Commit Graph
86 Commits
Author SHA1 Message Date
swung0x48 9d1b280375 [Fix, Test] (MG_Util, MG_Test): rename Photon-conflicting MSL identifiers 2026-08-15 09:40:13 -04:00
BZLZHH 33ff177bb2 [Fix, Test] (MG_Impl, MG_State): advertised-extension conformance wave 1 - uniforms, validators, getters
First wave of the advertised-extension CTS campaign (targeted caselist: the
glcts groups of every extension both backends advertise, 4867 cases across the
KHR-GL41..46 namespaces). All frontend, shared by both backends:

- Non-square float matrix uniforms actually upload: glUniformMatrix{2x3,3x2,
  2x4,4x2,3x4,4x3}fv and the six glProgramUniformMatrix* twins were
  validate-only no-ops; they now write column-at-a-time at the global UBO's
  16-byte std140 column stride, honouring transpose. glUniformMatrix2fv had
  the sibling bug - mat2 written as 4 contiguous floats put column 1 at byte
  8 instead of 16. The readback path only ever un-padded mat3, so
  glGetUniformfv is fixed for mat2, mat3x2 (previously mis-gathered) and
  every non-square shape, with the bounds check widened to the padded span.
- glBindBufferRange validates offset/size at last: size <= 0, offset < 0,
  SSBO and UBO offset alignment, transform-feedback offset AND size
  multiples of 4 - all before any state write (a negative offset used to
  reach Range1D unchecked). glBindBuffersRange inherits per element, with
  the ARB_multi_bind up-front [first, first+count) checks added to the
  BindBuffersBase/Range and BindSamplers prologues.
- BufferSubData's second, wrong mapped-overlap test deleted (it rejected
  every write at or after a mapped range's start, mapped or not); the state
  layer's assert relaxed to the same half-open intersection the frontend
  checks. BufferStorage error precedence fixed: no-bound-buffer now beats
  bad-size/flags.
- glSamplerParameteri accepts the full GL_NEVER..GL_ALWAYS compare-func
  range (NEVER/LESS/EQUAL were rejected by a wrong lower bound).
  glBindSampler's unit gate uses GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS instead
  of the frontend array capacity, shared with glBindSamplers by construction.
- Getters: GL_MAX_SHADER_STORAGE_BLOCK_SIZE in glGetIntegerv; atomic-counter
  buffer limits; all 11 per-unit GL_TEXTURE_BINDING_* plus GL_SAMPLER_BINDING
  in glGetIntegeri_v; GL_VERTEX_ATTRIB_BINDING/_RELATIVE_OFFSET across the
  vertex-attrib query family; glGetFloati_v/glGetDoublei_v implemented (were
  stubs); KHR_debug limits raised to spec floors.
- glCreateShader records INVALID_ENUM for an unknown type (it previously
  handed out a usable name with no error at all); glCreateShaderProgramv
  validates count up front. glDispatchCompute/Indirect validate work-group
  counts, offset alignment and indirect-buffer presence.
- glVertexAttribIFormat & friends take a positive integer-type whitelist -
  GL_FLOAT/GL_HALF_FLOAT/GL_DOUBLE/GL_FIXED no longer slip through as
  integer attributes.

Gate (headless Mesa, default config = async on): 570/570 unit at default and
with the kill switch; ext caselist Espryt 76.29% -> 77.87% (+81 fixed, 6
crashes -> 0, the whole list now runs in one glcts process), Magma 75.94% ->
77.58% (+80 fixed, 0 newly broken); KHR-GL33 full mustpass lost nothing
(9884/9886, the 2 known Mesa-drift failures); retrace smoke clean (the
bsl-GLES miss is the documented golden drift, bit-identical on the pristine
baseline). The 4 DirectGLES direct_state_access.renderbuffers_storage* cases
that turned red are a PRE-EXISTING GL_FRAMEBUFFER_SRGB cross-test leak,
A/B-proven on an unpatched 2e6fc1ff build - wave 1 removed the two accidental
maskers (a crash partition and a failing case whose error path reset the
state). Fixing the leak itself is queued.
2026-08-09 04:39:22 -04:00
BZLZHH dcf918b9ee [Perf] (MG_State): adopt in-flight compile jobs across shader objects (P1 stage 6)
~21% of a shaderpack's glCompileShader calls hand different shader objects
byte-identical source; the P0b cache only helps after one finishes, so under
async two workers would run the whole pipeline twice. Now the GL thread
consults a per-context (stage, hash, length, envFingerprint) -> weak-node
map at enqueue and ADOPTS the in-flight (or completed) node instead of
posting a duplicate - a hit is honored only after a full byte comparison
(the hash never decides), a cancel-requested or settled-cancelled node is
never adopted, and no worker ever waits.

