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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (ShaderTranspiler, GLImpl, ProgramState, DirectVulkan): keep fp64 where the backend consumes it natively
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@@ -1331,9 +1331,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
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DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray);
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}
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}
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// Not a driver question and never will be: OpenGL ES has no double-precision vertex format
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// and ESSL has no fp64 type to consume one with, so a 64-bit vertex attribute has nowhere to
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// land on this backend regardless of what the driver underneath happens to support.
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// Not a driver question and never will be: GLSL ES has no 64-bit float type in ANY version
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// or extension, so SPIRV-Cross cannot emit one ("FP64 not supported in ES profile") and a
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// module that still declared Float64 would never reach the driver at all. The demotion is
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// mathematically mandatory here, on every device, forever - which is why this stays false
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// regardless of what the driver underneath happens to support.
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m_dynamicParameters.SupportsShaderFloat64 = false;
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// Follows the line above, and must: OpenGL ES has no double-precision vertex format and no
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// fp64 type to consume one with, so a 64-bit vertex attribute has nowhere to land here.
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m_dynamicParameters.SupportsFloat64VertexAttributes = false;
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m_dynamicParameters.MaxDrawBuffers = m_GLESCapabilities.MaxDrawBuffers;
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m_dynamicParameters.MaxColorAttachments = m_GLESCapabilities.MaxColorAttachments;
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