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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (Diligent): support multiple simultaneous color attachments
- PSO RTV count/formats now derive from the bound draw FBO color attachments - Include RT layout in the last-PSO cache key - Add DrawsToMultipleColorAttachmentsFromMobileGLState; 15 Diligent tests pass
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@@ -107,6 +107,7 @@ Working tree is clean.
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- `DrawsNamedUniformBlockFromMobileGLState`
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- `DrawsWithStencilTestFromMobileGLState`
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- `DrawsToRenderbufferFramebufferFromMobileGLState`
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- `DrawsToMultipleColorAttachmentsFromMobileGLState`
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---
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@@ -162,7 +163,7 @@ Verified locally on Turnip Adreno 750:
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- Local test result:
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```
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[ PASSED ] 14 tests
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[ PASSED ] 15 tests
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```
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---
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@@ -209,7 +210,7 @@ Notes:
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## 7. Known Limitations / Not Yet Implemented
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- User framebuffers now support texture color attachments, renderbuffer color readback, and depth/stencil texture or renderbuffer attachments; multi-target color attachments remain partial.
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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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- No swapchain / EGL window surface presentation yet; `Present()` only flushes.
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@@ -226,7 +227,7 @@ Notes:
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- [x] Map `MG_State::GLState::FramebufferObject` attachments to Diligent `ITextureView` / `ITexture`.
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- [x] Support default framebuffer as current offscreen target.
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- [x] Support `glBindFramebuffer`, `glFramebufferTexture2D`, renderbuffer color/depth attachments and renderbuffer color readback.
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- [ ] Multiple simultaneous color attachments (currently single RT resolution).
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- [x] Multiple simultaneous color attachments.
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2. **Texture / Sampler full integration**
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- [x] Translate MobileGL `ITextureObject` to Diligent `ITexture` and cache by `GetLifetimeId()`.
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