mirror of
https://github.com/MobileGL-Dev/MobileGL
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6ea948779e68dc84d93feede69cef42f51ffbe0e
366
Commits
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6ea948779e | [Feat, Test] (MG_Impl, MG_State, MG_Util): opt-in MOBILEGL_ASYNC_OPTIMISTIC_SHADER_STATUS - shader compile status/log answer without joining, latched per compile | ||
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d8d7530011 |
[Fix, Test] (MG_Backend/DirectGLES, MG_Util, MG_Impl): widen three-channel render targets wherever the driver refuses them
Complementary Reimagined would not load through Espryt on Mali: Iris got GL_FRAMEBUFFER_UNSUPPORTED building its composite framebuffer, because colortex1 is RGB8_SNORM and colortex2 is RGB16F - three-channel formats that no real ES driver can render to (EXT_render_snorm covers R/RG/RGBA only, and the float extensions exclude the RGB forms). The frontend's probe cache diagnosed this correctly and then had nothing to offer: the NoThreeChannelRenderTarget widening machinery existed but was gated to multisample targets alone. llvmpipe turns out to refuse most of the same attachments - CI retrace stayed green only because a replay never branches on glCheckFramebufferStatus - so this was never a desktop-vs- device split, just an unlit path. The widening now applies to every color-attachable image, renderbuffers included, riding the driver-probe branch so the native format is still tried first and substituted only on refusal. One ThreeChannelWidening table owns the widened (internalformat, format, type) triple per source format - the previous per-case branches disagreed with each other and could emit an unuploadable (RGBA16F, GL_RGB, GL_BYTE) combination or widen into another three-channel format the driver refuses just the same. Uploads repack three-component client data to four with the format's own one in the alpha channel (127 is not 1 for RGB8I - the integer arms carry integer ones); readback drops the synthetic alpha, derived from the actual image being read, not the bound framebuffer, so glGetTexImage through a scratch FBO cannot be confused by an unrelated widened attachment. Stored alpha on a widened attachment is now an invariant 1.0 rather than an accident: the color-mask sync clears the alpha bit per draw buffer (glColorMaski for MRT mixes), and clears route through glClearBufferfv with alpha substituted on widened slots only - scissored clears inherit the discipline for free, integer color buffers keep their explicit integer-clear path, and glGet still answers the application's own mask. GL_DST_ALPHA blending, blits and readback therefore all see 1.0 without further interception. DriverPost grows the rows this bug earned: EXT_color_buffer_float detection (previously unreferenced anywhere) with a FAIL row when absent, the missing EXT_render_snorm row, and a three-channel- attachment row that reports one representative per widening class - graded so a half-float-only driver warns about the 32-bit float gap instead of being declared unsupported. Gates: 606/606 unit at default and with the async kill switch; full retrace, both backends - the complementary fixtures now run with the widening ACTIVE on llvmpipe and pass with a slightly better SSIM than before; ext caselist DirectGLES holds 3914/4867 with zero set drift while 54 cases move from NotSupported to genuinely passing; on the Mali-G77 device, Complementary Reimagined builds its pipeline and renders in-world through Espryt (md5-verified build), BSL still green. A new ThreeChannelAttachmentScenario pins the frontend answer - COMPLETE where it used to say UNSUPPORTED - on the real driver. |
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2e6fc1ffc0 |
[Feat] (MG_Util, MG_Test): enable asynchronous shader compilation by default (P1 stage 7)
kAsyncShaderCompileDefault flips to true, which also advertises
GL_KHR_parallel_shader_compile by default on both backends. Unset
MOBILEGL_ASYNC_SHADER_COMPILE now resolves to ON; =0 remains the complete kill
switch (reverts the threading and withdraws the extension together).
The gate behind the flip (headless Mesa - llvmpipe for Espryt, lavapipe for
Magma - at
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bd0def6133 |
[Feat] (MG_Impl, MG_State, MG_Util): the GL_KHR_parallel_shader_compile surface (P1 stage 5)
GL_COMPLETION_STATUS_KHR in both object getters, reading the non-joining node-direct state - the one query that must never block is asserted never to reach a join gate. glMaxShaderCompilerThreadsKHR/ARB share one implementation: a zero count suspends async FIRST and then joins every outstanding compile and link this context owns (suspend-before-join is the only order whose post-condition is 'nothing in flight'), a nonzero count restores; the suspension is a process latch the extension controls, kept distinct from the configuration flag that gates the ADVERTISEMENT - an app that turned threading off has not made the extension disappear. GL_MAX_SHADER_COMPILER_THREADS_KHR reports the thread count. DriverPost gains the MobileGL-side async row (PASS/INFO naming the env knob) and an informational host-driver row backed by a new GLES capability probe. The extension string itself lands per backend in the two follow-up commits, keeping this one green stand-alone. |
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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. |
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e5fb57f7eb |
[Feat] (MG_State, MG_Util): async shader compilation behind the default-off flag (P1 stage 3)
glCompileShader with MOBILEGL_ASYNC_SHADER_COMPILE=1 snapshots its inputs on the GL thread (source SharedPtr, CompileEnv, cache handle) and runs the whole pure pipeline - preprocess, validators, extractors, glslang parse - as a ShaderCompileTask on the worker pool, returning immediately. Every read of compile-produced state joins through the single Compiled() gate; links stay synchronous this stage and join their attached shaders at the top of the body. Flag off, the path is the same code run inline. Mechanics: the job node owns all its inputs (no back-pointer, no lifetime tie to the shader object), so re-sourcing or deleting a pending shader is cancel-and-drop, never a wait; glslang worker hygiene is a TLS-allocator scope guard plus GL-thread builtin prewarm (gated on the flag, latch reset on Destroy so re-initialization re-warms); worker-side diagnostics defer through the job and replay on the GL thread at the join, enforced by IsPoolThread asserts in RecordError and an empty-deferred-errors tripwire. A body that throws publishes a COMPLETE failed compile (status false, real info log) rather than an abandoned node, and never memoizes away the retry; a failed enqueue (OOM) cancels the node instead of stranding the joiner - including inside the dispatch loop, where the in-flight slot is repaid. The pool StopAndDrains from an atexit sentinel too: workers still inside glslang parse while exit() ran static destructors was a real 2-in-5 SIGSEGV, reproduced and fixed (15/15 clean after). Backend-internal shader objects (default FS, DirectVulkan blit/mipmap) are cache-less and always compile inline - compile-and-read-in-one-breath needs no round trip. Gates: unit suite 488/488 with the flag off AND on (x5); AsyncCompileTest (12 e2e cases: pending re-source/delete/recompile, byte-identical failure logs across modes, 48-compile cache stress) x10 repeats clean both modes; full NVIDIA DirectGLES retrace identical result sets flag off/on (zero new deltas); compile-phase timing flat as designed (links still serial - the parallel win arrives with stage 4's async link + stage 5's KHR_parallel_shader_compile). |
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c93e5fa409 |
[Refactor] (MG_State, MG_Util): join-by-construction link/compile artifacts (P1 stage 2)
Still fully synchronous - EnsureLinkJoined()/EnsureCompileJoined() are empty
inline no-ops (verified to fold away at every one of the ~1200 call sites;
this project builds without LTO) - but every read of link- or compile-produced
state now goes through a private accessor the compiler enforces, so when
stage 4 moves the bodies onto pool workers, 'which reads must join' is a
type-system fact instead of a 400-line audit.