Sharing a node makes the unconditional cancel wrong, so release is now
adopter-counted: a plain GL-thread Int (every mutation site is a GL entry
point; the single-threadedness argument and the terminal-early-out that
keeps the count exact are in the header), and the cancel fires only at
count zero AND with no pending link pinning the node (the stage-4
MarkLinkReferenced precedence). Adoption also re-points the object's source
at the node's snapshot so the layer-1 memo's pointer compare stays armed -
without that, an adopter's next glCompileShader would re-enqueue the very
duplicate this stage removes. Both guards are negative-control-proven: each
removed guard fails exactly its own tests. Count discipline was proven with
a temporary hard-abort on underflow/leak across the full suite and retrace
corpus - zero hits.

18 new tests (13 GL-surface incl. shared-node re-source/delete/orphan-sweep
isolation, shared failure logs, 48-over-6 stress with a deterministic
adoption count, flag-off and KHR-suspended zero-adoption guards; 5 direct
map cases incl. fingerprint mismatch and cancelled/expired pruning).
Gates: 538/538 unit both flag states, async suites x5 no flakes, NVIDIA
DirectGLES retrace identical sets both states. Timing: 2-worker
(Android-shaped) 1-3% faster consistently on complementary and BSL;
4-worker unchanged - the win this stage exists for lands where CPU is
scarce.
2026-08-08 20:17:51 -04:00
BZLZHH 6f8b7fbc40 [Feat] (MG_State, MG_Util): async program linking on the job graph (P1 stage 4)
glLinkProgram with the flag on snapshots its inputs in a GL-thread prologue
(stage-sorted shaders with their compile nodes taken without joining, env,
explicit locations/fragdata/xfb, draw-buffer count), then runs the whole
link body - glslang link/mapIO, SPIR-V, reflection, routing tables - as a
ProgramLinkTask that auto-posts when its last compile dependency settles
(+1-guarded countdown; no worker ever waits on another job). The publish is
one move of the LinkArtifacts block at the join, with the second version
bump so nothing memoized during the pending window survives.

The consume-once TShader claim moved onto the shared compile node as a CAS:
two link jobs racing for one shader resolve to winner-takes-the-parse,
loser re-parses the preprocessed source against the node's own env -
identical SPIR-V pinned by test for 2 and for 12 sharing programs.

Two deliberate corrections to the design's cancel matrix, both test-proven:
attach/detach do NOT cancel a pending link (the snapshot isolates it, and
glCreateShaderProgramv's link-then-detach would otherwise discard its own
result before anyone read it); and a compile node a pending link depends on
is pinned against the orphan-name sweep - the ordinary LWJGL teardown
compile/attach/link/detach/delete used to cancel the dependency and turn a
must-pass link into GL_FALSE.

Continuations are now throw-contained per-item (a stage-3 leftover made
load-bearing by the first real continuation), and the review's deadlock
find is fixed: the dispatch loop no longer cancels a node while holding the
pool mutex, since that cancel can run OnDepSettled -> Post -> same mutex.

Explicit joins: the draw path (GetProgramForDraw, both the pipeline stage
loop and the plain-UseProgram half) and the composite-link site; destroy
paths cancel-not-join; COMPLETION_STATUS readers stay non-joining.

