Commit Graph
1607 Commits
Author SHA1 Message Date
swung0x48 056574eebe [Fix] (CI): name APK artifacts by commit 2026-07-15 00:22:12 -04:00
swung0x48 e61685547a [Fix] (CI): locate unified trace APK 2026-07-15 00:17:08 -04:00
swung0x48 7ebaf43282 [Refactor] (Android plugin): unify renderer APK with Plugin V2 DSL 2026-07-14 23:37:21 -04:00
swung0x48 15580ff6a6 [Fix] (Retrace): preserve bundled ANGLE binaries 2026-07-15 08:46:28 +08:00
swung0x48 fd6f5bca83 [Fix] (Retrace): rely on APK signing for bundled ANGLE 2026-07-15 07:50:40 +08:00
swung0x48 b6d311f20b [Fix] (Retrace): bundle and select signed ANGLE variants 2026-07-15 06:48:10 +08:00
swung0x48 9c0d5517bd [Refactor] (MG_Backend/DirectVulkan): replace null-renderer guards with MOBILEGL_ASSERT
Drops the if (!pVulkanRenderer) { return; } / !MG_State::pGLContext early-return guards across DirectVulkan.cpp in favor of MOBILEGL_ASSERT, matching the pattern already used by the rest of the backend. Legitimate runtime conditions (index bounds, sync/query handle nullness, renderer-generation mismatch, timer-query support) are kept as real checks; only the null-pointer defenses are converted.
2026-07-14 03:55:41 -04:00
swung0x48 3445ab9304 [Refactor] (MG_Backend/DirectVulkan, trace-replay): extract dump-image capture out of MobileGL backend
Moves snapshot capture entirely into the apitrace retrace layer (glReadPixels + PNG encode). Drops the MOBILEGL_PRESENT_DUMP_PATH / MOBILEGL_PRESENT_STATS / MOBILEGL_PRESENT_DUMP_CALL / MOBILEGL_PRESENT_CURRENT_CALL / MOBILEGL_TRACE_CURRENT_CALL_OVERRIDE plumbing from Config, ConfigLoader, VulkanRenderer (GetPresentedDumpPixel/WritePresentedDumpPpm + present-stats readback), the EGL/GLX/Android ws shims, and the Android trace_replay_core PPM reader.