- ProgramObject: the 31 fields ResetLinkArtifacts clears plus the 5 link
outputs it forgot (infoLog, linkedFragData{Location,Index}, the geometry
strip-capture pair) move into a nested LinkArtifacts behind Artifacts().
ResetLinkArtifacts is now a worker-safe pure clear; the link-observable
version bumps (backendState/link/uboContent) move to a GL-thread-only
BumpLinkObservableVersions() called once from Link()'s prologue and from
glProgramBinary's mandated failure - the link body never writes them, so
a stage-4 worker cannot lose an invalidation against the draw path.
- ShaderObject: compile artifacts (TShader, preprocessed source, side-channel
maps, status/log, consume-once flag) behind Compiled(); the P0b layer-1
memo trio deliberately stays outside as the future non-joining
COMPLETION_STATUS_KHR fast path.
- CompileEnv (new): a GL-thread snapshot of everything the compile pipeline
used to read live from the backend mid-parse - compute limits (the
GetIntegeri_v reach-back is gone from the worker path), advertised
extensions, device quirks, TBuiltInResource inputs. Captured lazily per
backend activation; the consume-once re-parse now runs against the same
env as the original parse.
- The GL-thread prologue / worker-body boundary is marked in Link() where
the stage sort ends; everything below is a pure function of the snapshot.
Public getter signatures unchanged - MG_Impl and both backends compile
untouched. Unit 476/476, Program suites 117/117, DirectGLES retrace 38/39 on
llvmpipe (the one failure is the known pre-existing non-CI iterationrp case;
the NVIDIA userspace driver was updated out from under the running kernel
module mid-session, so GLX there is down until a reboot).
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8191075133 |
[Feat] (MG_Util): the async-compile pool skeleton behind a default-off flag (P1 stage 1)
Standalone Asio (submodule, asio-1-38-2 @ 8806a680, ASIO_STANDALONE + ASIO_NO_DEPRECATED, header-only - no linked artifact) and the job machinery the async shader pipeline will run on: JobNode (state machine with deferred errors, continuations firing exactly once, dependency counters, cancel semantics split into request vs outcome) and ShaderCompilePool (asio::thread_pool behind a pimpl so no header leaks asio; big-core count via cpufreq at >=85% of peak clamped to [1,4]; lazily constructed, so with the flag off no worker thread ever exists; StopAndDrain leads DestroyImpl). MOBILEGL_ASYNC_SHADER_COMPILE / _THREADS config knobs, default OFF. Nothing in the GL pipeline references the pool yet - grep-verified; the full DirectGLES retrace and compile benches are byte- and time-identical. 25 threaded unit tests, clean across 20x gtest_repeat. |
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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. |
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2406e2d219 |
[Perf, Fix] (MG_Util): preprocessing cleanups - dead scanners, quote-mask bug, one version inspection per compile
Three scoped changes to ShaderSourceProcessor, none altering any transform's
output (pinned by a byte-stability test across the legacy-shader anchor path):
- Delete BlankBlockComments and RemoveDefineForIdentifier - dead since their
callers left; the former's newline-terminated quote handling moves into
MaskCommentsAndQuotedText (below) together with its rationale comment.
- Fix MaskCommentsAndQuotedText treating a quote as running past end-of-line.
GLSL has no multi-line literals, but a stray apostrophe in a directive or
comment tail ("#pragma message can't") blanked the REST OF THE FILE for
every masked consumer - the tokenizer, the version inspection, and the P0a
explicit-location/binding extractors silently lost everything after it.
- Inspect the shader language once per PreprocessShaderSource run instead of
up to five times: NormalizeVersionDirective now takes the already-computed
ShaderLanguageInfo, and the two after-version injections share one
AfterVersionAnchor instead of re-running a full masked sweep each
(FindAfterVersionDirective -> InspectShaderLanguage) to find the same spot.
Compile-phase timings hold (BSL 1.848s, complementary-reimagined ~5.7s);
retraces and the 435-test unit suite unchanged.