Gates: 506/506 unit both flag states; AsyncCompile/AsyncLink/AsyncTeardown
suites x10 repeats clean both states (teardown with 128 jobs in flight,
then re-Initialize); full NVIDIA DirectGLES retrace flag on twice - result
sets identical to flag off, zero new deltas. Compile-phase prefix-diff,
flag on vs off: complementary-reimagined 5.21s -> 2.16s, BSL 1.72s ->
0.90s - past the design's final acceptance targets before the KHR
extension is even advertised. Default remains OFF until stage 5+7.
2026-08-08 11:58:38 -04:00
BZLZHH d6caed7822 [Fix] (MG_Util, MG_State): five latent frontend bugs the async work made load-bearing
- SpvcSession's move constructor and move assignment dropped the parsed
  metadata, so a moved-to session silently reported empty reflection.
- ParseComputeLocalSize used std::stoull, whose std::out_of_range escaped
  glCompileShader on an oversized local_size literal; now std::from_chars
  saturating to UINT_MAX, pinned by a regression test that reproduced the
  escaping exception.
- The compute local_size std::regex was rebuilt on every compile; hoisted.
- LinkProgram dumped every shader's full source through MGLOG_D per link.
- glslang::FinalizeProcess ran before the GL context tore down, leaving the
  context's live TShaders pointing at freed builtin symbol tables.
2026-08-08 05:28:28 -04:00
BZLZHH 9152e88734 [Perf] (MG_State): dedupe shader compiles by source hash
Iris-style packs hand MobileGL the same source text repeatedly: probed across
three shaderpack traces, 28-32% of all glCompileShader work was redundant -
~9% same-object recompiles with byte-identical source, ~21% distinct shader
objects sharing identical source (the same common GLSL chunk glued into many
program stages). Two layers, both keyed by XXH64 + length with a full byte
compare on every hit (correctness never rides on the hash):

- Per-object: a successful (or failed) compile remembers its source hash;
  glShaderSource with byte-identical text keeps the compiled state and
  glCompileShader on unchanged source returns immediately. Deterministic
  (stage, source) pipeline makes the memo observationally identical to
  recompiling; the consume-once TakeShaderForLink re-parse path is untouched.

- Cross-object: a per-context bounded cache (ProgramState-owned, declared to
  outlive every shader object) shares the preprocessed source, both explicit
  side-channel maps, and the validation verdicts between objects with equal
  source; only the glslang parse stays per-object. Single-GL-thread today;
  flagged for a mutex when compiles go async (P1).

Interleaved A/B on the iterationrp trace (the recompile-heavy pack):
5.65s -> 5.46s median total replay, every round faster; BSL/complementary
stay flat (their duplicate sources are the small common shaders, so calls
drop but wall time is parse-bound on unique sources). Full DirectGLES
retrace, 445-test unit suite, and dedupe-semantics tests (no-op recompile,
invalidation on new source, failed-compile memo, cache bounds) all green.
2026-08-08 04:18:32 -04:00
BZLZHH b228f813c0 [Perf] (MG_Util): replace the builtin-shadowing string scans with one tokenize and a SPIR-V OpName pass
RenameBuiltinShadowingFunction probed the whole source ten times per compile
(5 names x mask + scan, each a full-text pass) and still had two blind spots:
a 5-name list and single-line-definition-only detection. On Complementary-scale
packs (4.5MB of sources) that was ~68% of the compile phase.

The rename is now split by FAILURE LAYER, both halves sharing one name table
header so they cannot drift:

- A SPIR-V OpName pass in SanitizeAndOptimizeBinary covers the full ESSL 3.20
  builtin set (~146 names). Renaming a function id is safe by construction:
  builtin calls are GLSL.std.450 instructions and can never resolve to a user
  OpFunction, overloads are distinct ids (a helper overload delegating to the
  real builtin keeps working), dead preprocessor branches never reach SPIR-V,
  and macro-expanded definitions are covered. ESSL 3.x is the only consumer
  that forbids the redefinitions, and this pass runs before its transpile.

- A lexical pass covers only the 5 names whose exact-signature redefinitions
  glslang's relaxed parse rejects outright (never producing SPIR-V for the
  backstop): the historical fma/max3/min3/round/tanh. One TokenizeCode pass;
  definition detection requires brace depth 0, a type-identifier previous
  token that is neither a statement keyword nor a directive tail, and skips
  files whose token-level braces do not balance (preprocessor-asymmetric
  arms) - over-detection is unrecoverable, so every ambiguity falls through
  to the backstop.

Measured on the compile phase (prefix-diff, 3-run medians, Espryt/NVIDIA):
complementary-reimagined 20.0s -> 5.5s, BSL 2.14s -> 1.85s. bliss (the pack
that ships from-scratch fma/tanh helpers) stays at SSIM 0.999962.

