mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 21:58:31 +09:00
[Feat, Fix, Test] (MG_Backend/DirectGLES, MG_IntegrationTest): emulate ES depth/stencil readback by shader sampling, and stop the replicate blit leaking its borrowed texture unit
This commit is contained in:
@@ -117,6 +117,13 @@ namespace MobileGL::MG_Config {
|
||||
// per-draw glBufferSubData path instead of the persistent-mapped ring allocator
|
||||
// (negative control / driver-bug escape hatch).
|
||||
Bool DisableUboRing = false;
|
||||
// MOBILEGL_ESPRYT_FORCE_DS_READBACK_EMULATION: make DirectGLES skip the native ES
|
||||
// depth/stencil reads and always go through the shader-sampling emulation. Core GL
|
||||
// ES has no depth or stencil readback, but some drivers accept it anyway (Mesa does,
|
||||
// Adreno does not), which means the emulation is dead code on exactly the stack the
|
||||
// headless suite runs on. This forces it live so the scenarios and the CTS can
|
||||
// exercise the path, and gives the device an A/B lever over the same choice.
|
||||
Bool EsprytForceDepthStencilReadbackEmulation = false;
|
||||
// MOBILEGL_RELAXED_SEMANTICS: relax strict core-profile rules (e.g. VAO-0 draws,
|
||||
// texture-name reuse after delete) even on contexts that explicitly requested a core
|
||||
// profile. Without it, relaxed semantics still apply to every context that did not
|
||||
|
||||
Reference in New Issue
Block a user