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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. |
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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. |
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867fe3e0ef |
[Feat] (MG_Util, MG_IntegrationTest): POST rows for the Espryt multi-draw tier, and the scenario that pins it
Three DriverPost rows per the POST rule, since the ladder took on two new driver dependencies: glDrawElementsBaseVertex (WARN when absent - every base-vertex draw then costs a CPU index rewrite and an upload) and compute shaders (INFO - the default tiers never use them). The third names the tier that will actually run, with the full set the driver supports, resolved by the same function the backend calls so the two can not drift. The existing "Multi-draw base vertex" row stopped saying the fallback is a per-draw loop, which is no longer the whole truth. Scenario D asserts the one contract every tier shares: a multi-draw paints exactly what the unrolled single draws paint. The reference side is a loop of glDrawElementsBaseVertex and never enters the emulation, so a tier cannot make itself look right by breaking both sides alike, and a blank-frame pair is rejected outright - drawing nothing is the failure mode this path actually has. Nine cases, chosen for the shapes the Minecraft retraces contain none of: narrow index types, a base vertex past the index type's range, primitive restart inside a strip on two index types, client-memory index arrays, and a batch with zero-count sub-draws (whose prefix sums the flattening tier's binary search has to skip). Each of the six tiers passes all nine on NVIDIA, and ext/auto/compute also pass on Mesa where the ext tier is reachable. The suite is falsifiable, not merely green: rewriting the rebase the way MobileGlues does it - truncate to the source width, no restart passthrough - fails exactly three cases on the drawelements tier (both restart cases and the out-of-range base vertex) and leaves basevertex, which rewrites nothing, passing. That control is also what turned up the restart hole in the flattening tier fixed in the previous commit. |
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23b880c8be |
[Feat] (MG_Config, MG_Util): a tier knob and two capability flags for Espryt multi-draw
MOBILEGL_ESPRYT_MULTIDRAW_MODE=ext|multiindirect|indirect|basevertex| drawelements|compute|auto names the DirectGLES emulation tier for glMultiDrawElements(BaseVertex). Same contract as the Magma knob: a preference, not a demand, clamped at resolution time to what the driver actually has, and invalid values keep auto. Nothing reads it yet. The two capability flags the ladder selects on are new because neither existed in the shape the choice needs. SupportsDrawElementsBaseVertex is the weaker sibling of SupportsMultiDrawElementsBaseVertex - ES 3.2 core or EXT/OES_draw_elements_base_vertex, with no GL_EXT_multi_draw_arrays requirement - and it decides whether a batch can replay its sub-draws with their own base vertices or has to fold them into rewritten indices. SupportsComputeShader is ES 3.1 core plus the dispatch, barrier and shader-object entry points. Both keep the house rule the multi-draw flags already follow: the extension/version check is what proves support, the resolved pointer only confirms it, because eglGetProcAddress may hand back a live-looking stub for a function the context does not implement. |
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231d5c90e4 |
[Feat] (MG_Config, MG_Util): a preference knob and POST rows for Magma's multi-draw tiers
MOBILEGL_MAGMA_MULTIDRAW_MODE=ext|indirect|unroll|auto selects the DirectVulkan multi-draw dispatch tier, clamped to what the device supports with one INFO line when it falls back; auto (and unset) picks the best supported tier. Invalid values keep auto. Magma-only: the variable has no effect on DirectGLES. Note for the escape hatch: mode=unroll also forces the GL indirect multi-draw paths onto their per-command loop, where gl_DrawID reads 0 for every sub-draw - Flywheel-style content that keys on flw_drawId renders accordingly. Three DriverPost rows per the POST rule: VK_EXT_multi_draw (PASS/INFO), the multiDrawIndirect feature (WARN downgraded to INFO - there is always a fallback tier), and the resolved dispatch tier with the full chain. drawIndirectFirstInstance gains a row too, since the indirect tier's legality check now relies on it. |
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ac3a83b207 |
[Fix] (MG_Util, MG_Test): never take a non-null eglGetProcAddress result as support
On GLVND Linux eglGetProcAddress returns a non-NULL trampoline for ANY name - including a fabricated one - so pointer-nullness can never signal driver support. The three EXT multi-draw entry points were registered as required (spurious error logs on drivers without them) and their pointers were trusted; the NVIDIA ES driver hands back a stub for glMultiDrawElementsBaseVertexEXT that SILENTLY DROPS draws, which once made a "77% faster" multi-draw batch that rendered nothing. The three entries are optional now, and two extension-derived capability flags follow the established Supports* pattern - each is an extension-string check AND a resolved pointer, so a flag alone is sufficient at a call site: SupportsMultiDrawIndirect: GL_EXT_multi_draw_indirect + both entry points resolved. SupportsMultiDrawElementsBaseVertex: (GL_EXT or GL_OES_draw_elements_base_vertex) + GL_EXT_multi_draw_arrays + the entry point resolved. The multi_draw_arrays conjunct is the registry fact the stub exploited: glMultiDrawElementsBaseVertexEXT exists only in interaction with GL_EXT_multi_draw_arrays, and this NVIDIA driver advertises everything else EXCEPT that one - so the entry point is genuinely unsupported while eglGetProcAddress still "resolves" it. Two DriverPost rows report both capabilities (INFO when absent - a fallback always exists). Unit tests pin the stub shape, the exact NVIDIA shape, the supported shape and extension-without-pointer. Proven load-bearing: forcing the old pointer-only condition on the NVIDIA ES driver reproduces the silent drop exactly (sodium retrace SSIM 1.000000 -> 0.329522, no crash, no GL error); with the gate the same run is a literal 1.000000. Unit suite 423/423 (two new tests), retrace subset 10/10, integration suite 52/52. |
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d524330032 |
[Test] (MG_Benchmark, MG_Util): model four more Minecraft frame patterns in the driver bench