Tests: end-to-end ESSL assertions for the multiline-definition and
new-overload shapes, the three adversarial-review reproductions (statement-
keyword call under asymmetric braces, dead-#if compat shim, overload
delegating to the shadowed builtin), and a source-level assertion pinning
the lexical half specifically.
2026-08-08 03:11:38 -04:00
BZLZHH 0d0527192a [Perf] (MG_State, MG_Util): compile shaders with a single relaxed parse
glCompileShader used to parse every source twice: once under the GL client
(reflection only) and once under the relaxed Vulkan client (SPIR-V + the
plain-uniform global UBO), with GenerateBinary re-preprocessing, re-parsing
and re-linking every attached shader on every glLinkProgram. The GL-client
pass is gone: Compile() performs the one link-compatible relaxed parse and
the linked TProgram serves reflection and codegen both. Measured on the BSL
shaderpack compile phase: Espryt 2.80s -> 2.14s, Magma 3.78s -> 3.07s.

What the relaxed parse cannot provide is restored explicitly:
- explicit layout(location/binding) qualifiers on default-block uniforms and
  samplers are extracted lexically at Compile() (the relaxed parse strips
  them) and merged per link with cross-stage conflict checks;
- uniforms the relaxed parse sweeps into MGL_GLOBAL_UBO but no stage reads
  are filtered from the GL reflection surface through GL<->TProgram index
  translation maps (dead uniforms stay inactive, the synthesized block stays
  hidden, builtins reflect under their GL spellings);
- SPIR-V is generated BEFORE buildReflection touches the program (its
  live-variable analysis perturbs GlslangToSpv output - generated modules
  stay bit-identical to the old pipeline's), while the glUniform*-to-scratch
  routing tables are built strictly AFTER reflection, whose results size and
  key them;
- a TShader feeds exactly one link (mapIO mutates the intermediate); relinks
  and multi-program attachments re-parse the stored preprocessed source.

Validated: DirectGLES retrace suite green (two pre-existing local-driver
failures unchanged old vs new), KHR-GL30 877/878 on Espryt/NVIDIA (the one
failure pre-exists this change), unit tests green, per-module SPIR-V hashes
identical across a full DirectVulkan replay.
2026-08-08 01:25:54 -04:00
swung0x48 e5388c0e7e [Fix] (MG_Backend, MG_Impl, ShaderTranspiler, MG_Test): support iterationRP custom images and storage format reinterpretation 2026-07-20 02:35:30 -04:00
swung0x48 254cf1dc21 [Fix] (MG_Util/ShaderTranspiler, MG_State, MG_Impl/GLImpl, MG_Backend/DirectGLES): GL CTS uniform_block - coerce packed/shared block layouts to std140 at source preprocess (glslang rejects them when targeting SPIR-V; std140 is the only UBO layout the pipeline emits), GL-style block reflection (array "[0]" names, per-element struct-array expansion, unused members and declared-but-unread blocks stay active), vec4-padded GL_UNIFORM_BLOCK_DATA_SIZE, std140 array strides for struct-nested arrays (glslang reflects tight strides there), arrayed-block instances share the first instance member set, glDeleteShader-flagged names stay usable while attached, and backend ESSL emits against highp default precision so relaxed block members match across stages (KHR-GL33.shaders.uniform_block on llvmpipe: 659 Fail -> 828/828 Pass) 2026-07-16 12:09:11 -04:00
swung0x48 cf8f928db8 [Fix] (MG_Impl/GLImpl, MG_State): fallback UBO backing for optimizer-eliminated uniforms (null-MapUBO SIGSEGV in KHR-GL33 do_while loops) + per-element locations/offsets for array uniforms incl. nested struct arrays (size assert in KHR-GL33 struct.uniform); demote uniform write assert to log-and-clamp 2026-07-16 03:31:32 -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 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 561d8992bc [Feat] (MG_Impl/GLImpl, MG_State): implement glGetActiveUniformsiv (UBO reflection query)
Completes the uniform-block reflection chain: glGetUniformIndices, glGetActiveUniformName
and glGetActiveUniformBlockiv were already implemented; glGetActiveUniformsiv was the last
stub. Supports all 8 GL 3.3 Core pnames:

* GL_UNIFORM_TYPE / SIZE / NAME_LENGTH / BLOCK_INDEX / OFFSET / ARRAY_STRIDE come straight from
  glslang's TObjectReflection (the same reflection the existing uniform queries use).
* GL_UNIFORM_IS_ROW_MAJOR from the member's TType layout qualifier, guarded by isMatrix() so a
  scalar in a layout(row_major) block does not wrongly report 1.
* GL_UNIFORM_MATRIX_STRIDE is derived: glslang exposes no matrix stride, so it is computed from the
  std140 rule (each column/row vector rounded up to a vec4), which matches the std140 layout
  MobileGL's SPIR-V path emits. Evaluates to 16 for every GL 3.3 float matrix.

