
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case GL_DEPTH24_STENCIL8:
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case GL_DEPTH32F_STENCIL8:
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case GL_DEPTH_STENCIL:
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*outFormat = GL_DEPTH_STENCIL;
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@@ -332,9 +333,12 @@ namespace MobileGL::MG_Util::TextureFormatProcessor {
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// Depth Stencil
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case GL_DEPTH32F_STENCIL8:
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case GL_DEPTH_STENCIL:
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*outType = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
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break;
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case GL_DEPTH24_STENCIL8:
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case GL_DEPTH_STENCIL:
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*outType = GL_UNSIGNED_INT_24_8;
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break;
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default:
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MGLOG_E("NormalizePixelFormat: outType: unhandled internalFormat: %s",
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@@ -345,4 +349,4 @@ namespace MobileGL::MG_Util::TextureFormatProcessor {
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}
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}
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}
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} // namespace MobileGL::MG_Util::TextureFormatProcessor
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} // namespace MobileGL::MG_Util::TextureFormatProcessor
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