The captured traces contain per-frame patterns the bench did not exercise, and first measurements show two of them are now the worst remaining multipliers - which is exactly what the missing cases were hiding. mc_pass_switch: the 26.2 snapshot switches render targets 132 times a frame and re-declares draw buffers 198 times. Render-target churn is where a Vulkan backend pays for render-pass breaks and where a tiler pays most on device, and no case measured it. mc_state_toggle: Blaze3D brackets batches with blend toggles - 46 enable/disable pairs and 28 blend-func changes per vanilla frame. mc_tex_param: 26.2 re-sets texture parameters 612 times a frame, almost always to the value already in place, so this measures redundant-parameter filtering. mc_use_program: Sodium switches programs 62 times a frame with a mat4 upload on each, roughly one switch per multi-draw. All four live in the shared case file at the measured per-frame rates, so the desktop harness, the on-device harness and the POST screen's Run Bench report comparable numbers. First desktop measurements (ns/op, native / Espryt / Magma): pass_switch 8877 / 18502 / 13896, state_toggle 1182 / 8526 / 8305, tex_param 42 / 102 / 197, use_program 2182 / 10648 / 5096. The state-toggle multiplier - 7x on both backends - is the largest newly exposed gap and the next optimization target. Unit tests 421/421; the Android JNI translation unit compiles against the extended case set. |
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57aeeec053 |
[Perf] (MG_State, MG_Impl, MG_Backend): stop paying per draw and per upload for work already known
A per-draw CPU profile of a real Minecraft frame (perf on the render thread, which sits at 100% of one core on both backends) said the deficit is translation overhead, not the GPU, and named where it goes. This removes the largest items it found, on both backends and in the shared frontend they both feed. The single biggest one was not translation at all: IsBackendContextCurrentOnThisThread called eglGetCurrentContext on every invocation, and glvnd answers that with a getpid() fork check - a real syscall. The predicate sits two and three deep in every draw (the deferred-release drain, the global-UBO ring availability check, and the ring allocation), so it accounted for 16.3% of the render thread. EGL is still the ground truth, but re-verifying it once per thread per frame catches an external migration at the next frame boundary rather than the next call, which recovers the same bookkeeping. Texture uploads now carry a dirty region instead of a per-level flag. Minecraft animates atlas sprites with 16x16 glTexSubImage2D calls into a 1024x512 atlas and respecifies the lightmap every frame; a per-level flag turned each of those into a full-level re-upload - about 3.6 MB a frame of texels nobody changed. MipmapStorage accumulates the written box, Espryt uploads it with UNPACK_ROW_LENGTH striding into the level shadow, and Magma stages just that box. The box is a union, not a range list: repeated writes to one level widen it and it degrades to exactly the old whole-level upload, which is the honest worst case. glBufferData(NULL) is the orphaning idiom, and the backend was answering it by uploading the stale CPU shadow - turning a rename the driver does for free into a full synchronized upload. BufferObject now records that a NULL respecify leaves the store undefined, and the upload is skipped until content is actually written. The rest are smaller and of a kind: the deferred-release queue is probed without taking its mutex, the UBO ring waits on the frame fence that frees the space it needs instead of draining the whole pipeline with glFinish at the size cap, VAO binds go through a shadow so a draw's second bind of the same object does not reach the driver, the per-draw clean-texture probe short-circuits on the content version before rebuilding shape info, glUniform drops byte-identical writes (which otherwise dirty the whole UBO for the next draw), re-binding the texture or VAO a slot already holds no longer bumps the generation counters a backend fast path is keyed on, and the texture validators stopped taking shared_ptr by value. On Magma: descriptor-set reuse keeps four entries instead of one, because draws alternating between two programs - the chunk/entity ping-pong - thrashed a single slot into a full re-allocate and re-write every draw; a DynamicDraw buffer whose contents survive two frame boundaries is promoted to resident storage instead of being re-copied into the per-frame arena forever; and sampled-read barriers name only the shader stages whose device feature is enabled, which also removes a latent VUID violation (ALL_GRAPHICS names geometry and tessellation stages a device need not have). Measured with the Minecraft rig (render distance 32, p50 fps, same machine, single sample each): vanilla 1.21.1 Espryt 10.8 -> 36.3 and Magma 31.3 -> 44.6; 26.2 snapshot Magma 114.5 -> 210.5. Fabric+Sodium moved inside noise on Magma (854 -> 766) with the native baseline itself moving 838 -> 1031 between the two sessions, so treat that cell as unresolved rather than a regression measured. Unit tests 421/421. The CTS A/B was not run: these numbers and the test suite are the whole of the evidence, and a conformance regression would not have been caught here. |
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9c0144d24a |
[Test] (MG_Benchmark, MG_Util, MG_Backend, android-plugin): run the driver benchmark on a phone
The Minecraft-shaped driver benchmark could only be run from a desktop shell against a desktop driver, which is the wrong machine: MobileGL exists to run on mobile GPUs, and nothing said what its translation costs there. This puts the same cases on an Android device, both in the plugin's POST screen and from a shell, and adds the native-driver baseline they have to be read against. The cases move into DriverBenchCases.inc so both harnesses run byte-identical bodies - the desktop program resolving entry points from one EGL provider, and DriverBenchJni.cpp calling MobileGL's frontend in-process. The JNI file binds every gl*/egl* name to MG_Impl by macro rather than by linkage: this library legitimately has the platform libEGL and libGLESv3 in its own lookup scope, and a benchmark that quietly measured the device driver instead of the translation layer would have looked like very good news. Frames are now closed with a fence wait instead of glFinish. MobileGL implements glFinish and glFlush as no-ops, so the old loop timed submit-plus-GPU on a native driver and submit-only on a MobileGL backend, and the two numbers did not describe the same work. To measure a device's own driver the cases needed to be expressible in GLES: ESSL 3.20 twins of the four shaders (chosen at runtime from GL_VERSION, since MobileGL is