DirectVulkan ReadPixels on the default framebuffer now remaps raw swapchain pixels (top-left origin, preTransform-rotated) to GL orientation (bottom-left origin) so the retrace snapshot matches the golden; SwapchainObject also resizes the default-FBO stencil attachment to the swapchain extent to fix GL_INVALID_FRAMEBUFFER_OPERATION under the glReadPixels completeness check.
2026-07-14 02:40:20 -04:00
swung0x48 533219ede7 [Fix] (Retrace): load ANGLE through LD_LIBRARY_PATH 2026-07-13 21:20:02 -04:00
swung0x48 b1f55026af [Chore] (MobileGL/ConfigLoader): rename/clean up more env var clutter 2026-07-13 20:45:40 -04:00
swung0x48 a26e9aaf25 [Refactor] (MG_Config, MG_Backend, trace-replay): remove unused stats instrumentation 2026-07-13 20:33:31 -04:00
swung0x48 a55a0645e2 [Refactor] (MG_Config, MG_Backend/DirectVulkan, trace-replay): centralize Magma env parsing and rename R11G11B10F fallback 2026-07-13 19:58:06 -04:00
swung0x48 e529e12d27 [Perf] (MG_Backend/DirectVulkan): bind GetBoundObject/GetSamplerObject const-ref returns by reference in BindProgramUniformBuffers resolve paths (UBO/SSBO/texel/sampler override) instead of copying the SharedPtr; ResolveUniformBufferPayload 2.2%->1.6% 2026-07-13 08:27:12 -04:00
swung0x48 e78eee972e [Perf] (MG_Backend/DirectVulkan): store the resolved TextureResource pointer in the per-draw sync memo so repeat SyncTextureAndGetDescriptor calls skip the resource-map lookup 2026-07-13 06:53:37 -04:00
swung0x48 37cd5b42de [Perf] (MG_Backend/DirectVulkan): drop redundant per-draw work in UploadAndBindVertexBuffers - pass programObj from SetupDraw, use the VAO attribute's buffer SharedPtr directly instead of re-resolving by external index; 8.5%->6.2% 2026-07-13 05:21:57 -04:00
swung0x48 7fe5247626 [Fix] (MG_Backend/DirectVulkan): key the sampled-set walk-skip on a program lifetime id, not the recyclable GL name, so a deleted+recreated program can't false-hit the cache 2026-07-13 04:58:05 -04:00
swung0x48 f098983c9f [Perf] (MG_Backend/DirectVulkan): skip the per-draw sampled-texture walk when the bound set is unchanged (texture-bind generation + program state version); CollectSampledTextures 5.0%->0.2%, fps 228->249 2026-07-13 04:41:14 -04:00
swung0x48 516d2a659e [Perf] (MG_Backend/DirectVulkan): cache resolved VkSampler per binding to skip the per-draw sampler key hash, keyed on a new sampler lifetime id 2026-07-13 02:04:57 -04:00
swung0x48 808c5dcc46 [Perf] (MG_Backend/DirectVulkan): re-land content-version texture early-out; bump content version on glGenerateMipmap so cached sampled views re-sync (fixes Iris shader retrace) 2026-07-13 00:50:09 -04:00
swung0x48 ecea8054a6 Revert content-version texture early-out (e8e1521): the SyncTexture cross-draw skip breaks Iris shader retrace validation (correctness regression) 2026-07-12 23:27:54 -04:00
swung0x48 b0076af9bd [Perf] (MG_Backend/DirectVulkan): raw-ptr in ResolveSamplerDescriptor drops the per-draw SharedPtr refcount on the sampler descriptor path 2026-07-12 22:48:05 -04:00
swung0x48 24cf1e3a7f [Perf] (MG_Backend/DirectVulkan): frames-in-flight from MOBILEGL_MAGMA_FRAMESINFLIGHT env (fallback 3), clamped to surface maxImageCount at init 2026-07-12 20:35:05 -04:00
swung0x48 e5ee4cde4f [Perf] (MG_Backend/DirectVulkan): deepen frame pipeline 2->3 to hide GPU-completion latency; cross-frame glClientWaitSync fence stalls -28% 2026-07-12 19:42:35 -04:00
swung0x48 e8e1521972 [Perf] (MG_Backend/DirectVulkan): skip cross-draw re-sync of unchanged textures via a content-version early-out; SyncTextureAndGetDescriptor 8.9%->2.4% 2026-07-12 18:40:48 -04:00
swung0x48 6f53b9a6bb [Perf] (MG_Backend/DirectVulkan): raw-ptr sampled-texture walk skips SharedPtr refcount churn per draw 2026-07-12 10:51:15 -04:00
swung0x48 acaa9f6dc7 [Perf] (MG_Backend/DirectVulkan): zero-copy UBO bind - point descriptor at the app's persistent VkBuffer instead of a per-draw transient copy; fps 127->166 2026-07-12 10:11:49 -04:00
swung0x48 375f2df694 [Perf] (MG_Backend/DirectVulkan): skip per-draw pipeline resolution when pipeline state unchanged; SetupDraw 54%->51%, fps 109->127 2026-07-12 09:28:30 -04:00
swung0x48 542e50be33 [Perf] (MG_Backend/DirectVulkan): skip per-draw render-pass hash when framebuffer state unchanged; SetupDraw 60%->54%, fps 96->109 2026-07-12 08:18:37 -04:00
swung0x48 ad9ee99521 [Perf] (MG_Backend/DirectGLES): dedup per-draw indexed UBO/SSBO binds with a shadow cache; BindCurrentProgramWithResources 5.1% -> 3.1% 2026-07-12 06:32:18 -04:00
swung0x48 25395a9f9a [Docs] (MG_Backend/DirectGLES): TODO for buffer-pool Phase 2 orphan-on-respecify 2026-07-12 05:37:03 -04:00
swung0x48 d7029952bb [Perf] (MG_Backend/DirectGLES): recycle idle GL buffers via a fence-gated size pool instead of glDeleteBuffers; pinned fps 184->220 2026-07-12 05:28:34 -04:00
swung0x48 340449b77e [Perf] (MG_State, MG_Backend/DirectGLES): skip never-touched buffer bind points via high-water mark; SyncNeccessaryBuffers 15.7% -> 4.2% 2026-07-12 04:31:34 -04:00
swung0x48 527e229ac8 [Perf] (MG_Backend/DirectGLES): drop redundant per-draw UBO binding-point sync; BindCurrentProgramWithResources already rebinds them 2026-07-12 04:11:23 -04:00
swung0x48 d5bc753764 [Perf] (MG_Backend/DirectGLES): skip scratch bind + upload for fully-synced mipmap textures 2026-07-12 04:11:22 -04:00
swung0x48 436f7f7e86 [Perf] (DirectGLES): shadow-track unpack state instead of glGetIntegerv
ScopedDefaultUnpackState saved the backend GL unpack state with 6 glGetIntegerv
calls on every construction. glGetIntegerv forces a driver pipeline sync, and
because it ran per dirty texture per frame in the texture upload path, it
dominated the DirectGLES draw path - and stalling the pipeline serialized CPU-GPU
work far beyond its raw CPU cost.