The -1-vs-0 distinction is handled explicitly: OFFSET / ARRAY_STRIDE / MATRIX_STRIDE / BLOCK_INDEX
return -1 for a default-block uniform (glslang gives arrayStride 0 there, so it is gated on block
membership), while ARRAY_STRIDE / MATRIX_STRIDE return 0 for a non-array / non-matrix member that IS
in a block. Errors: GL_INVALID_VALUE for uniformCount<0, any index >= active uniform count, or a
never-generated program name; GL_INVALID_OPERATION for a live shader name; GL_INVALID_ENUM for an
unaccepted pname (e.g. the GL 4.2 GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX). All validation runs before
any write, so params is untouched on error. There is no "not linked" error -- an unlinked program has
zero active uniforms, so any index raises GL_INVALID_VALUE.

Also fix GetActiveUniformArraySize, which returned glslang's TObjectReflection.size verbatim: that
field only carries the element count for a non-block array and reports 1 for a block array member,
so GL_UNIFORM_SIZE (and glGetActiveUniform's size out-param, and glGetProgramResourceiv's
GL_ARRAY_SIZE) wrongly reported 1 for an array inside a UBO. Take the count from the TType instead,
which is authoritative for both cases.

Covered by 3 ProgramTest cases (std140 block with scalar/array/mat4 + a default-block sampler, a
row_major variant, and the six error cases) that link real shaders and assert every pname value.
2026-07-10 19:54:33 -04:00
swung0x48 8cce59302b [Fix] (MG_Util/ShaderTranspiler): keep GL shaders off Vulkan macro path 2026-07-05 09:15:47 +08:00
swung0x48 75a0fc2c0c [Fix] (MG_Impl/GLImpl): fix DSA state queries and compatibility tests
Fix texture parameter getters and element array buffer binding queries.
Update framebuffer, texture, program, and VAO tests to match current OpenGL semantics, while preserving VAO 0 compatibility behavior.
2026-06-10 23:33:59 +08:00
swung0x48 dd52f0381a [Fix] (MG_Backend/DirectVulkan): fix Voxy subgroup and indirect draw sync
- Implement Vulkan subgroup capability querying and expose KHR subgroup getter values.

- Fix DirectVulkan memory barriers so GL_COMMAND_BARRIER_BIT makes generated indirect draw commands visible.

- Keep Voxy on the DirectVulkan gpu_shader_int64 quad decode path while filtering unsupported optional int64 usage on backends that do not advertise it.

- Add MG_Test coverage for subgroup getters, Voxy subgroup/int64 shader probes, command barrier mapping, and indirect draw command layout.

- Check for whether driver supports shader subgroup operation, disable on demand, and provide env var `MOBILEGL_DISABLE_SUBGROUP` to explicitly disable subgroup features
2026-06-09 09:46:07 +08:00
swung0x48 cf165c0db5 [Fix] (MG_Backend/DirectVulkan): support Voxy rendering
Implemented:

- Advertise Voxy-required DirectVulkan extensions without raising the reported OpenGL version.

- Add DirectVulkan compute, indirect draw count, DSA, readback, and buffer state paths needed by Voxy.

Fixed:

- Enable Vulkan shaderInt64 and drawIndirectFirstInstance so Voxy baseInstance-driven LOD draws address the correct section data.

- Fix DirectVulkan synchronization, framebuffer, texture readback, and shader interface handling used by Voxy and Minecraft screenshots.

Tests:

