- WIP, parked: measures 80.9 -> 94.8 fps on Adreno 650 / MC 26.2 (same scene,
device cooled to 38-40C), but is NOT validated. Desktop GLSL carries no
precision qualifiers, so every fragment value reaches the driver as fp32 while
Adreno runs fp16 at twice the rate.
- RelaxTextureDerivedPrecisionPass taints the values a fragment shader derives
from built-in inputs and decorates everything else RelaxedPrecision. The
taint direction matters: whitelisting outward from texture reads captures
nothing, because MC multiplies every texel by an interpolated colour and a UBO
value and one un-relaxed operand vetoes the expression - measured at 80.4 fps,
i.e. no gain, both with and without varyings seeded. Precision-critical
sources are few (gl_FragCoord cannot even hold a 3044-pixel x exactly), so
tainting them and relaxing the rest is what actually pays.
- SPIR-V cannot see the bound formats - sampler2D yields vec4 whether the
texture is RGBA8 or RGBA32F - so the decision is made per draw and passed in
as a compile option, the same shape ExplicitLod0Sampling already uses.
RelaxedFragmentPrecision is only requested when every sampled texture and
every colour attachment is an 8-bit-or-less normalized format, where fp16's
11-bit mantissa already carries the value exactly. Shaderpack HDR gbuffers,
float data textures and 16-bit normalized targets therefore keep full
precision, as do shaders that write gl_FragDepth or gl_SampleMask.
- LocalMultiStoreElim runs first: glslang emits function-local variables, and a
load can never be relaxed, so without SSA promotion the analysis dies at the
first temporary.
- WHY THIS IS PARKED: the retrace correctness gate never ran green. Every
DirectVulkan retrace on Adreno 650 dies with DEVICE_LOST in
UploadDirtyMipLevels on unmodified dev (pre-existing, device-gated), and on
Adreno 830 - where the gate does pass on dev - minecraft-1.21.4-in-world times
out at 900s with this change, which still needs explaining. Do not merge until
that is understood and vanilla plus non-Photon shaderpack cases pass.
(photon-v1.3b is broken on Adreno independently of this work.)
- The /sdcard/MG/exp_relaxed_precision_all and exp_no_relaxed_precision file
toggles are development scaffolding for A/B measurement; they must go before
this ships.
- Every storage-capable colour texture was created MUTABLE_FORMAT, and Adreno
gives up bandwidth compression on an image that may be viewed as any format in
its compatibility class. MC's main render target therefore ran uncompressed;
in a fill-bound scene that is the whole frame budget. Measured on Adreno 650,
MC 26.2, same scene and camera, device cooled to 38-40C before each run:
65.3 -> 80.9 fps (+23.9%), GPU busy ~93% in both.
- VK_KHR_image_format_list (enabled when present) fixes it without giving up
mutability: VkImageFormatListCreateInfo names the exact formats a view may
use, so the driver can keep the image compressed. The set must be exhaustive
or the result is undefined - for sampled views it is exactly what
ResolveSampledImageViewFormat can return over the three numeric domains.
- glBindImageTexture may name any compatible format, which cannot be enumerated
ahead of time, so a texture bound to an image unit gets no format list. That
is what VK_IMAGE_USAGE_STORAGE_BIT becoming on-demand is for: it makes
"unmarked" mean "will never receive an arbitrary-format storage view", which
is what makes the list sound. Removing STORAGE is worth nothing on its own
(65.4 fps, measured) - only the mutability bound pays.
- MarkStorageImageTexture runs over every collected image-unit texture before
the probe loop in PrepareStorageImageTextures, because that loop stops at the
first texture needing work and would leave the rest unmarked. The mark makes
NeedsStorageImagePreparation report true, which is what ends the render pass,
so the recreate lands outside it.
- storageUsageResolved separates "not upgraded yet" from "this format can never
carry STORAGE", so a format whose optimalTilingFeatures lack STORAGE_IMAGE
cannot ask for a recreate that will never happen. SyncTexture's cross-draw
early-out also has to break on a pending upgrade or the recreate never runs.