The backend unpack state is set only by MobileGL's own save/restore helpers
(ScopedDefaultUnpackState, TempPixelStoreParameterSync, the R32F copy path), all
of which restore to the resting GL default, so it can be shadow-tracked: read the
previous state from a static shadow (no query), pin the backend to the known
default once up front, and set state with compare-and-set so the paired
glPixelStorei calls also usually no-op.

Device-verified on Adreno 830 (MC 26.3-snapshot3, Espryt, CPU pinned to 1.56/1.96
GHz for a thermally-comparable measurement): rendering correct; fps 105 -> 147
(+40%); render-thread profile: glGetIntegerv ~9% -> below noise, SyncNeccessary-
Textures 25% -> 12%, SyncMipmapsToBackend 23% -> 9%.
2026-07-12 03:11:28 -04:00
swung0x48 009e37ec6f [Perf] (DirectVulkan): reuse descriptor set across draws with identical bindings
BindProgramUniformBuffers rebuilt a fresh descriptor set and called
vkUpdateDescriptorSets on every draw, even when consecutive draws bound the exact
same textures/samplers/buffers (common in MC: many draws share a program + atlas).
Now, after resolving the bindings (still needed for the UBO dynamic offset),
compute a cheap word-wise signature of the resolved descriptor content + layout;
when it matches the previous draw, reuse that descriptor set and skip
AcquireDescriptorSet + vkUpdateDescriptorSets - only the bind-time dynamic offsets
differ.

Correct by construction: bindings are re-resolved every draw so the signature
always reflects current state and reuse only happens on an exact match; the reused
set is never re-acquired within a frame (the acquire cursor only advances); the
descriptor set layout is in the signature so reuse never crosses programs; the
cache resets each frame in BeginFrame when the frame's sets are recycled; sampler
overrides (blits) bypass and invalidate it. The signature hashes 64-bit words (the
Vk*Info payloads are 8-byte-multiple sized and value-initialized) so its own
per-draw cost stays small.

Device-verified on Adreno 830 (MC 26.3-snapshot3, optimized -O2 Magma): rendering
correct, no validation errors. Render-thread wall-clock profile:
BindProgramUniformBuffers 22.85% -> 19.82% (vkUpdateDescriptorSets ~5% dropped below
noise; word-wise signature adds ~0.6% self), SetupDraw 62% -> 60%.
2026-07-12 01:55:31 -04:00
swung0x48andClaude Opus 4.8 b253df881d [Perf] (DirectVulkan): memoize per-draw texture sync in SetupDraw
Each sampled texture was resolved ~3x per draw: SetupDraw's layout-probe
loop, its post-transition loop, and again inside ResolveSamplerDescriptor.
No GL texture mutation happens mid-SetupDraw, and layout is tracked on the
TextureResource independently of SyncTexture, so the repeat SyncTexture work
(mip-completeness / resource+view resync / dirty scan) is pure redundancy.