- Add MG_Test coverage for DirectVulkan extension advertising, DSA buffer/texture/framebuffer/vertex-array behavior, persistent mapped readback, and shader/program paths.
2026-06-09 00:37:37 +08:00
swung0x48 19ada4b8f9 [Fix]: fix glmark2 crash
- deal with legacy GLSL syntax (attribute/varying/gl_FragColor/texture2D/etc.)
- implement glGet GL_SHADER_SOURCE_LENGTH, and make sure returns
  original shader source
- expose proper extensions (GL_ARB_depth_texture)
- support env var MOBILEGL_LOG_FILE_PATH
- unit tests to test against those changes
2026-06-07 11:08:38 +08:00
swung0x48 1b2a7989af [Fix] (MG_Util/ShaderTranspiler/SpvcSession): use proper usage bit to select the right code path. Fix bugs along the way 2026-04-01 14:57:00 +08:00
swung0x48 ccbde0196e [Fix] (MG_Test/ProgramTest): fix wrong decomp source output 2026-03-21 23:07:27 +08:00
BZLZHH 8bdf990810 [Fix] (MG_Test|MG_Bench): Fix compilation. 2026-02-21 22:25:59 +08:00
swung0x48 ce8a2356d7 [Fix] (MG_Test/Program): fix hardcoded stage-index relationship 2026-02-09 20:30:22 +08:00
BZLZHH 7918300848 [Chore] (...): Run scripts. 2026-01-31 22:58:22 +08:00
swung0x48 484174767d [Feat] (MG_Util/ShaderTranspiler): do FloatEqualsZero elimination by leveraging SPIRV-Tool opt pass 2026-01-24 17:35:33 +08:00
BZLZHH 20fbfc2956 [Chore] (LICENSE): Switch project license to LGPLv3. 2026-01-18 09:33:33 +08:00
BZLZHH 876195de80 Revert "[Fix] (...): Skip external libraries loading for MG_Test and MG_Bench."
This reverts commit da0e326534.
2026-01-01 10:49:01 +08:00
BZLZHH da0e326534 [Fix] (...): Skip external libraries loading for MG_Test and MG_Bench. 2026-01-01 01:33:11 +08:00
BZLZHH 3714e275ab [Chore] (All): Update copyright year in source code files. 2026-01-01 00:42:06 +08:00
BZLZHH ee4dc70336 [Fix] (...): Avoid some weird crashes. 2026-01-01 00:41:23 +08:00
BZLZHH e7d9da42dc [Chore] (All): Adjust copyright declaration. 2025-12-31 21:49:54 +08:00
BZLZHH 8ed8efe347 [Chore] (All): Add standardized source file header and update script. 2025-12-31 15:45:34 +08:00
swung0x48 3f36248638 [Fix] (MG_Test/Program): does this fix ci failure? 2025-12-09 13:48:18 +08:00
swung0x48 0ee8a060e2 [Feat] (MG_Test/Program): add test for malicious shader using sampler as variable name 2025-11-29 23:29:20 +08:00
BZLZHH a6b34ee5bf [Chore] (...): Format code. 2025-11-28 15:17:50 +08:00
swung0x48 126239db24 [Fix?] (MG_Test/ProgramTest): make ci shut up? 2025-11-16 21:52:42 +08:00
swung0x48 55e89e169f [Fix?] (MG_Test/Program): why is action sometimes failing? 2025-11-13 15:07:07 +08:00
swung0x48 b3b304e9e6 [Feat]: Implement glBindFragDataLocation and glGetFragDataLocation 2025-11-13 13:23:37 +08:00
swung0x48 bfeb827eb7 [Feat]: (MG_Test/Program): add test to check optfine shader behavior 2025-11-12 15:56:40 +08:00
swung0x48 6ac0fd6f0a [Feat]: (MG_Util/ShaderTranspiler): TMglGlslIoResolver: a custom glslang IoResolver to realize glBindAttribLocation semantics 2025-11-11 17:06:46 +08:00
swung0x48 13319a6847 [Feat] (MG_Test/Program): add minecraft core shader tex_color_1216 2025-11-05 15:37:55 +08:00
swung0x48 57dd0fe480 [Feat]: implement glBindVertexAttribLocation in DirectGLES backend (fixing OptiFine?) 2025-11-04 22:16:16 +08:00
BZLZHH d982928a23 [Improvement] (...): Optimize code. 2025-10-31 13:29:48 +08:00
swung0x48 2416225502 [Fix] (MG_State/ProgramState): select correct binary to do reflection 2025-10-29 10:28:59 +08:00
swung0x48 5e5d0f3dbe [Feat] (MG_Test/Program): add test for real shader (Minecraft position_tex) 2025-10-27 10:53:06 +08:00
swung0x48 f951f0451f [Chore] (MG_Test/ProgramTest): add more checks to ProgramTest 2025-10-26 23:00:48 +08:00
BZLZHH ee971306ca [Misc] (All): Run format_code.sh 2025-10-02 15:11:38 +08:00
swung0x48 620391b7ec [Test] (MG_Test/ProgramTest/UniformLocationGaps): add test to check uniform locations with gap 2025-08-22 17:53:42 +08:00