[Fix] (DirectGLES): probe the real multisample texture sample counts instead of hardcoding one

This commit is contained in:
2026-08-20 04:07:38 -04:00
parent 392736fb6b
commit d9abf1c2c1
@@ -406,9 +406,12 @@ namespace MobileGL::MG_Backend::DirectGLES {
return complete;
}
// `samples` only reaches the multisample targets; every other target ignores it. The
// descending sample walk (ProbeTextureSampleCounts) reuses this whole routine rather than
// repeating the gen/bind/completeness/delete dance.
Bool ProbeTexture(const MG_External::GLESFunctionsTable& gl, TextureTarget target, GLenum internalFormat,
GLenum imageFormat, GLenum imageType, TextureInternalFormat logicalFormat,
Bool* outRenderable) {
Bool* outRenderable, Int samples = 1) {
if (!IsGLESProbeTextureTarget(target) || !gl.glGenTextures || !gl.glBindTexture || !gl.glDeleteTextures) {
return false;
}
@@ -428,10 +431,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
const Bool isMultisample = IsGLESProbeMultisampleTarget(target);
if (isMultisample) {
const auto probeSamples = static_cast<GLsizei>(std::max(samples, 1));
if (target == TextureTarget::Texture2DMultisample && gl.glTexStorage2DMultisample) {
gl.glTexStorage2DMultisample(glTarget, 1, internalFormat, 1, 1, GL_TRUE);
gl.glTexStorage2DMultisample(glTarget, probeSamples, internalFormat, 1, 1, GL_TRUE);
} else if (target == TextureTarget::Texture2DMultisampleArray && gl.glTexStorage3DMultisample) {
gl.glTexStorage3DMultisample(glTarget, 1, internalFormat, 1, 1, 1, GL_TRUE);
gl.glTexStorage3DMultisample(glTarget, probeSamples, internalFormat, 1, 1, 1, GL_TRUE);
} else {
gl.glBindTexture(glTarget, static_cast<GLuint>(previousBinding));
gl.glDeleteTextures(1, &texture);
@@ -527,6 +531,29 @@ namespace MobileGL::MG_Backend::DirectGLES {
return sampleCounts;
}
// The multisample TEXTURE twin of ProbeRenderbufferSampleCounts. It used to be a
// hardcoded {1}, which made glGetInternalformativ(GL_SAMPLES) claim a one-sample maximum
// for every format on the multisample targets even where glTexImage2DMultisample happily
// accepts four - GL 4.6 core 8.8 makes that query the definition of the maximum, so the
// two answers cannot both be right. Completeness is required at every count, exactly as
// the renderbuffer walk requires it; the caller only reaches here once the one-sample
// probe has already succeeded, so 1 terminates the list without being re-probed.
Vector<Int> ProbeTextureSampleCounts(const MG_External::GLESFunctionsTable& gl, TextureTarget target,
GLenum internalFormat, GLenum imageFormat, GLenum imageType,
TextureInternalFormat logicalFormat, Int maxSamples) {
Vector<Int> sampleCounts;
for (Int samples = std::max(maxSamples, 1); samples > 1; samples >>= 1) {
Bool renderable = false;
const Bool created = ProbeTexture(gl, target, internalFormat, imageFormat, imageType, logicalFormat,
&renderable, samples);
if (created && renderable) {
sampleCounts.push_back(samples);
}
}
sampleCounts.push_back(1);
return sampleCounts;
}
void PopulateFormatCapabilitiesImpl(const MG_External::GLESFunctionsTable& gl,
const MG_External::GLESCapabilities& capabilities,
FormatCapabilityCache& cache) {
@@ -627,7 +654,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
AddFullFormatCaps(cache, targetIndex, formatIndex,
BuildTextureCapsFromProbe(logicalFormat, target, nativeRenderable));
if (IsGLESProbeMultisampleTarget(target)) {
cache.SampleCounts[targetIndex][formatIndex] = {1};
const Int maxSamples =
GetGLESFormatMaxSamples(capabilities, logicalFormat, nativeInfo.ImageFormat);
cache.SampleCounts[targetIndex][formatIndex] = ProbeTextureSampleCounts(
gl, probeTarget, nativeInfo.InternalFormat, nativeInfo.ImageFormat,
nativeInfo.ImageType, logicalFormat, maxSamples);
}
}
shouldProbeFallback = !nativeCreated || !nativeRenderable;
@@ -645,7 +676,11 @@ namespace MobileGL::MG_Backend::DirectGLES {
LogGLESFormatCaveat(logicalFormat, targetIndex, fallbackInfo);
}
if (IsGLESProbeMultisampleTarget(target)) {
cache.SampleCounts[targetIndex][formatIndex] = {1};
const Int maxSamples =
GetGLESFormatMaxSamples(capabilities, logicalFormat, fallbackInfo.ImageFormat);
cache.SampleCounts[targetIndex][formatIndex] = ProbeTextureSampleCounts(
gl, probeTarget, fallbackInfo.InternalFormat, fallbackInfo.ImageFormat,
fallbackInfo.ImageType, logicalFormat, maxSamples);
}
}
}