Add a per-draw memo in VkTextureManager (BeginDrawSyncScope/EndDrawSyncScope
+ RAII DrawSyncScope guard around SetupDraw): after the first successful sync
of a texture in a draw, repeat SyncTextureAndGetDescriptor calls short-circuit
to the already-synced resource.

Device-verified on Adreno 830 (MC 26.3-snapshot3, Magma): rendering correct,
no validation errors; wall-clock profile of the render thread shows
SyncTextureAndGetDescriptor dropping from 15.2% to ~5% and SetupDraw from
43.7% to 28.9%.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-11 22:06:28 -04:00
swung0x48 c1743aa42d [Refactor] (MG_State, MG_Backend): PipeResource storage layer + zero-copy coherent persistent maps
Introduce a Mesa pipe_resource-style PipeResource that owns a GL buffer's bytes
and its backend GPU resource, abstracting WHERE the authoritative bytes live:
 - Shadow mode (non-persistent buffers): a CPU Vector; the backend keeps its own
   GPU copy in sync via BufferBackendOps, exactly as before.
 - Persistent mode (coherent GL_MAP_PERSISTENT maps): the backend's host-visible,
   COHERENT, persistently-mapped GPU memory is the single source of truth. The app
   writes into it directly, every reader resolves against it, and NO per-write
   backend transfer happens. The CPU shadow is released.

BufferObject no longer owns a raw shadow Vector; it holds a PipeResource and
exposes one accessor, MappedData(), that all readers go through. Every buffer-data
consumer (UBO payload, PBO texture upload, indirect draws, resident/streamed
uploads, both backends) was migrated from GetDataReadOnly()->data() to
MappedData(), so a persistent buffer's readers see GPU memory - not a stale
shadow. That stale-shadow inconsistency is what corrupted rendering (wrong UBOs ->
misplaced/"lost" vertices) in the first zero-copy attempt (625c8a6, reverted in
896cafc); routing every consumer through one accessor makes it structurally
impossible.

Backends provide the map via BufferBackendOps::AcquirePersistentMap:
 - DirectVulkan: a HOST_VISIBLE|HOST_COHERENT (required, not just requested),
   persistently mapped resident VkBuffer carrying every usage, seeded from the
   shadow, never recreated; AcquireResidentSlice binds it directly.
 - DirectGLES: EXT_buffer_storage immutable persistent+coherent glMapBufferRange,
   falling back to the shadow when the extension is absent.

Fixes the ~7GB GpuMemory OOM + 100%-CPU/ANR running modern Blaze3D Minecraft on
both Magma and Espryt (per-draw whole-buffer re-upload of the coherent persistent
ring buffer), without the coherency/stale-read hazards of the reverted attempt.

BufferTest: zero-copy stress guard (15,360 draws -> 0 per-draw transfers, and every
reader resolves to GPU memory) + a shadow-fallback test. Host suite: 203/203 pass.
Device verification pending.
2026-07-11 20:18:38 -04:00
swung0x48 0f99d93300 [Feat] (MobileGL): full dual-source blending across state, transpiler, and both backends
Wire GL_SRC1_* dual-source blend factors (glBlendFunc) end to end with the
glBindFragDataLocationIndexed color index, so a fragment shader can drive both
dual-source blend inputs.

State + converters:
  - RenderState BlendFactor gains Src1Color/OneMinusSrc1Color/Src1Alpha/
    OneMinusSrc1Alpha; GLToMG/MGToGL/MGToVk/MGToStr converters map them to
    GL_SRC1_*, VK_BLEND_FACTOR_SRC1_*, and readable names.

Transpiler layout(index = N):
  - ProgramAttrib carries explicitFragmentOutIndices; ProgramObject threads
    m_explicitFragDataIndex into it at both link sites.
  - TMglGlslIoResolver applies the color index as TQualifier.layoutIndex on the
    fragment output, emitting layout(index = 1) via the glslang Index decoration
    -> SPIRV-Cross path. Only the non-zero (dual-source) index is emitted: index 0
    is the GL default and an explicit "index = 0" would demand
    GL_EXT_blend_func_extended on GLES for ordinary single-source outputs.