deliberately still fed desktop GLSL - translating it is the thing under test), a multi-draw hook that loops DrawElementsBaseVertex where the multi-draw entry point does not exist, and an EGL bootstrap that falls back from desktop GL to GLES 3. The binary cross-compiles for arm64 unchanged. BenchService hosts each run in its own process and exits afterwards. That is not caution: the backend is latched from MOBILEGL_BACKEND_TYPE at initialization, so Espryt and Magma can never share a process, and Espryt's teardown terminates the process-default EGL display, which would take the POST activity's own EGL objects with it. Running it found that Magma could not create a windowless context on Mali at all - CreateInstance required VK_EXT_headless_surface, which no mobile driver here exposes, and aborted the process. The Xlib path already probes and falls back to a hidden window for the same reason on NVIDIA; Android now probes too and hands the WSI an AImageReader's ANativeWindow, a real producer surface attached to no display whose images are never acquired. DriverPost reports the extension's absence as a WARN so the fallback is visible rather than silent. Measured on a Mali-G77 MC9 (native / Espryt / Magma, ns per operation): 5495 chunk draws 14397 / 36934 / 33763, the 26.2 per-draw uniform-range pattern 13710 / 31205 / 21252, sodium-style multi-draw 256956 / 238389 / 209527. The translation costs about 2.4x per draw here against 5-9x on the desktop, because the mobile driver's own per-call cost dwarfs it - and both backends beat the native driver on multi-draw, which it has to emulate. Desktop unit tests 421/421; the POST screen and both Run Bench buttons verified on the device. |
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ba81ee114e |
[Feat] (MG_Backend, MG_Impl, MG_Util): attach one layer of any layered texture on DirectVulkan
Whether a backend can attach a single layer of a texture to a framebuffer was one Bool, so it could only give the most conservative answer any target needed. DirectVulkan therefore declined every layer of every target and direct_state_access.framebuffers_texture_layer_attachment failed with 542 messages across four targets. The three ways a GL layer maps onto Vulkan are independent capabilities, so the flag becomes a per-TextureTarget mask. A 2D or 2D multisample array layer IS a VkImage array layer and needed nothing but the gate opened. A cube map array is one 2D image with arrayLayers = 6 * cubeCount and CUBE_COMPATIBLE, which is a shape VkTextureManager simply did not have - it is declined softly when the depth is not a whole number of cubes or the level is not square, because that function's Bool return exists for unrepresentable shapes and asserting there would abort on ordinary input, GL_PROXY_TEXTURE_CUBE_MAP_ARRAY above all. A 3D texture's layer is a z slice, which needs a 2D-array-compatible image and a per-slice clear, because vkCmdClearColorImage cannot address a subset of a 3D image's slices - a render pass whose only content is its LOAD_OP_CLEAR can, since its attachment is a 2D view over that one slice. VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT is asked for per format and withdrawn per format, mirroring the MUTABLE_FORMAT pattern already in this file: the capability is per format+usage, so a single global probe answers a different question than the one the frontend goes on to ask. Losing it costs per-slice attachment for that format; failing creation would lose the texture. Three things found on the way that are not the headline: glFramebufferTextureLayer, the non-DSA twin, had no gate at all and additionally refused cube map arrays that GL 4.5 requires it to accept. GL 4.6 core 9.2.8 makes the two entry points equivalent, so they now decline in the same places - leaving one ungated is what let an unrepresentable attachment reach the renderer. ComputeFullMipLevelCount takes max(x, y, z), and for every array shape z is the layer count rather than a mip-able axis, so a 4x4 array with 192 layers asked for six mip levels on an image whose legal maximum is three (VUID-VkImageCreateInfo-mipLevels-00958). Only the image's own extent can bound it. lavapipe had been letting that through. A layered GL clear queues layerCount = depth, which is illegal for a VK_IMAGE_TYPE_3D image (VUID-vkCmdClearColorImage-baseArrayLayer-01472 pins it to 0/1, read as the whole mip level) and the old code passed it straight through. Takes framebuffers_texture_layer_attachment green on DirectVulkan, so the whole direct_state_access suite is 371/371 there; Espryt stays 370/371, the remaining case being the fp64 one it declines by design. Known and deliberately not fixed here, with a FIXME at the site: KHR-GL44/45/46.geometry_shader.layered_framebuffer.clear_call_support now fails on DirectVulkan - a layered clear of a 3D texture reads back zeros. Those cases exist only in the GL44+ lists, above the 4.0 this backend reports. An A/B of a 6935-case subset (cube map array, texture storage, framebuffer, 3D, the full DSA suite and the GL33 texture group) is otherwise clean on both backends: 16 cases fixed and none broken on Espryt, 15 fixed and those 2 broken on Magma, and zero difference anywhere at GL 4.0 or below. The FIXME records which causes were already ruled out by bisection so the next reader does not repeat them. |
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c8c7b19579 |
[Feat] (MG_Backend, MG_Util): give DirectVulkan GL's provoking vertex
Vulkan's built-in convention is "provoking vertex first"; GL's default is LAST_VERTEX_CONVENTION, and GL derives both flat shading and the transform feedback vertex order from it. DirectVulkan had no way to say so, which is why direct_state_access.queries_functional failed on a value with nothing in its log - the primitives came back counted against a strip recorded in the wrong vertex order. VK_EXT_provoking_vertex is now enabled when present, and the mode is a hashed field of the pipeline payload rather than dynamic state, because it is baked into VkPipelineRasterizationStateCreateInfo: two draws differing only in it must not collide on one cached VkPipeline, or whichever mode built first would stick for the rest of the frame. The pNext is chained only when the mode is not Vulkan's default, so a device without the extension produces a byte-identical VkGraphicsPipelineCreateInfo to before. Two carve-outs, both measured rather than reasoned: A geometry shader already emits its triangles in GL's vertex order, so asking for LAST rotates them a second time and transform_feedback.geometry reads back the wrong vertices. The mode is one pipeline bit and the input-assembler path wants the opposite, so the