Commit Graph
401 Commits
Author SHA1 Message Date
BZLZHH 588ddba722 [Fix] (MG_Backend): scale a depth blit, keep going after one declines, and mip a 1D texture
Three DirectVulkan gaps found together.

glBlitFramebuffer's depth/stencil path refused any blit whose source and
destination extents differ, because vkCmdCopyImage cannot resize. vkCmdBlitImage
can, and VK_FILTER_NEAREST is the only filter Vulkan allows for depth/stencil
anyway - which is what the GL front end already requires. A same-size pair keeps
the cheaper copy.

Worse, that refusal and four others were `return`, not `continue`, so a
depth/stencil aspect this backend could not handle abandoned the whole function -
including the colour blit that only starts after the aspect loop. The CTS's
scaling blits therefore lost their colour as well, which is why
direct_state_access.framebuffers_blit failed all three of its checks rather than
one.

VulkanRenderer::GenerateMipmap declined GL_TEXTURE_1D. It needed nothing else:
the blit loop derives every offset from the storage extent, and a 1D texture's is
{width, 1, 1}, which is exactly the y and z offsets a 1D image requires.

Also: IsTimerQueryResultReady now asks the query pool before the frame serial.
The pool polls with VK_QUERY_RESULT_WITH_AVAILABILITY_BIT and is the authority;
the frame serial only advances at Present and neither completion notifier will
mark the current serial done, so a timestamp written and fence-waited inside one
GL frame could never be read back within it.

Takes framebuffers_blit and textures_generate_mipmaps from failing to passing on
DirectVulkan. queries_functional still fails there on a value.
2026-08-05 06:50:13 -04:00
BZLZHH 4a9d20c49f [Fix] (MG_Backend): resolve a framebuffer attachment's layer in the Vulkan blit bindings
ResolveAttachmentBaseArrayLayer answered zero for everything but a cube map face,
so every blit, copy and glReadPixels against a layered attachment read layer zero
whatever was attached. It reads the attachment's layer now.

A 3D texture needs the other half of the distinction: its image has arrayLayers
== 1 and the GL layer is a z slice, which VkBufferImageCopy will not take as a
base array layer. BlitImageBinding carries it separately as depthOffset, and the
readback copy region uses it as the image offset's z.

Takes textures_copy from failing to passing on DirectVulkan, which is what
glCopyTextureSubImage3D needs to see the slice the CTS attached rather than
slice zero.
2026-08-05 05:56:09 -04:00
BZLZHH e64c7c7e65 [Fix] (MG_Backend): never back a multisample texture with a one-sample Vulkan image
Every one of the sixty direct_state_access.textures_storage_multisample_2d_* and
_3d_* cases failed on DirectVulkan, for every internal format, with no GL error
anywhere - a pure data mismatch.

The CTS asks for glTextureStorage2DMultisample(tex, samples = 1, ...), which is
legal GL, and MobileGL carried the 1 faithfully through to
VkImageCreateInfo::samples = VK_SAMPLE_COUNT_1_BIT. It then binds that image to
the auxiliary program's sampler2DMS, whose SPIR-V is OpTypeImage with MS = 1.
VUID-RuntimeSpirv-samples-08726 forbids exactly that pairing: an MS access must
come from an image created with more than one sample. The texelFetch therefore
read undefined data - which is why it looked format-independent and raised
nothing.

GL only promises "at least the requested number of samples", so a multisample
texture is now floored at two. GL_TEXTURE_SAMPLES still reports what the
application asked for; that is read off the texture object, not off the image.
The device-capability round below it is bounded at two for the same reason -
letting it land back on one sample would recreate the violation silently for any
format whose only supported count is one.

Takes all 60 textures_storage_multisample_* cases from failing to passing on
DirectVulkan, which goes from 296/371 to 356/371. DirectGLES is untouched.
2026-08-05 04:46:15 -04:00
BZLZHH dd60ff39ce [Feat] (MG_State, MG_Impl, MG_Backend, MG_Util): make the border colour real sampler state
glGetSamplerParameterfv(sampler, GL_TEXTURE_BORDER_COLOR) raised INVALID_ENUM,
because MobileGL kept the border colour on the texture object and
GetSamplerParam_State had no case for it at all. That is the first thing
direct_state_access.samplers_defaults asks, so the case threw before reaching
any of the defaults it was written to check.

GL 4.6 core table 23.18 lists TEXTURE_BORDER_COLOR as sampler state, so it moves
to SamplerParameters and TextureObjectBase reaches it through the SamplerObject
it already owns - one source of truth, and a sampler object bound over a texture
now supplies its own border colour, which is what GL says should happen. The
texture params version still moves on a write, because the DirectGLES texture
sync memoises on it. glSamplerParameter{fv,Iiv,Iuiv} and their getters read and
write all four components in whichever representation the caller used, and the
three representations are kept in step so any getter has an answer. The bogus
[0,1] and [0,255] range checks are gone: GL clamps a border colour when a
fixed-point format is sampled, it does not reject it.

DirectVulkan's ResolveVkBorderColor now reads the sampler rather than the
texture. DirectGLES gained a glSamplerParameterfv in its sampler sync, and both
that and the pre-existing glTexParameterfv are gated on a new
SupportsTextureBorderClamp capability - ES 3.2 core, or EXT/OES_texture_border_clamp
before it - since without the extension every such call is INVALID_ENUM on the
driver. DriverPost gains the matching row per the POST rule, saying what a user
actually loses when it is missing.

Takes direct_state_access.samplers_defaults from failing to passing on both
backends.
2026-08-05 04:45:55 -04:00
BZLZHH 3b3b6e5b8b [Fix] (MG_Backend): read back the stencil half, and clear an sRGB target to the value asked for
Two reasons a framebuffer's contents came back wrong, both on the read/clear
side rather than the write side.