Feature detection, POST, and hard-fail at use time (no silent fallback):
  - Vulkan: dualSrcBlend is detected at device creation and cached; a draw whose
    enabled blend state uses a SRC1 factor without the feature throws at pipeline
    build with the reason and a pointer to the POST row.
  - GLES: GL_EXT_blend_func_extended detected at load into
    GLESCapabilities.SupportsDualSourceBlend; a draw enabling blend with a SRC1
    factor without it throws in the blend-state sync with the same guidance.
  - DriverPost adds a dual-source-blend row for both backends (Pass/Warn).

Tests:
  - ProgramTest.CompileAndLinkWithExplicitFragmentOut now asserts the transpiled
    fragment shader carries layout(location = 0, index = 1) after a re-link with
    glBindFragDataLocationIndexed(index 1), and still omits any index qualifier
    for the plain index-0 output.
2026-07-11 01:32:07 -04:00
swung0x48 e9fa99e16b [Feat] (MG_Backend): wire primitive restart into both backends; detect dualSrcBlend
Make GL_PRIMITIVE_RESTART[_FIXED_INDEX] actually take effect at draw time,
following the detect-at-init / POST / fallback-or-hard-fail discipline.

DirectVulkan:
- Thread primitiveRestartEnable through the pipeline (payload + hash +
  input-assembly), set from the GL_PRIMITIVE_RESTART / _FIXED_INDEX caps.
- Detect and enable primitiveTopologyListRestart
  (VK_EXT_primitive_topology_list_restart) at device creation; cache it.
  Strip/fan restart needs no feature; a *list* topology with restart and
  no feature hard-fails at the draw with the reason.
- Vulkan only restarts on the fixed all-ones index value, so an arbitrary
  GL_PRIMITIVE_RESTART index that is not that value hard-fails in
  UploadAndBindIndexBuffer (where the index type is known).
- Also detect+enable and cache the dualSrcBlend base feature (groundwork
  for GL_SRC1_* dual-source blending).

DirectGLES:
- Sync GL_PRIMITIVE_RESTART_FIXED_INDEX from either restart cap (GLES core
  has only the fixed-index form); an arbitrary non-fixed index hard-fails
  in the indexed draw paths with the reason.

POST: dualSrcBlend and primitiveTopologyListRestart capability rows (Pass
when supported, Warn with the fallback/hard-fail consequence otherwise).

Library builds clean; SanityTest 31/31. (The actual restart rendering and
the hard-fail paths need a real GPU and are not runtime-testable here.)
2026-07-11 01:11:23 -04:00
swung0x48 e18d369adf [Feat] (MG_Impl/GLImpl, MG_State): implement glPrimitiveRestartIndex
Store the primitive restart index as render state and report it through
glGetIntegerv(GL_PRIMITIVE_RESTART_INDEX), replacing the stub and the
hardcoded 0 in the getter.

- RenderState gains a PrimitiveRestartIndex field (default 0) with
  set/get accessors and GLContext wrappers.
- glPrimitiveRestartIndex accepts any GLuint and generates no error.
- glGetIntegerv(GL_PRIMITIVE_RESTART_INDEX) now reads the stored value.

This is the state layer only. The backends do not yet honor an arbitrary
restart index at draw time -- Vulkan and GLES support only the fixed
all-ones restart value (GL_PRIMITIVE_RESTART_FIXED_INDEX) -- so a non-
default index is tracked and queryable but not yet applied to indexed
draws.

Tests: RenderStateSanity round-trip (default 0, mid value, and the full
32-bit range). Full SanityTest sweep green (31/31).
2026-07-11 00:43:45 -04:00
swung0x48 22ac8a8c10 [Feat] (MG_Impl/GLImpl, MG_State): implement glBindFragDataLocationIndexed
Bind a fragment output to both a color number and a color index (0 or 1
for dual-source blending), and report the bound index back through
glGetFragDataIndex.