two cannot both be satisfied: a program that runs a geometry shader and captures transform feedback keeps Vulkan's own convention. That test is read off the program's own shader list, not programObj.rasterizationProducerStage - the latter is filled by the clip-fixup analysis, which does not run for every program and reads Unknown for exactly the programs this guard exists to catch. Both halves are link-time facts folded into programObj.hash, so no pipeline memo can hand back one built for the other mode; keying on IsTransformFeedbackActive() instead would be a live bug, since neither memo key moves on glBeginTransformFeedback. transformFeedbackPreservesProvokingVertex is deliberately not requested. It buys nothing here - the capture order queries_functional needs comes from provokingVertexLast alone - and leaving it off keeps VUID-VkGraphicsPipelineCreateInfo-topology-04884 disarmed, so a TRIANGLE_FAN pipeline may take LAST on any device. The blit pipeline routes through the same selector: it has no flat varying and no capture, but on a device without provokingVertexModePerPipeline a blit left on FIRST inside a render pass whose draws are LAST is an illegal mix. Per the POST rule the new extension gets rows for provokingVertexLast and for the two properties that change what MobileGL can promise. Fixes queries_functional on Magma (370/371). An A/B over a 976-case transform feedback / geometry shader / layered rendering subset of GL30-GL45 is otherwise identical on both backends and additionally takes 14 geometry_shader rendering and layered_rendering cases from failing to passing on Magma. |
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0e7692251d |
[Feat] (MG_State, MG_Impl, MG_Util): store a compressed texture image and hand it back
glCompressedTexImage2D rejected every internalformat with GL_INVALID_ENUM, so direct_state_access.textures_get_image threw at its first compressed call and reported InternalError with nothing in the log at all - the uncompressed half of the case had already passed. The compressed bytes are now kept verbatim, in a side-channel beside the texel shadow rather than in place of it. That placement is the load-bearing decision: both backends pair MapMipmapData with GetMipmapByteSize while sizing their copy regions from GetMipmapTexelSize, and DirectGLES additionally divides the byte size by the texel count to recover bytes-per-texel, so putting 16 bytes where a 4x4 RGBA8 extent says 64 would be an out-of-bounds read on both. The texel storage therefore stays uncompressed and correctly sized - the image samples as zeros, which is the same deviation the RGTC/BPTC/ETC2 arms of ConvertGLEnumToTextureInternalFormat already document - while glGetCompressedTexImage returns the image *as stored*, which GL 4.6 core 8.11 requires and which no re-encode could satisfy byte for byte. Nothing ever hands the compressed bytes to GLES or Vulkan, so the shadow is authoritative rather than potentially stale, which is why the readback never asks a backend. The accepted set is exactly the RGTC/BPTC/ETC2-EAC formats core GL requires, and it is deliberately the same set ConvertGLEnumToTextureInternalFormat can back with uncompressed storage, so the upload can never accept a format whose texel shadow it cannot allocate. imageSize is checked against the block arithmetic, which is also what keeps the copy in bounds. Three things the shape depends on. AllocateStorage clears the compressed tag, so a glTexImage2D or glTexStorage2D over the level un-compresses it - without that, textures_compressed_subimage would flip branches and start asking for data MobileGL cannot produce. GL_TEXTURE_COMPRESSED and GL_TEXTURE_COMPRESSED_IMAGE_SIZE are answered per level rather than per texture, because a compressed internalformat handed to glTexImage2D resolves to uncompressed storage and must keep reading as uncompressed. And GL_TEXTURE_INTERNAL_FORMAT now reports the compressed token for such a level, or it would claim GL_RGBA8 while GL_TEXTURE_COMPRESSED said true. Still rejected on purpose: glCompressedTexImage1D/3D and every glCompressedTexSubImage*, which caps the blast radius. Fixes textures_get_image on both backends (Espryt 370/371, Magma 369/371). A/B over a 1210-case compressed/texture-storage/texture-view/buffer-storage subset of KHR-GL45 is identical before and after on both backends but for get_texture_sub_image.errors_test, which stops throwing and fails on a value instead. |
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34f09291da |
[Feat] (MG_State, MG_Backend, MG_Util): feed a 64-bit vertex attribute on DirectVulkan
glVertexAttribLFormat validated its arguments and then refused unconditionally with "64-bit vertex attributes are not supported", so direct_state_access.vertex_arrays_attribute_format failed every GL_DOUBLE subcase on both backends - the format never landed, the draw fetched whatever the attribute held before, and the captured values came back as reinterpreted garbage. The attribute is now real state. IsLong is its own bit rather than being inferred from Float64, because glVertexAttribFormat(GL_DOUBLE) also reads doubles - it just asks for them converted to float - so the type alone cannot tell the two apart. It participates in the format comparison, so an L-format call over a plain one still bumps the version, and glVertexAttribPointer clears it inside the mutation block so the clear and the bump stay atomic. GL_VERTEX_ATTRIB_ARRAY_LONG stops being hardcoded false, and the pname is now accepted by the attribute queries at all. Support is detected, never assumed. SupportsFloat64VertexAttributes comes from VkPhysicalDeviceFeatures::shaderFloat64 on DirectVulkan and is false on DirectGLES - not a driver question there and never will be, since ES has no GL_DOUBLE vertex format and ESSL has no fp64 type to consume one with. A backend without it declines in the entry point, with the GL error and a log line naming the reason, rather than accepting state no draw could honour. Both cases get a DriverPost row so the loss is named at startup instead of at draw setup. On DirectVulkan the attribute deliberately does not use VK_FORMAT_R64*_SFLOAT: those are optional and lavapipe advertises zero features for all four of them. It is fetched as its 32-bit word pair (R32G32_UINT / R32G32B32A32_UINT) and bitcast back to double in the shader by a new SPIR-V pass, which is bit-exact and needs no format capability at all. The pass re-declares the input as uvec2 / uvec4, demotes the original variable to a Private global and seeds it once at the top of the entry point, so every existing load keeps its id and its double type and no other instruction is rewritten. Both halves branch on nothing but "is this attribute long", so they cannot disagree - and if the pass ever fails, the assertion fires rather than letting a UINT format sit under a double input. The pointer types are all created before any variable that names them and the demoted variable is moved after them, since the types-and-variables section may not forward-reference a type. dvec3/dvec4 are declined rather than fetched wrong: six or eight uint32 components have no single VkFormat, and GL spreads such an input over two attribute locations, which the location-per-index model here does not express. Fixes vertex_arrays_attribute_format on Magma (369/371). On Espryt it stays failing, now as a detected and explained decline rather than a blanket refusal. |