Stencil, on both backends. The CTS reads stencil with glReadPixels(GL_STENCIL_INDEX,
GL_INT), which is as legal as the unsigned widths, and neither backend accepted
it: DirectGLES's ReadPixelsStencilViaNative rejected every signed type, after
which the call fell through to a native ES read the driver refuses and nothing
was written at all, so the caller kept its zeros; DirectVulkan's pack switch had
no GL_INT case, and of the cases it did have only GL_UNSIGNED_INT sourced the
stencil plane - GL_FLOAT and GL_UNSIGNED_SHORT emitted a depth value, which is
meaningless for a stencil-only image. Both now take the signed and float widths,
and DirectVulkan decides "this is a stencil read" once rather than per type.
DirectGLES also gains the GL_FLOAT_32_UNSIGNED_INT_24_8_REV fallback a
DEPTH32F_STENCIL8 attachment needs, which rejects the 24_8 packed type.

sRGB, on DirectVulkan. Every other write path goes through the UNORM twin view
while GL_FRAMEBUFFER_SRGB is off, storing the raw value GL asked for, but a
deferred clear is materialised with vkCmdClearColorImage - which names the image,
so the driver applied the sRGB transfer function and a clear to 0.25 landed at
0.537. PreCompensateSrgbClearColor hands it the linear colour whose encoding is
the requested value instead. It is a no-op for non-sRGB destinations, for integer
clear encodings, and when GL_FRAMEBUFFER_SRGB is on and GL really does want the
encode.

Takes renderbuffers_storage from failing to passing on both backends, plus
renderbuffers_storage_multisample and framebuffers_blit on Espryt.
2026-08-05 03:41:23 -04:00
BZLZHH a63699cde6 [Fix] (MG_Impl, MG_Backend): reject incomplete cube maps in mipmap generation instead of crashing on them
Both direct_state_access.textures_generate_mipmap* cases crashed DirectVulkan.
Two causes, neither of them a broken invariant:

glGenerateMipmap and glGenerateTextureMipmap never checked cube completeness, so
an incomplete cube map went straight to the backend, which asserts that the
texture it is handed is complete. GL 4.6 core 8.14.4 makes that call
INVALID_OPERATION - there is no consistent set of faces to filter down - and both
entry points now say so through a shared check.

VulkanRenderer::GenerateMipmap asserted that the target was one of the four it
implements. 1D, 1D array and cube map array are legal GL and the front end passes
them through, so meeting one is a gap in this backend's coverage; it now logs and
declines, leaving the generated levels unwritten rather than aborting.

textures_generate_mipmap_errors passes on both backends now. textures_generate_mipmaps
stops crashing but still fails: DirectVulkan does not generate the 1D mip chain
the case checks - the frontend's storage allocation gives the levels the right
sizes, which is why the case passes when run on its own, but not the descending
content the full-run state leaves it looking for.
2026-08-05 02:55:54 -04:00
BZLZHH 765aaec6dc [Fix] (MG_Impl, MG_Backend): stop the new layer attachment from reaching backends that cannot back it
Implementing NamedFramebufferTextureLayer made layered attachments reachable for
the first time, and direct_state_access.framebuffers_texture_layer_attachment
went from Fail to Crash on DirectVulkan. Two separate gaps sat behind it, both
of them asserted on rather than reported:

- The renderer resolves an attachment's GL layer straight onto a Vulkan array
  layer. A 3D texture's z-slice therefore lands outside its image, which has one
  array layer by construction, and the array texture objects are still the
  one-image stubs in TextureObjectStubs.h, so their image has a single layer
  whatever GL believes. MaterializePendingClearForTexture tripped over a clear
  whose layer span was outside the image it was given.
- A cube map array has no image shape in VkTextureManager at all, so
  SyncTextureAndGetDescriptor returns null for it.

NamedFramebufferTextureLayer now answers the full error set for every target and
layer - which is what took the two error cases green - and then declines to
attach anything but layer zero of a non-cube-array texture, through the same
RecordUnsupportedFramebufferTextureAttachmentError the by-target entry point
already uses. Layer zero of the other targets is the plain first-slice
attachment glFramebufferTextureLayer already backs, so it still goes through.

SyncTextureResource's assertion on an unsupported texture shape is also gone: it
is a gap in this backend's coverage, not a broken invariant, and the code below
it already handles the failure by declining the sync. It logs a warning instead.

framebuffers_texture_layer_attachment goes back to Fail on DirectVulkan rather
than Crash; no case changes in either direction beyond that.
2026-08-05 02:47:27 -04:00
BZLZHH 58c17f85a5 [Fix] (MG_State, MG_Backend): start TEXTURE_COMPARE_FUNC at LEQUAL
SamplerParameters defaulted compareFunc to ALWAYS, but GL 4.6 core table 23.18
and GLES 3.2 table 21.16 both say the initial value is LEQUAL - for sampler
objects and for the sampler state a texture object carries alike. Every freshly
created texture and sampler therefore answered GL_ALWAYS to
glGetTextureParameteriv(GL_TEXTURE_COMPARE_FUNC).

The Vulkan backend had been papering over it: ResolveCompareFunc substituted
LESS_EQUAL whenever a depth texture was sampled in compare mode and the func
still read ALWAYS, which fixed the rendering but also made an explicitly
requested GL_ALWAYS unreachable. With the default corrected that special case is
both unnecessary and wrong, so it is gone and the compare op is taken straight
from the sampler.

Takes direct_state_access.textures_defaults from failing to passing on both
backends.
2026-08-05 01:13:04 -04:00
BZLZHH 95a7b17d45 [Fix] (DirectVulkan): clear an integer colour buffer with an integer value
glClearBufferiv and glClearBufferuiv flattened their values into the payload's float vector,
and every clear was later written into VkClearColorValue::float32. Vulkan reads that union
according to the destination image's format rather than converting between its members, so
an R8I attachment cleared to -16 received the bit pattern of -16.0f. On top of that,
QueueRenderbufferClear copied only the float vector into the pending clear, so even the
flattened value was dropped and the attachment kept reading zero - which is what the
conformance tests actually observed.

The payload now records which of the three entry points supplied the colour and keeps the
value in that form, and one helper builds the union member the encoding calls for. GL's rule
that a format with no alpha channel reads as one has to be applied in the value's own type,
so the "does this format lack alpha" question is now asked separately from the substitution
and the helper applies it to whichever member is live. glClear is left on the float path
explicitly: ClearFramebufferPayload has no other form.

