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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (Diligent, EGL): forward eglSwapInterval to swap chain Present
- Renderer stores the requested swap interval and passes it to ISwapChain::Present - SetSwapInterval now updates the active renderer instead of being a no-op
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@@ -220,7 +220,7 @@ Notes:
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- User framebuffers now support texture color attachments, renderbuffer color readback, multiple simultaneous color targets, and depth/stencil texture or renderbuffer attachments.
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- Textures auto-sync `ITextureObject` → Diligent resources, including mip levels and sampler state; compressed textures and integer/3-channel formats that Diligent lacks are still skipped.
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- Global UBO (default-block `glUniform*`) and named application UBO blocks (through `glBindBufferBase`/`glUniformBlockBinding`) now upload and bind; SSBOs are still not fed from frontend buffer bindings.
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- Swapchain creation and resize are wired for native EGL window surfaces via `Diligent::ISwapChain`; `Present()` presents the active swap chain when present and otherwise flushes the offscreen target. Actual on-screen EGL presentation is still untested in this headless environment, and the X11 display/connection fields are not yet plumbed through `WindowHandle`. `SetSwapInterval` remains a no-op.
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- Swapchain creation and resize are wired for native EGL window surfaces via `Diligent::ISwapChain`; `Present()` presents the active swap chain when present and otherwise flushes the offscreen target. Actual on-screen EGL presentation is still untested in this headless environment, and the X11 display/connection fields are not yet plumbed through `WindowHandle`. `SetSwapInterval` now forwards the requested sync interval to `ISwapChain::Present()`.
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- No transform feedback / GPU-accelerated queries / non-color readback; fence sync and timer queries use CPU fallbacks.
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- Draw range, multi-draw, instanced-draw wrappers, clear-buffer, blit, read-pixels, CopyTexImage*, CopyImageSubData, GenerateMipmap, GetTexImage/GetTextureImage and indirect draws are now wired; buffer subdata paths still remain.
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- A last-PSO cache now avoids recreating the pipeline when program/render-state/topology/VAO layout is unchanged; texture/UBO resources are still rebound dynamically per draw.
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@@ -659,8 +659,10 @@ namespace MobileGL::MG_Backend::DiligentBackend {
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}
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void SetSwapInterval(Int interval) {
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// No native swapchain yet; the offscreen renderer ignores the interval.
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(void)interval;
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auto* renderer = GetActiveRenderer();
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if (renderer != nullptr) {
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renderer->SetSwapInterval(interval > 0 ? static_cast<Uint32>(interval) : 0);
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}
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}
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void Present() {
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@@ -2040,13 +2040,17 @@ void main()
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return true;
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}
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void DiligentRenderer::SetSwapInterval(Uint32 interval) {
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m_swapInterval = interval;
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}
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void DiligentRenderer::ReleaseSwapChain() {
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m_pSwapChain.Release();
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}
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void DiligentRenderer::Present() {
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if (m_pSwapChain) {
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m_pSwapChain->Present(0);
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m_pSwapChain->Present(m_swapInterval);
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} else if (m_pContext) {
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// Offscreen renderer: nothing to present yet.
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m_pContext->Flush();
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@@ -65,6 +65,7 @@ namespace MobileGL::MG_Backend::DiligentBackend {
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Bool CreateSwapChain(::Diligent::IEngineFactoryVk* factory, const WindowHandle& handle,
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Uint32 width, Uint32 height);
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Bool ResizeSwapChain(Uint32 width, Uint32 height);
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void SetSwapInterval(Uint32 interval);
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// Creates a simple 2D RGBA8 texture from CPU data and makes it available
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// to state PSOs under the shader variable name "g_Texture".
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Bool CreateTestTexture(const void* data, Uint32 width, Uint32 height);
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@@ -143,6 +144,7 @@ namespace MobileGL::MG_Backend::DiligentBackend {
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UnorderedMap<Uint64, ::Diligent::RefCntAutoPtr<::Diligent::IBuffer>> m_namedUboCache;
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Uint32 m_width = 256;
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Uint32 m_height = 256;
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Uint32 m_swapInterval = 0;
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Uint32 m_lastDrawVertexCount = 0;
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Uint64 m_lastPSOKey = 0;
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Bool m_hasCachedPSO = false;
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