- ProgramObject now tracks a per-output color index alongside the
  location: SetExplicitFragmentOutIndex stores it, it is snapshotted into
  the linked map at link time (like the location map), and
  GetFragmentDataIndex returns it (0 by default) for an active output.
- glBindFragDataLocation becomes glBindFragDataLocationIndexed with index
  0, matching the GL definition, so it also resets a previously-bound
  index to 0.
- Validation: index must be 0 or 1 (GL_INVALID_VALUE); colorNumber is
  bounded by GL_MAX_DRAW_BUFFERS for index 0 and GL_MAX_DUAL_SOURCE_DRAW_BUFFERS
  (reported as 1) for index 1 (GL_INVALID_VALUE); a gl_ name is
  GL_INVALID_OPERATION.
- glGetFragDataIndex now returns the real bound index instead of a
  hardcoded 0.

The index is tracked for reflection but is not yet plumbed into dual-source
blend rendering, and shader-side layout(index=) qualifiers are not
reflected -- both documented at the call sites.

Tests: index round-trip through a re-link (bind 1 -> GetFragDataIndex == 1;
glBindFragDataLocation resets to 0), plus the validation error table;
mutation-verified end to end. ProgramTest 24/24.
2026-07-11 00:39:23 -04:00
swung0x48 bebe534bad [Fix] (MG_Impl/GLImpl): stop double-recording GL errors for a bad program handle
glBindFragDataLocation, glGetFragDataLocation and glGetFragDataIndex each
recorded a redundant GL_INVALID_OPERATION on top of the error that
TryToGetProgramObject already recorded (GL_INVALID_VALUE for an unknown
name, GL_INVALID_OPERATION for a non-program object). One bad call thus
queued two errors, so an app calling glGetError twice saw a spurious
second error, and any following code that expects a clean error queue
(e.g. a later test) picked up the stale one.

Drop the second RecordError from all three call sites and rely on the
single error TryToGetProgramObject already reports -- matching the clean
`if (!programObject) return;` pattern the rest of GL_Program.cpp uses. The
first, app-visible error is unchanged; only the redundant second is gone.

ProgramTest's invalid-handle case now asserts exactly one error (mutation-
verified: reintroducing the second record fails it) and keeps a defensive
error-queue drain. ProgramTest 24/24.
2026-07-11 00:19:33 -04:00
swung0x48 9ffcb23877 [Feat] (MG_Impl/GLImpl): implement glGetFragDataIndex
Fill the stubbed GL 3.3 Core glGetFragDataIndex, mirroring its already-
implemented sibling glGetFragDataLocation: validate the program object and
link status, then return the fragment color index the name binds to.

Every active user-defined output uses color index 0. MobileGL does not yet
track dual-source (index 1) bindings -- glBindFragDataLocationIndexed and
the layout(index = 1) qualifier are unsupported -- so the result is exact
for any program that does not use dual-source blending; a name that is not
an active output (including gl_ built-ins) returns -1.

Tests: assertions on the existing linked-program test (valid output -> 0,
unknown name -> -1) plus a standalone invalid-handle case. The invalid-
handle test drains the error queue it produces so no stale error leaks
into a later test (the ProgramTest fixture does not reset it). ProgramTest
24/24.
2026-07-11 00:03:08 -04:00
swung0x48 dc3c2cc5c7 [Feat] (MG_Impl, MG_Backend, MG_State): implement glMultiDrawArrays and glGetBufferSubData
Two previously-stubbed GL 3.3 Core entry points.

glMultiDrawArrays: mirrors the existing glMultiDrawElements(BaseVertex)
architecture end to end -- a new MultiDrawArrays backend function-table
slot dispatched from the frontend after program/primitive-mode validation
(plus a drawcount < 0 -> GL_INVALID_VALUE guard).
- DirectGLES: PrepareForDraw once, then loop native glDrawArrays with the
  same per-range client-side array upload the single DrawArrays does.
- DirectVulkan: build a MultiDrawCmd payload and hand it to a new
  VulkanRenderer::MultiDrawArrays, which does one SetupDraw over the union
  of the sub-draw vertex ranges and then a vkCmdDraw per range (mirrors
  VulkanRenderer::MultiDrawElements).

glGetBufferSubData: reads a range of the bound buffer's CPU shadow into
client memory via a new BufferObject::DownloadSubData, with the same
validation shape as BufferSubData (INVALID_VALUE for negative/overflowing
range, INVALID_OPERATION for no bound buffer or a non-persistent mapped
buffer). The shadow reflects CPU writes and backend write-backs but not
arbitrary GPU-side writes, which is documented on the method.