Takes every integer renderbuffer format in direct_state_access.renderbuffers_storage from
failing to passing on Magma - 115 reported mismatches down to 20, the rest being the stencil
formats Espryt fails too and SRGB8_ALPHA8 - and makes framebuffers_clear pass on both
backends.
2026-08-04 23:55:43 -04:00
BZLZHH 19932f9e49 [Feat] (MG_Impl, MG_Backend): implement the integer direct state access framebuffer clears
glClearNamedFramebufferiv and glClearNamedFramebufferuiv were stubs, so a clear through
them was silently dropped and the attachment kept whatever it held. Their float siblings
were already implemented, which is what made the gap look like a rendering bug rather than
a missing entry point.

Which buffers they accept is narrower than glClearNamedFramebufferfv and differs between
the two: signed values clear COLOR or STENCIL, unsigned only COLOR (GL 4.6 core 17.4.3.1).
Only the colour buffer is indexed, so a stencil clear naming any drawbuffer other than 0 is
INVALID_VALUE rather than merely ignored, and anything else is INVALID_ENUM. Resolving the
framebuffer by name goes through the same helper the float forms use, which is what reports
INVALID_OPERATION for a name that is neither zero nor an existing framebuffer.

Both backends express them the way they already express the float forms: DirectGLES binds
the named framebuffer and forwards to glClearBuffer*, Magma queues the payload against the
named framebuffer rather than the bound one.

direct_state_access.framebuffers_clear_errors passes on both backends, and
framebuffers_clear passes on Espryt. Magma still fails that one, for a separate reason on
the materialization side rather than in these entry points.
2026-08-04 23:41:28 -04:00
BZLZHH 3d97f6fa8f [Fix] (DirectVulkan): decline a draw with no usable fallback instead of aborting
GetFallbackTexture asserted that the target was 2D or rectangle, so a sampler
whose texture could not be resolved took the process down whenever it was any
other kind. A multisample sampler reaches exactly that path: its texture is
reported incomplete, the resolve falls back, and the assert fires. Sixty
direct_state_access multisample cases died that way, and because the abort kills
the whole process the harness lost the rest of its chunk with them -- one run
needed 63 invocations to get through the suite instead of 3.

The fallback is a single-sampled 2D image, so it genuinely cannot stand in for a
multisample sampler: that descriptor demands a multisample view, and binding this
one is invalid usage rather than a degraded picture. So report that no fallback
exists and let the caller decline the draw. An unbound or incomplete sampler is
an application-level mistake with a defined GL meaning; it is never a reason to
abort.

The cases still fail -- multisample textures are not yet complete enough to
sample -- but they fail as one reported case each.
2026-08-04 21:00:13 -04:00
BZLZHH bb582203d9 [Feat] (MG_Impl, MG_State, MG_Util): attach a buffer texture to a range of its buffer
glTexBufferRange, glTextureBuffer and glTextureBufferRange were all stubs, so a
buffer texture could only ever be attached through glTexBuffer -- by binding, and
always to the whole buffer.

Give the buffer texture the window it is supposed to address. The non-range forms
record it as offset 0 with a whole-buffer sentinel rather than the size the buffer
happens to have, so a later respecify keeps being followed instead of freezing the
texture at yesterday's size. All four entry points now share one attach path,
differing only in how they name the texture: by binding for the target forms, by
name for the DSA ones.

Both backends honour the window: DirectVulkan offsets and clamps the buffer view,
DirectGLES uses glTexBufferRange when the texture names a sub-range and keeps
plain glTexBuffer for the whole-buffer case, which also works on a driver without
the range entry point.

GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT reported 0 with a comment explaining that the
range entry points were stubbed. It now reports what the device actually requires
-- minTexelBufferOffsetAlignment on Vulkan, the driver's own value on GLES -- and
the range entry points enforce it. Zero was never a legal answer; the minimum is
1, and an application that trusted it would have built unaligned offsets.
2026-08-04 20:53:53 -04:00
BZLZHH cb2ba71feb [Feat] (DirectVulkan): run the tessellation stages
The backend already turned a tessellation control/evaluation shader into the
right VkShaderStage, but nothing downstream knew what to do with it: GL_PATCHES
had no topology, so it fell through to the triangle-list default, and the
pipeline carried no tessellation state at all. A GL_PATCHES draw therefore ran
the vertex and fragment stages over raw triangles.

Map GL_PATCHES to VK_PRIMITIVE_TOPOLOGY_PATCH_LIST, carry GL_PATCH_VERTICES into
the pipeline as patchControlPoints (part of the key, since two patch sizes are
two pipelines), attach VkPipelineTessellationStateCreateInfo for a patch topology
only, and enable the tessellationShader device feature.

POST reports the feature, because without it a program with a tessellation stage
cannot build a pipeline at all and GL_PATCHES draws render nothing.
2026-08-04 20:03:24 -04:00
BZLZHH 6ea7ccdf64 [Feat] (DirectVulkan): support an arbitrary primitive restart index
Vulkan restarts only on the fixed all-ones value of the index type, so
GL_PRIMITIVE_RESTART with a glPrimitiveRestartIndex of anything else used to
hard-fail the draw. GL_PRIMITIVE_RESTART_FIXED_INDEX already matches Vulkan and
is untouched.

Rewrite the indices into a transient copy instead, substituting the fixed value
for the application's. An index that already equals the fixed value would then be
indistinguishable from a restart, so it is nudged down by one: it can only be a
real index, since the application's restart index is a different number, and the
vertex it names is outside any well-defined draw -- whereas leaving it alone would
tear the primitive in two.

The element array buffer is rewritten whole rather than only the drawn range,
because an indirect draw's firstIndex lives in GPU memory and cannot be adjusted
from here; every element therefore keeps its position.
2026-08-04 20:00:17 -04:00
BZLZHH 14605723f0 [Fix] (DirectVulkan): flag a transform feedback capture as a GPU write
A capture is a GPU write like any shader's, so a later CPU read of the buffer has
to wait for it. Only shader storage buffers were flagged, so mapping or reading
back a capture buffer could observe whatever the queue had retired so far.