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5545d31c37 |
[Feat] (MG_Backend, MG_Util): give a cube map array real storage on DirectGLES
TextureCubeMapArray was missing from every storage and upload switch in the DirectGLES texture sync, so a cube map array reached the driver with no storage at all - and from the glFramebufferTextureLayer branch, so attaching one of its layers fell through to glFramebufferTexture2D and raised INVALID_ENUM. Every GL_TEXTURE_CUBE_MAP_ARRAY colour check in direct_state_access.framebuffers_texture_layer_attachment read nothing. ES 3.2 has GL_TEXTURE_CUBE_MAP_ARRAY natively and it stores exactly like a 2D array whose depth is six times the cube count, so each switch gains the case beside Texture2DArray and nothing else changes. 1D arrays join the layer branch for the same reason - their backend image is a 2D array. Per the POST rule the new GLES dependency gets a capability (SupportsTextureCubeMapArray, ES 3.2 core or EXT/OES_texture_cube_map_array) and a DriverPost row saying what a user loses without it. Takes framebuffers_texture_layer_attachment from failing to passing on Espryt. It still fails on DirectVulkan, which declines a layered attachment outright. |
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394d1ce748 |
[Feat] (MG_Impl, MG_Util): copy into 1D and 3D textures, and accept the BPTC and ETC2 enums
Two unrelated texture gaps. glCopyTextureSubImage1D and 3D validated their arguments and then did nothing: CopyTexSubImage1D_State and CopyTexSubImage3D_State were empty TODOs and no backend exposes anything but a 2D blit. But a texture's contents live in its CPU storage - the backends sync from it - so the copy does not need a blit at all. CopyReadFramebufferIntoMipmapRegion reads the region out of the read framebuffer through the existing ReadPixels path, in the destination's own canonical client layout so the bytes need no second conversion, and writes them straight into the level. GL 4.6 core 8.6 says the copy ignores pixel-store state and any bound pack buffer, which the borrowed readback does not, so both are neutralised for the duration and restored after. A cube map destination addresses its faces as separate upload targets, so its zoffset picks the target rather than a slice. ConvertGLEnumToTextureInternalFormat had arms for the six generic compressed formats and the four RGTC ones, all resolving to uncompressed storage, but none for BPTC or ETC2/EAC - so glTexImage2D with one of those fourteen enums answered INVALID_ENUM, which was never a legal reply for formats core GL has required since 4.2 and 4.3. They follow the same deviation for the same reason: nothing in this stack can compress them, and uncompressed storage is the trade the RGTC formats already take. Takes textures_compressed_subimage from failing to passing on both backends and textures_copy on Espryt. textures_copy still fails on Magma, where the readback of a layered attachment does not yet resolve the attached layer. |
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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.
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534ec65dda |
[Fix] (MG_Util): ask the ES driver for the texture buffer offset alignment
The DirectGLES capability probe queried GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT with a bare glGetIntegerv while every other query in the same function goes through glesFuncs. A bare call resolves to MobileGL's own exported entry point, which answers that pname out of the capability table this code is in the middle of filling in, so the value read back was the default it started from and the driver's real alignment never arrived. The backend therefore advertised an alignment of 1. An application that trusts that - which is the only thing it can do - passes glTextureBufferRange an offset the ES driver cannot honour, and the driver produces a texture that reads as zeros with no error anywhere. The alignment llvmpipe actually wants is 16. Takes direct_state_access.textures_buffer_* from 3 to 30 of 30 on DirectGLES, and the whole DSA group from 66.85% to 74.12%. DirectVulkan was unaffected: its alignment comes from a Vulkan device limit and was already right. |
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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. |
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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. |
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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. |
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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. |
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b95fcb7bca |
[Feat] (MG_State, MG_Impl, DirectGLES): implement glPatchParameteri
GL_PATCH_VERTICES decides how many vertices one tessellation patch consumes, and glPatchParameteri was a stub - so the value stayed at the driver's default of 3 no matter what the application asked for. KHR-GL40.texture_gather.gather-tesselation-shader sets it to 1 and then draws a single patch: with the request dropped the draw had too few vertices for one patch, produced nothing at all, and the case read back the clear colour. The value is context state on both sides and ES 3.2 spells the entry point exactly the same way, so it is stored in the render state (where glGetIntegerv(GL_PATCH_VERTICES) now finds it) and forwarded. Validation needs the real bound, so GL_MAX_PATCH_VERTICES and GL_MAX_TESS_GEN_LEVEL are probed off the host driver alongside the other limits and answered from there too; the defaults are the GL 4.0 core minimums. KHR-GL40.texture_gather is now 75/75. |
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5437947240 |
[Feat] (DirectGLES, MG_Util): normalize the coordinates of a rectangle lookup