- An upgrade recreates the image and carries its contents forward through
PreserveTextureContentsOnRecreate, which submits its own command buffer and
waits. Whatever the frame already recorded into the old image is still
unsubmitted, so that copy would read pre-frame content and this frame's
rendering into the texture would be lost - exactly the render-target-then-
image-unit case. PrepareStorageImageTextures now flushes first; it takes the
FrameData rather than a command buffer because the flush retires the current
one, and drops the sampled-descriptor-set memo that described it.
- SyncCurrentFBO skips the READ-target pass when the same GL FBO is bound as
both draw and read (the common GL_FRAMEBUFFER case), but the read buffer
(glReadBuffer) is only applied inside SyncToBackend's READ path — so the skip
silently dropped every glReadBuffer change, leaving the backend read buffer
stuck at COLOR_ATTACHMENT0.
- Extract the read-buffer application into BackendFramebufferObject::
SyncReadBufferToBackend and invoke it from the skip branch (target == Read)
as well as from SyncToBackend, so reads always target the right attachment.
- Bind the backend FBO as READ inside the helper before glReadBuffer, since the
skip path only bound it as DRAW.
- Fixes KHR-GL3x.draw_buffers.draw_buffers_1 (reading COLOR_ATTACHMENT1 while
the FBO stays GL_FRAMEBUFFER-bound returned attachment 0's value); the render
was already correct, only the readback resolved the wrong attachment.
- BlankBlockComments replaced comment chars with spaces but preserved interior newlines, so a block comment spanning a newline inside a #define truncated the macro body (VALUE became empty)
- glslang has a conformant preprocessor and collapses a block comment to one space across newlines, so the delivered source now keeps comments intact and lets glslang handle them
- Fixes KHR-GL3x.shaders.preprocessor multiline_comment_define / redefine_object_multiline_comment / function_redefinition_3 (6 cases, both devices)
- FilterUnsupportedGpuShaderInt64 relied on the blanking to skip commented-out #extension lines; it now masks comments locally (MaskCommentsAndQuotedText) like the sibling passes, collecting edits and applying them back-to-front
- conditional_inclusion.basic_2 (defined() via macro expansion) stays failing by design: glslang rejects it as UB and working around it would mean re-running preprocessing MobileGL defers to glslang
- The 8-bit unorm shadow was uploaded as GL_UNSIGNED_BYTE, leaving the 8->5/6-bit requantization to the driver
- That rounding direction is implementation-defined: Adreno rounds to nearest (lossless round trip), Mali floors
- On Mali mid-range texels drifted one 5-bit step down, failing all 20 KHR-GL33.pixelstoragemodes.teximage3d rgb565/rgb5a1 cases (eps 1/32); layers with exact values (0.125/0.25/1.0-ish) passed, matching the observed 0,1,7-valid pattern
- PreparePackedNormUpload repacks shadow rows to GL_UNSIGNED_SHORT_5_6_5 / 5_5_5_1 with round-to-nearest, which exactly recovers the original 5/6-bit values (the shadow expansion is injective), so the driver stores them verbatim
- Idempotent across each region's level loop (glType is shared); RGBA4 exempt since its 8-bit expansion (v*17) is exact under either rounding
- Wired at all four SyncMipmapsToBackend upload regions (append-mipmaps, immutable TexSubImage, mutable full, dirty-level update)
- Mali (tile-based) does not resolve a texture's render into memory when it is read back through a different (temp) FBO than the one it was rendered with
- The cross-FBO glReadPixels raced the deferred tile resolve and returned pre-render clear contents
- Distinct render targets read back byte-identical, so KHR-GLxx.glsl_noperspective failed on Mali-G715 (all four programs read as the clear colour)
- glGetTexImage is already a CPU/GPU sync point so the extra drain is negligible; Adreno resolves eagerly and was unaffected
- The generic export stub returned (GLenum)1; dEQP reads any non-zero status as a lost device
- It is polled after every case (gl3cTestPackages.cpp:121) and sets QP_TEST_RESULT_DEVICE_LOST
- Under the default --deqp-terminate-on-device-lost=enable that tears the whole CTS run down
- MobileGL tracks no GPU resets, so GL_NO_ERROR ("no reset detected") is the honest, spec-correct answer
- Routed through GLImpl::GetGraphicsResetStatus like every other entry point, no inline body in Definitions.cpp