Nothing needs copying -- the capture writes land in coherent host-visible storage
already -- but coherence only says the writes are visible once they have
happened, which is exactly what MarkGpuWritten arranges through the readback op.
2026-08-04 19:56:28 -04:00
BZLZHH a680611c9f [Fix] (DirectVulkan): never stream a buffer whose storage the application holds
AcquirePersistentMap promises the storage it creates is never recreated, because
the frontend adopts it in place of the shadow and hands out pointers into it.
AcquireStreamedSlice broke that promise: its downgrade path releases the resident
storage unconditionally to avoid keeping a second stale copy, so binding such a
buffer as a vertex or index source freed the memory the application was still
pointing at.

It also fed that draw the wrong bytes. The streaming copy is uploaded from the
shadow, and a persistently mapped buffer can hold bytes the shadow never saw -- a
transform feedback capture writes straight into the resident storage. The next
capture into the same buffer then landed in freshly recreated storage while the
application kept reading the original, which is how the ping-pong in
transform_feedback.draw_xfb_feedbackk_test stalled after its first doubling.

Route a persistently mapped resource to the resident path instead, where its
single piece of storage is bound directly.
2026-08-04 19:56:28 -04:00
BZLZHH 93224ca406 [Fix] (DirectVulkan): make transform feedback writes visible to what reads them
GL makes transform feedback results visible to every later command on their own,
with no glMemoryBarrier in between -- unlike shader storage writes. An
application replaying a capture with glDrawTransformFeedback is therefore
entitled to the captured bytes without asking for them, so the barrier the Vulkan
memory model requires has to come from here.

It cannot be recorded where the write happens: the capturing draw runs inside a
render pass that declares no self-dependency. Flag it there instead and emit the
barrier at the next point that could read the buffer -- the following draw's
setup, or a readback -- ending the render pass first, the same shape
glMemoryBarrier already uses.

The destination covers every way a captured buffer comes back: replayed as vertex
attributes or indices, read through a uniform or storage binding, sourced as an
indirect command, copied out, or mapped.
2026-08-04 19:47:39 -04:00
BZLZHH fbed4485b7 [Fix] (DirectVulkan): key the program cache on the transform feedback capture layout
The program cache is content-hash-shared across GL program names, so its key has
to cover everything that changes the modules it stores. The capture layout did
not: XfbCaptureDecoratePass bakes XfbBuffer/XfbStride/Offset into the SPIR-V from
the frontend's layout, none of which is in the SPIR-V being hashed.

Two programs with identical shaders and different glTransformFeedbackVaryings
therefore shared one entry, and the first one linked decided how both captured.
That is precisely what changing the buffer mode does -- the same varyings
recorded with GL_SEPARATE_ATTRIBS instead of GL_INTERLEAVED_ATTRIBS -- so the
separate-attribs pass of transform_feedback.draw_xfb_test replayed a capture that
was still interleaved into buffer 0.

Hash the captured varyings' names, buffer indices and offsets plus the per-buffer
strides, and only for a capturing compile, so no other program changes key.
2026-08-04 19:47:39 -04:00
BZLZHH cff959b2e8 [Feat] (DirectVulkan, MG_Util): honour a glVertexAttribDivisor other than 1
Vulkan's VK_VERTEX_INPUT_RATE_INSTANCE advances an attribute once per instance and has
no way to say anything else, so every non-zero divisor collapsed to 1: an attribute the
application asked to change every three instances changed every one, and
KHR-GL40.draw_indirect.basic-drawArrays-instancing and its elements sibling drew the
wrong colours from instance one onward.

VK_EXT_vertex_attribute_divisor is exactly this state, so it is enabled when the device
has it and the per-binding divisors ride into the pipeline through
VkPipelineVertexInputDivisorStateCreateInfoEXT. Only divisors other than 1 are listed -
1 is what the plain input rate already means - and they join the layout hash, so two
layouts that differ only in a divisor no longer share a pipeline.

POST reports the feature either way, because without it the failure is silent and looks
like a shader bug: the attribute is fetched, just from the wrong instance. The GLES side
gains the two checks this session's other work made load-bearing for the same reason -
glPatchParameteri (without it GL_PATCH_VERTICES stays at the driver's 3 and a patch draw
of any other size renders nothing) and the transform feedback object entry points
(without them a second object cannot open a capture while the first is paused).

KHR-GL40.draw_indirect on Magma: 70/70 but for the arbitrary primitive-restart index,
which Vulkan cannot express at all.
2026-08-04 19:25:32 -04:00
BZLZHH a50b2c422b [Fix] (DirectVulkan): submit a generated mip chain before a later upload can overtake it
Texture uploads go out on a command buffer of their own the moment they happen, while
glGenerateMipmap records its blit chain into the frame's command buffer, which is not
submitted until the frame ends. So a glTexSubImage2D into a level that was just
generated reached the GPU FIRST and the blits then wrote over it.

KHR-GL40.texture_gather.base-level does exactly that - generates the chain, then writes
the texels it is going to sample into level 1 and points TEXTURE_BASE_LEVEL at it - and
read back the generated content instead of what it had written. The image view, the mip
range and the upload itself were all correct; only their order on the GPU was not.

This is the same hazard the mip-chain-growth recreate above already flushes for, from
the other side: there the recorded work had to reach the GPU before an out-of-band copy
read the image, here before an out-of-band copy writes it. Submitting at the end of the
generation orders every upload that can follow.
2026-08-04 19:18:03 -04:00
BZLZHH 28d0af6f04 [Feat] (MG_Util, DirectGLES, DirectVulkan): normalize rectangle coordinates in the module
Neither target API has GL_TEXTURE_RECTANGLE: ESSL has no rectangle sampler, and
Vulkan's SPIR-V environment does not allow Dim::Rect. Both emulate it on a plain 2D
texture, and the two differ in exactly one way - a rectangle lookup addresses texels
where a 2D one addresses [0,1].

That one difference now lives in one SPIR-V pass, so neither backend has to know about
it: every lookup taking normalized coordinates gets its coordinate divided by the size
the texture reports, and the image type is then rewritten to 2D. Magma had no rectangle
handling at all - it fed Dim::Rect straight to Vulkan, which read the texel coordinates
as normalized and sampled the edge, so all fifteen KHR-GL40.texture_gather.*-2drect
cases came back holding the clear colour.