Tests: 2 BufferTest cases for glGetBufferSubData (round-trip read of a
middle range and the whole buffer, plus out-of-range/negative/no-buffer
errors). BufferTest 32/32, SanityTest 30/30, VertexArrayTest 42/42;
library builds clean. (The glMultiDrawArrays draw paths are not
runtime-testable on this host and are compile-verified against the tested
MultiDrawElements pattern.)
2026-07-10 23:46:14 -04:00
swung0x48 4dd2b2216c [Feat] (MG_Impl, MG_State, MG_Backend, MG_Util): packed 2_10_10_10 and GL_BGRA vertex array formats
glVertexAttribPointer now accepts the GL 3.3 Core packed types
GL_INT_/GL_UNSIGNED_INT_2_10_10_10_REV and the GL_BGRA size, clearing the
two long-standing "// TODO: implement GL_BGRA support" markers. Adds the
format end to end across the frontend, VAO state, and both backends.

- DataType: add Int2101010Rev / Uint2101010Rev with GLToMG / MGToGL /
  MGToStr converter cases.
- Validation (ValidateVertexAttribFormat): the full glVertexAttribPointer /
  glVertexAttribIPointer error table -- size is 1..4 or GL_BGRA (else
  INVALID_VALUE, which takes precedence); a packed type requires size 4 or
  GL_BGRA (else INVALID_OPERATION); GL_BGRA requires GL_UNSIGNED_BYTE or a
  packed type AND normalized == GL_TRUE (else INVALID_OPERATION); the
  integer path rejects packed types (INVALID_ENUM) and GL_BGRA size
  (INVALID_VALUE).
- VAO: store GL_BGRA as size 4 plus a new IsBgra flag (reset on the
  binding-format path).
- DirectVulkan: map the packed/BGRA formats to
  VK_FORMAT_A2B10G10R10_* (normal) and VK_FORMAT_A2R10G10B10_* /
  VK_FORMAT_B8G8R8A8_UNORM (BGRA reversed), fold IsBgra into the pipeline
  hash, and size packed/BGRA elements as one 4-byte word via
  GetAttributeByteSize. (Vulkan *_SNORM decodes with the GL 4.2 symmetric
  rule, a documented deviation from the 3.3 signed formula.)
- DirectGLES: round-trip the packed enum through the loader, pass GL_BGRA
  as the driver size argument, and size client uploads with the packed
  4-byte word.

Tests: 4 VertexArrayTest cases covering packed/BGRA storage and the full
float/integer error table; the packed-size hard-fail is mutation-verified.
VertexArrayTest 42/42, SanityTest 30/30, library builds clean.
2026-07-10 23:25:25 -04:00
swung0x48 0cada09aa7 [Feat] (MG_Impl/GLImpl): implement 8 packed glVertexAttribP*ui current-value setters
glVertexAttribP{1,2,3,4}ui and their *uiv forms set the CURRENT generic
vertex attribute value from a packed 2_10_10_10_REV word (they are the
packed members of the immediate VertexAttrib* family, not the array-format
path), so they funnel into SetCurrentVertexAttributeFloat and reuse the
existing index validation.

- Add DecodePacked2101010: unpacks x=[0..9], y=[10..19], z=[20..29] (10-bit)
  and w=[30..31] (2-bit) from one 32-bit word. Signed fields are two's-
  complement (sign-extended per width); normalized conversion uses the
  GL 3.3 (2c+1)/(2^b-1) form (10-bit /1023, 2-bit /3), matching the
  existing NormalizeSigned* helpers -- NOT the GL 4.2 clamp form.
- type accepts only GL_INT_2_10_10_10_REV / GL_UNSIGNED_INT_2_10_10_10_REV
  (GL_INVALID_ENUM otherwise; the 4.4-era 10F_11F_11F_REV is not legal in
  3.3). P1/P2/P3 consume the first 1/2/3 components; the rest take the
  (0,0,0,1) defaults and are cleared each call. The *uiv forms dereference
  a single packed word, not an array.