This replaces the ESSL text rewrite that did the same divide for DirectGLES only. Doing
it in the module instead is both shorter and stricter: the pass resolves an operation's
image type through the sampled-image and pointer wrappers rather than matching a
sampler name in generated source, so it cannot be fooled by an expression where it
expected an identifier, and it needs no help from the frontend reflection to know which
samplers were rectangles.

Still declined, as before: the Dref *sample* forms, whose coordinate carries the compare
value in its last component, and the projective ones, where the divide would have to
happen after the perspective divide. texelFetch is deliberately untouched - integer
texel coordinates mean the same thing on both targets.

KHR-GL40.texture_gather: Magma 66 failures -> 2, Espryt stays at 75/75.
2026-08-04 13:25:40 -04:00
BZLZHH 44ee6b66b3 [Fix] (MG_State, DirectVulkan): apply the incomplete-texture rule on Magma too
The completeness rule itself is GL's, not a backend's, so it now reads as one question
both backends ask - SamplesAsIncompleteTexture(texture, effective sampler) - and each
answers in whatever way it already expresses "nothing is bound at this sampler".
DirectGLES leaves the native target unbound; Magma has a fallback texture for exactly
that case and now routes an incomplete texture to it.

The fallback's texel had never been written, so it read whatever its freshly allocated
storage held. GL is specific here: an incomplete texture - and a sampler with nothing
bound - reads (0, 0, 0, 1). It says so now, which is what makes
KHR-GL40.texture_gather.incomplete-texture-last-comp (it gathers the alpha) meaningful
rather than accidentally right.
2026-08-04 13:14:36 -04:00
BZLZHH 28c3cfc1d6 [Fix] (DirectVulkan, MG_State): make a shader-written storage buffer readable on Magma
Reading a buffer a compute shader wrote gave zeros: the frontend shadow that MapBuffer
resolves against is only maintained by uploads, and Magma had no path back. Every
KHR-GL40.texture_gather case ends by dispatching a compute shader into an SSBO and
comparing the mapped result, so 66 of 75 failed on it.

Magma needs no readback: EnsureGpuResidentStorage - the same host-visible coherent
adoption the transform feedback capture already uses - makes the shadow BE the memory
the shader writes, so binding a buffer as a shader storage buffer now adopts it. What
coherence does not give is ordering: the writes are visible once they have happened,
and the CPU was reading before the dispatch had retired. The readback op therefore
submits the recorded work and waits.

That exposed a mistake in the frontend flag this rides on: MarkGpuWritten skipped
GPU-resident buffers, reasoning there was no shadow to refresh. True, but the wait is
still needed - "reconcile with the GPU write" is not always "copy it back", and which
of the two it is belongs to the backend. The flag now only says a write is outstanding;
DirectGLES's readback still skips its persistent-mapped buffers when copying.

KHR-GL40.texture_gather on Magma: 66 failures -> 19 (the rest are rectangle textures,
mipmap completeness and tessellation, all still to do). Espryt stays at 75/75.
2026-08-04 11:55:17 -04:00
BZLZHH 38e04eefae [Fix] (DirectVulkan): size the indirect draw command by GL's struct, not the renderer's
The indirect draw paths bounded their read out of GL_DRAW_INDIRECT_BUFFER - and took
their default stride - from `sizeof(DrawCmdParam)`, this renderer's own draw-parameter
struct. That is not the command GL defines: DrawCmdParam carries two extra members for
bounding vertex-stream conversion and is 24 bytes, where GL's DrawArraysIndirectCommand
is four uint32.

So every glDrawArraysIndirect against a tightly-sized indirect buffer - which is what an
application writes, and what the CTS writes - failed the range check and drew nothing.
It went unnoticed on the elements side only by coincidence: DrawIndexedCmdParam happens
to be exactly the 20 bytes of DrawElementsIndirectCommand.

Both sizes are now named constants of GL's own layout.

KHR-GL40.draw_indirect on Magma: 21 failures -> 3.
2026-08-04 11:47:35 -04:00
BZLZHH fd29cb914e [Fix] (DirectVulkan, MG_State): give each transform feedback object its own capture counters
The frontend half of ARB_transform_feedback2 landed for both backends, but Magma's
capture was still written for the one implicit span GL 3.3 has:

- A paused span kept capturing. VK_EXT_transform_feedback's counter buffers already
  make consecutive draws append, so pausing is simply "do not wrap this draw" - the
  counters keep their values and the next resumed draw carries on where the last
  captured one stopped.
- Those counter buffers were context-wide. Transform feedback objects can each hold an
  open, paused span at the same time - KHR-GL40.transform_feedback.draw_xfb_test keeps
  three - and they were all appending through one set of four slots. Each object now
  gets its own group, handed out on first use; past sixteen objects they share group 0,
  which only matters for concurrently-paused spans.
- The generation that identifies a span is what a backend keys its append state on, so
  it is now part of the per-object state the frontend saves and restores. Without that,
  resuming an object that was paused before another one began looked like a new span
  and restarted its counters at zero.

GL_PRIMITIVES_GENERATED needed one more thing. It counts what the last vertex
processing stage emitted whether or not anything is being captured, but
VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT only counts what the capture saw - so a
draw made while the span was paused is invisible to it. The frontend now tallies those
draws, and the Vulkan query adds the delta at result time. The correction lives in the
backend that needs it: an ES driver's GL_PRIMITIVES_GENERATED counts them by itself, and
adding it there too would double them.

transform_feedback* on Magma: 4 failures -> 3. Espryt stays at 38/38.
2026-08-04 11:42:44 -04:00
BZLZHH 598c5497b0 [Fix] (DirectVulkan): submit pending work before growing a texture's mip chain
Sizing backings by their defined mip level count gave every level-0-only texture a
single-level image, and left growing it to the recreate-and-preserve path: the new
image is created and the old contents are carried over by a vkCmdCopyImage that
PreserveTextureContentsOnRecreate submits on its own command buffer and waits on
straight away.

Whatever the frame has already recorded into the old image has not been submitted
yet at that point, so that copy reads the texture as it stood before this frame's
writes. GenerateMipmap then descends the whole chain from a stale level 0, and the
composite pass that samples it renders a washed-out frame -
minecraft-1.21.4-fabric-iris-iterationt-in-world (Iris's mipmapped colour target,
the one texture in the trace that grows 1 -> 10 levels) came back at ssim 0.5699
against a 0.99 threshold.

This is the hazard the storage-usage upgrade already flushes for before its own
preserve-copy; growing the mip chain is simply the second trigger of that same
recreate, and it was added without the same ordering guarantee. Flush there too,
gated on a texture whose live image really does carry a short chain, so the submit
happens once per texture and only when a recreate is actually coming.

Keeps the single-level backing and its memory saving; ssim goes back to 0.9992.
2026-08-02 13:09:48 -04:00
BZLZHH 4a533a215a [Chore] (MG_Backend): fix compiling error. 2026-08-01 23:21:35 +08:00
BZLZHH 9192d156d1 [Fix] (DirectVulkan): ReadPixels materializes pending clears before resolving the blit binding
ResolveColorBlitBinding cached a RenderbufferResource*/TextureResource*
(trackedLayout) before the pending-clear materialization step ran. For an
attachment that had never been part of any render pass yet (e.g. a
GL_NONE draw buffer slot read back via an explicit glReadBuffer), the
materialize call was the first thing to touch its resource, and creating
that entry in the UnorderedMap (FastSTL, open-addressing) can rehash and
invalidate every previously-taken pointer into the map - including the
one just cached. The read then saw a stale VK_IMAGE_LAYOUT_UNDEFINED and
silently bailed (via a compiled-out MGLOG_E in release builds), leaving
the client buffer untouched. Reordering so the clear is materialized
first, then the binding resolved, guarantees the pointer reflects the
final resource state. Fixes KHR-GL3{0,1,2,3}.draw_buffers.draw_buffers_1.
2026-08-01 08:09:49 -04:00
BZLZHH d18c6a1bae [Fix] (DirectVulkan): Xlib surface fallback for ICDs without VK_EXT_headless_surface
Real drivers (NVIDIA proprietary Linux) don't implement VK_EXT_headless_surface,
which the pbuffer path required unconditionally, hard-aborting at CreateInstance.
CreateInstance now detects instance-extension support and requests
VK_KHR_xlib_surface instead when headless is unavailable; CreateSurface creates
an unmapped Xlib window purely to obtain a VkSurfaceKHR, then proceeds through
the existing swapchain path unchanged. Shutdown destroys the window it owns.
Lavapipe and other headless-capable ICDs are unaffected.
2026-08-01 06:38:30 -04:00
BZLZHH 0c1a433af6 [Fix] (DirectVulkan): multisample resolve blits; per-buffer blit skip; RGBA-widened renderbuffers
Color blits from a multisampled source now use vkCmdResolveImage (both
blit resolvers carry the image sample count); a buffer named in the blit
mask but absent from either framebuffer skips just that buffer instead
of cancelling the whole blit (GL 4.6 18.3.1); and three-channel color
renderbuffers widen to their RGBA twin exactly like textures, so
renderbuffer<->texture blits of the same GL format see one VkFormat.
framebuffer_blit.multisampled_to_singlesampled_blit_color_config_test
passes - the whole framebuffer_blit family is green.
2026-08-01 02:46:16 -04:00
BZLZHH a2f3efe22c [Feat] (DirectVulkan): combined and scissored blits; cross-format depth-stencil blits
BlitFramebuffer now serves any GL_COLOR/DEPTH/STENCIL mask combination:
the depth/stencil aspects run as per-aspect image copies before the color
path, renderbuffer attachments materialize their pending clears like
texture ones, and the scissor test clips blit writes (destination rect
intersected, source shrunk proportionally). Depth copies between images
of different depth formats (a D24S8 renderbuffer into a
DEPTH_COMPONENT24 texture riding the D32_SFLOAT fallback) round-trip
through the host with a per-texel re-encode; stencil aspects pass
through raw since every packed format encodes S8. scissor_blit and
packed_depth_stencil.blit.* now pass.
2026-08-01 02:19:07 -04:00
BZLZHH b9a15aed61 [Feat] (DirectVulkan, MG_Impl): GPU transform feedback primitive queries
The TF primitive queries now ride VK_QUERY_TYPE_TRANSFORM_FEEDBACK_STREAM_EXT
pools when the device reports transformFeedbackQueries: each captured draw
is wrapped in a slot (shared between both GL targets when active
together), and results sum the (written, needed) pairs -
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN from the first,
GL_PRIMITIVES_GENERATED from the second. This is exact through geometry
shaders, so KHR-GL33.transform_feedback.query_geometry_* pass; the CPU
accounting delta remains the fallback for backends without the feature.
2026-08-01 02:02:35 -04:00
BZLZHH 107b56d603 [Feat] (DirectVulkan, MG_Impl): occlusion queries via Vulkan query pools
GL_SAMPLES_PASSED / GL_ANY_SAMPLES_PASSED(_CONSERVATIVE) now work: every
app draw between Begin/EndQuery is wrapped in a slot of a host-reset
occlusion query pool (precise counts when occlusionQueryPrecise is
granted), and the result flush ends any active render pass before
submitting, waits, sums the slots and recycles them. ANY_* targets
report the boolean form; GL_QUERY_COUNTER_BITS and GL_CURRENT_QUERY
answer for the occlusion targets, and deleting an active query releases
its slot. Draw-time depth/stencil state also honors attachment absence:
a framebuffer without a depth (stencil) attachment behaves as if that
test always passes, even when a packed depth-stencil image is attached
through only one half (verify_partial_attachments.*).
2026-08-01 01:50:34 -04:00
BZLZHH 22b749dd37 [Fix] (MG_Util, DirectVulkan): canonical depth shadows with upload conversion
Depth textures previously raw-copied whatever the client handed over
into the Vulkan image, so any client format other than the image's exact
texel layout uploaded garbage (float DEPTH_COMPONENT data read as
16-bit words, GL_TEXTURE_1D/2D alike).