Tests: 4 VertexArrayTest cases (unsigned decode, signed GL-3.3 formula,
component-count/defaults, type/index/uiv validation). The signed test is
mutation-verified: z==0 -> 1/1023 fails against the GL 4.2 form.
VertexArrayTest 38/38, SanityTest 30/30.
2026-07-10 23:07:13 -04:00
swung0x48 3ff8cafac6 [Feat] (MG_Util/SelfTest): POST rows for polygon-mode and indexed-color-mask capabilities
Surface the device features that glPolygonMode and glColorMaski depend on,
so a missing capability (and the resulting FILL / draw-buffer-0 fallback)
is visible in the driver POST instead of silently degrading.

- DirectVulkan checklist: fillModeNonSolid (GL_LINE/GL_POINT rasterization)
  and independentBlend (per-draw-buffer color masks) rows, read from the
  physical device features already queried by the probe.
- DirectGLES checklist: "Polygon mode" (GL_NV/ANGLE_polygon_mode) and
  "Indexed color mask" (ES 3.2 core or draw_buffers_indexed) rows, read
  from the cached GLESCapabilities flags.

Each row passes when supported and warns (not fails) when absent, since
the fallback still renders correctly. Builds clean; SanityTest sweep green
(30/30).
2026-07-10 22:31:20 -04:00
swung0x48 041de6cba3 [Feat] (MG_Backend/DirectGLES, MG_Util/Loader): wire glPolygonMode and glColorMaski into GLES sync
Neither entry point exists in unextended OpenGL ES core, so both are
gated on optional extensions detected and cached at init, with a runtime
fallback when absent.

Loader:
- Add glPolygonModeNV/glPolygonModeANGLE and glColorMaskiEXT/glColorMaskiOES
  to the GLES function table, loaded via a new INIT_GLES_FUNC_OPTIONAL
  macro that does not log an error when the driver lacks them.
- Cache GLESCapabilities.SupportsPolygonMode and SupportsIndexedColorMask
  from whether the entry points loaded (glColorMaski is GLES 3.2 core with
  no extension string, so pointer presence is the reliable signal).

Sync (SyncRenderState):
- Color mask: uniform masks keep using the non-indexed glColorMask (works
  everywhere); divergent per-draw-buffer masks use glColorMaski (core /
  EXT / OES, whichever loaded) when SupportsIndexedColorMask, else fall
  back to broadcasting draw buffer 0. Mirrors the existing indexed-blend
  block's all-same-vs-per-buffer structure.
- Polygon mode: new sync block calls glPolygonModeNV/ANGLE(GL_FRONT_AND_BACK,
  mode) when SupportsPolygonMode; without the extension the mode stays FILL
  and non-FILL requests are dropped.

Library builds clean; full SanityTest sweep green (30/30).
2026-07-10 22:27:21 -04:00
swung0x48 aa5c33a42d [Feat] (MG_Backend/DirectVulkan): wire glPolygonMode and glColorMaski into pipeline creation
Consume the polygon mode and per-draw-buffer color write masks that the
frontend already tracks, with runtime fallback for the device features
they require.

glPolygonMode:
- Add ConvertPolygonModeToVkEnum (GL_FILL/LINE/POINT -> VkPolygonMode).
- Thread a polygonMode field through PipelineCreatePayload, fold it into
  the pipeline cache hash (distinct modes need distinct pipelines), and
  apply it in PipelineFactory instead of the hardcoded VK_POLYGON_MODE_FILL.
- LINE/POINT require the fillModeNonSolid device feature: detect and
  enable it at device creation, cache m_fillModeNonSolidFeatureEnabled,
  and fall back to FILL at pipeline-build time when it is absent.

glColorMaski:
- The per-attachment color-blend loop now reads GetColorMaskIndexed(i)
  instead of the broadcast GetColorMask(), so each draw buffer gets its
  own write mask (already covered by the pipeline hash).
- Divergent per-attachment masks require independentBlend: cache
  m_independentBlendFeatureEnabled (was enabled but never recorded) and
  fall back to draw buffer 0's mask for every attachment when it is absent.

The internal depth-mipmap utility pipeline keeps VK_POLYGON_MODE_FILL (not
GL-driven). Library builds clean; full SanityTest sweep green (30/30).
2026-07-10 22:16:47 -04:00