The shadow now has a defined canonical layout - unorm16 for
DEPTH_COMPONENT16, a full-scale unorm32 word for the 24/32-bit fixed
depths, float for DEPTH_COMPONENT32F - produced by the pixel-store
unpack converter (new DepthComponent channel mapping + UNorm32
component). GL_DEPTH_COMPONENT client data may also fill packed
depth-stencil internals (stencil half zero). The Vulkan uploader
converts shadow words to the image texel layout per aspect, and
X8_D24_UNORM falls back to D32_SFLOAT where optimal tiling lacks
support (lavapipe). texture_size_promotion.functional and
packed_depth_stencil.verify_copy_tex_image.* now pass.
2026-08-01 01:15:58 -04:00
BZLZHH f0c0211767 [Fix] (DirectVulkan): raw sRGB attachment writes while FRAMEBUFFER_SRGB is off
GL renders into sRGB color attachments RAW when GL_FRAMEBUFFER_SRGB is
disabled (the core-profile default), but Vulkan sRGB attachments always
encode on write - one decode went missing whenever a rendered-into sRGB
texture was sampled again (multisampled sRGB targets in
texture_size_promotion and texture_swizzle idx27/28 ms cases).

Attachment views (textures and renderbuffers) now reinterpret sRGB
images through their UNORM twin while the capability is off, switching
back when enabled: images get MUTABLE_FORMAT, the attachment-view cache
keys the view format, renderbuffers carry a second view, and the render
pass hash includes the capability state. Sampled views keep decoding.
The VkTextureManager.cpp half of this rides with the next commit.
2026-08-01 01:15:57 -04:00
BZLZHH 9ebbb76df1 [Fix] (DirectVulkan): clamp fixed-point ReadPixels to [0,1]
glReadPixels final conversion honors GL_CLAMP_READ_COLOR (default
GL_FIXED_ONLY): fixed-point normalized color buffers clamp to [0,1] on
read - visible for SNORM attachments, whose negative values previously
leaked through (texture_size_promotion SNORM cases). True float formats
stay unclamped unless the mode is GL_TRUE; GetTexImage is unaffected.
2026-08-01 01:15:57 -04:00
BZLZHH 54a8609c64 [Feat] (DirectVulkan): depth-stencil GetTexImage
The depth-stencil ReadPixels core (per-aspect copies + CPU repack) is
now shared, and glGetTexImage serves GL_DEPTH_COMPONENT /
GL_DEPTH_STENCIL / GL_STENCIL_INDEX queries of depth textures with it
instead of rejecting every non-color aspect
(packed_depth_stencil.verify_get_tex_image.* now passes).
2026-07-31 18:45:52 -04:00
BZLZHH 282dd69230 [Feat] (DirectVulkan, MG_Impl): depth-stencil ReadPixels and combined-attachment queries
glReadPixels now serves GL_DEPTH_COMPONENT, GL_DEPTH_STENCIL and
GL_STENCIL_INDEX from the read framebuffer's depth/stencil attachment:
per-aspect vkCmdCopyImageToBuffer copies (4-byte-aligned stencil region)
with CPU repacking into GL_FLOAT / GL_UNSIGNED_SHORT / GL_UNSIGNED_INT /
GL_UNSIGNED_INT_24_8 / GL_FLOAT_32_UNSIGNED_INT_24_8_REV /
GL_UNSIGNED_BYTE layouts, honoring pack state and pixel-pack buffers.

GL_DEPTH_STENCIL_ATTACHMENT parameter queries follow the spec's combined
rules: differing depth/stencil attachment images (or a lone half) fail
with GL_INVALID_OPERATION, as does GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE
on the combined name. packed_depth_stencil.verify_parameters.* and
verify_read_pixels.depth24_stencil8 now pass.
2026-07-31 18:41:08 -04:00
BZLZHH 8b36a15fb3 [Fix] (DirectVulkan): repair VK_VERIFY varargs and soften image-creation OOM
VK_VERIFY appended the caller's context format string to the base format
while the context ARGUMENTS expanded before the base arguments, so any
failing VK_VERIFY with context args formatted every conversion from the
wrong slot - the %s for VkResultToString dereferenced an integer arg and
crashed inside the logger. The context line is now its own log call
(XXHASH_VERIFY had the same defect).

vmaCreateImage failure in SyncTextureResource is now a soft failure like
the unsupported-sample-count path: a driver may pass the
vkGetPhysicalDeviceImageFormatProperties pre-check yet still refuse
creation (a 4-sample 16K depth texture on lavapipe is 4 GiB), and a GL
implementation must not abort on that.
2026-07-31 18:21:28 -04:00
BZLZHH c069890ac7 [Feat] (DirectVulkan): GPU transform feedback capture via VK_EXT_transform_feedback
Second stage of GL 3.0 transform feedback: captured draws now write real
data.

- Device setup enables the VK_EXT_transform_feedback feature when present
  and loads the bind/begin/end entry points.
- Captured draws compile an XfbCapture program variant whose last
  vertex-processing stage gets XfbBuffer/XfbStride/Offset decorations from
  the program's resolved varyings (a new spirv-opt pass). A captured
  gl_Position is mirrored into a dedicated output written before every
  OpReturn - or before every OpEmitVertex in a geometry stage - ahead of
  the position fixup, so the captured value is the shader's own pre-remap
  position.
- DrawArrays/DrawElements wrap the draw in Begin/EndTransformFeedbackEXT;
  a small counter buffer resumes the append position across draws within
  one glBeginTransformFeedback (fresh Begin starts at the bound offsets).
- Capture targets are promoted to persistently-mapped host-coherent GPU
  storage (persistent-map storage now also carries the transform feedback
  usage), so MapBuffer/GetBufferSubData read the captured bytes after the
  fence wait glEndTransformFeedback now performs.
- Draw-mode/feedback-mode validation defers to the geometry shader's
  output primitive when one is present, and glGetBooleanv reports
  GL_TRANSFORM_FEEDBACK_ACTIVE/PAUSED so dEQP's per-case state reset can
  unwind an active capture.

KHR-GL33: transform_feedback capture_vertex_*/capture_geometry_*/
discard_*/draw_xfb and clip_distance.coverage now pass; queries
(PRIMITIVES_WRITTEN) and gl_ClipDistance capture remain.
2026-07-31 17:31:41 -04:00
BZLZHH 45d506545e [Fix] (MG_Util, DirectVulkan): tolerate storage-less attachments in component-size queries
GetComponentSizesForInternalFormat asserted on TextureInternalFormat::Unknown,
which framebuffer-parameter queries legitimately reach for attachments that
have no storage yet (KHR-GL33.packed_depth_stencil.validate_errors.initial_state
aborted there). Answer with all-zero sizes and keep a warning for genuinely
unhandled formats. Also include the image dimensions in the texture
vmaCreateImage failure report.
2026-07-31 16:35:03 -04:00
BZLZHH 92140405c1 [Feat] (DirectVulkan): emulate GL_LINE_LOOP with closed indexed line strips
Vulkan has no LINE_LOOP topology and the frontend used to reject the mode
with GL_INVALID_OPERATION, which is itself non-conformant (several KHR-GL33
transform_feedback tests draw line loops and expect no error). DrawArrays,
DrawElements and DrawElementsBaseVertex now rewrite the draw into an
indexed GL_LINE_STRIP whose synthesized uint32 index list revisits the
first vertex, delivered through the client-memory index path (a new
forceClientMemory flag keeps a bound element-array buffer from hijacking
the synthesized pointer). Entry points without the rewrite degrade to an
open line strip instead of a triangle list.
2026-07-31 16:25:46 -04:00
BZLZHH b9ecfef0b6 [Fix] (DirectVulkan): handle renderbuffer attachments in color blit clears
BlitFramebuffer's color path asserted that the read framebuffer's source
attachment is a texture; a renderbuffer source (packed_depth_stencil.blit
color checks) aborted the process. Materialize pending clears through the
renderbuffer path for both source and destination, as ReadPixels already
does.
2026-07-31 16:15:50 -04:00
BZLZHH fba26ea169 [Fix] (DirectVulkan): round renderbuffer MSAA requests to supported counts
glRenderbufferStorageMultisample accepts any sample count up to MAX_SAMPLES
(including non-powers-of-two like 3) and promises at-least allocation, but
the renderbuffer path required an exact Vulkan sample-count match and failed
on devices like llvmpipe that expose 1x/4x only. Round the request up to a
power of two and then to the nearest count the device supports for the
format, cached per format so per-draw resolution does not re-query the
physical device.

Un-crashes KHR-GL33.packed_depth_stencil.blit.* (2x/3x MSAA renderbuffers).
2026-07-31 16:15:50 -04:00
BZLZHH 93a3b55907 [Feat] (DirectVulkan): upload combined depth-stencil texture data
UploadDirtyMipLevels used to skip D24S8/D32FS8 textures outright, leaving
glTexImage-supplied depth-stencil data unuploaded (KHR-GL33
texture_repeat_mode depth24_stencil8 and texture_swizzle depth-stencil
cases all sampled zeros). De-interleave the shadow's GL wire format into a
depth plane (X8_D24 word / float) and a stencil byte plane and record one
copy per aspect, with cross-conversion when the device backs the texture
with the other depth-stencil format.

Depth32FStencil8's shadow byte size also claimed 16 bytes/texel while the
stored wire format (GL_FLOAT_32_UNSIGNED_INT_24_8_REV) is 8; that mismatch
truncated every upload of it.

Also route a multisample-texture sample-count request through the device's
supported counts (round up, GL promises at-least semantics).
2026-07-31 16:15:50 -04:00
BZLZHH d1487bedf0 [Fix] (DirectVulkan): address array layers in mip upload copies
UploadDirtyMipLevels encoded a texture's GL depth into VkBufferImageCopy
imageExtent.depth with layerCount = 1. For array textures the layers live in
the image's arrayLayers, and extent.depth > 1 is invalid for 2D images - in
practice every layer past the first never received its data.

Route the third dimension into layerCount for 1D/2D/cube array images and
keep imageExtent.depth for genuine 3D images.

Fixes the KHR-GL33.pixelstoragemodes.teximage3d.* failures (110 cases) on
lavapipe.
2026-07-31 16:01:41 -04:00
BZLZHH eb76686c1e [Fix] (DirectVulkan): stop replaying consumed renderbuffer clears mid-pass
A cached RenderPassEntry bakes renderbuffer clear payloads inline into its
pendingClearAttachments, and that list outlives the clear's consumption at
pass begin (loadOp CLEAR). Every subsequent draw that reused the entry while
its pass was still active replayed the stale clear through
vkCmdClearAttachments, wiping the color and depth of everything drawn so far
in the pass.

Texture-keyed clears already re-checked the clear manager before clearing;
do the same for inline renderbuffer payloads: only clear while the
renderbuffer clear is still actually pending, and take the live payload so a
newer glClear's values win.

On lavapipe this takes KHR-GL33.shaders.fragdepth.* from 0/18 to 18/18; the
same defect hit any renderbuffer-FBO case with several draws per pass.
2026-07-31 15:51:40 -04:00
BZLZHH 1a04fb8c0c [Fix] (DirectVulkan): support client-memory indices in DrawElements
With no GL_ELEMENT_ARRAY_BUFFER bound, the IndexBufferView byte offset is a
raw client pointer (desktop drivers accept client-memory indices and the GL
CTS relies on this even in core contexts). UploadAndBindIndexBuffer used to
assert-crash the process there; it now snapshots the client index data into
a transient per-frame slice and binds that, matching how client-memory
vertex attributes are already streamed.

Fixes the process abort in KHR-GL33.transform_feedback.capture_* and every
other mustpass case that draws with client-side index arrays.
2026-07-31 15:10:01 -04:00
swung0x48 37111ae992 [Perf] (DirectVulkan): snapshot-gated consecutive-draw fast path skips SetupDraw re-resolution 2026-07-30 09:40:54 -04:00
swung0x48 6b0c2a15ab [Perf] (DirectVulkan): reuse unchanged global-UBO slices and skip identical descriptor binds 2026-07-30 08:18:21 -04:00