A rectangle texture is emulated on an ES 2D texture, and LowerRectImagesForEssl rewrites the image type in the SPIR-V to match. That is exact only where the lookup addresses texels directly, which is why the pass declined any module containing a lookup that takes normalized coordinates - the whole KHR-GL40.texture_gather 2drect set among them. The missing half is one divide: a rectangle lookup's coordinate is in texels and the 2D lookup it becomes wants [0,1], so the coordinate has to be divided by the texture's size. It goes in on the ESSL the transpiler produces, next to the LOD-bias emulation that already rewrites lookup arguments there, and reads the size back with textureSize() rather than plumbing a uniform down - the emulated texture is a real ES 2D texture, so the shader can ask it directly. Only the forms whose argument 1 is the bare coordinate are rewritten - texture, textureOffset and the three textureGather flavours, which covers the Dref gathers too because those carry the compare value in a separate argument. texelFetch is deliberately left alone: its coordinates are integer texels on both targets. The SPIR-V pass keeps declining everything else, so a projective lookup or a Dref sample (where the compare value rides in coord.z) still refuses the module instead of producing something subtly wrong. Which samplers were declared rectangle is no longer visible in the transpiled source - they are plain sampler2D by then - so the names come from the frontend program's reflection. |
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00534d8bbc |
[Fix] (MG_Impl): report the draw-indirect binding and the buffer access state
Three pieces of queryable buffer state were missing, all of them read by the KHR-GL40.draw_indirect basic-binding-* and basic-buffer-* cases: - GL_DRAW_INDIRECT_BUFFER_BINDING had no case in glGetIntegerv, so it raised GL_INVALID_ENUM and left the caller's variable untouched (the test read back its own -9999 sentinel). GL_DISPATCH_INDIRECT_BUFFER_BINDING right next to it was already handled; this is the same two lines against BufferTarget::DrawIndirect. Because glGetBooleanv/glGetFloatv/glGetDoublev all widen from the integer path, one case fixes all four getters. - GL_BUFFER_ACCESS answered 0 for an unmapped buffer. Its initial value is GL_READ_WRITE and glUnmapBuffer restores it (GL 4.6 core table 6.2); 0 is not a legal value of that state at all, and the test threw on the unrecognised enum. - GL_BUFFER_ACCESS_FLAGS was not implemented, so it fell through to the invalid-pname arm. It is the MapBufferRange bitfield verbatim, which the mapping access flags already hold in normalised form - glMapBuffer's access enum is converted on the way in - so it converts straight back out, and reads zero while unmapped. |
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3dc6a1b6db |
[Fix] (MG_Impl, DirectGLES): answer the texture-gather offset limit queries
glGetIntegerv(GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET) and its GL_MAX_ counterpart fell through to the default arm of the getter and raised GL_INVALID_ENUM, leaving the caller's variable untouched - KHR-GL40.texture_gather.api-enums read back the uninitialised 32764 that happened to be on its stack and failed on the error alone. Both are core state from GL 4.0 (table 23.53) and from ES 3.1 (table 20.40), so the value is simply the host driver's, probed alongside the other limits in FillInGLESCapabilities and carried to the getter through DynamicBackendParameters. The probe result is widened to the -8/+7 core minimums rather than trusted blindly: a driver that leaves the out-parameter alone (no ES 3.1, or an enum it ignores) would otherwise hand us a range narrower than GL 4.0 requires MobileGL to advertise, and the shaders the CTS builds assume the guaranteed range regardless. |
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e45f7ae5d4 |
[Fix] (DirectGLES, MG_Util): keep 16-bit SNORM precision through the widening
GL_RGB16_SNORM widened to GL_RGBA16F to stay renderable as multisample storage, and a half float's 11-bit mantissa cannot hold a 16-bit signed-normalized channel: KHR-GL33.texture_swizzle's blue channel came back several units of 32767 away from the value the reference computes, well outside its one-unit tolerance. GL_EXT_render_snorm makes the signed-normalized formats colour-renderable on ES, so widen to GL_RGBA16_SNORM instead wherever it and EXT_texture_norm16 are both present, and only fall back to the half float otherwise. Threaded through as its own normalize option so the capability probe and the runtime pick the same format, the way every other driver-dependent substitution here is decided. |
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43a43c1180 |
[Fix] (DirectGLES, MG_Util): raw framebuffer writes while GL_FRAMEBUFFER_SRGB is off
GLES core always encodes a fragment written into an sRGB colour attachment, and offers no switch to stop it. Desktop GL has one, GL_FRAMEBUFFER_SRGB, and it starts out disabled - so a GL application that never touches it expects its writes to land raw. The frontend models exactly that (the capability reads as disabled and DirectVulkan attaches the UNORM twin to honour it), but DirectGLES was passing the draw straight to a driver that encodes anyway. The value therefore came back one conversion short of the reference wherever it was written and then read again: rendering into an sRGB texture and fetching it in a shader decodes once but had encoded twice, which is how KHR-GL32.texture_size_promotion read 0.0142 for GL_SRGB8_ALPHA8 where 0.00111 was expected. Detect GL_EXT_sRGB_write_control and sync GL_FRAMEBUFFER_SRGB from the frontend capability alongside the other enables, starting from the driver's enabled state so the first sync always pushes the disable down. |
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65dbfa6f26 |
[Fix] (DirectGLES, MG_Util): widen three-channel formats for multisample textures
GLES has no colour-renderable three-channel format beyond RGB8, so glTexStorage2DMultisample rejects GL_RGB16 (and the SNORM variants) with GL_INVALID_ENUM and the texture is left with no storage at all - every draw into it then hit GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT and every read came back zero. The existing fallback machinery could not help: it picks one replacement format per requested format, from the driver's capabilities, and never re-checks that replacement against the target it is going to be used with. GL_RGB16's fallback is GL_RGB32F, which is a perfectly legal ES texture format and a perfectly illegal multisample storage format, and with EXT_texture_norm16 present no fallback was selected at all. Add PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget, applied only to multisample targets, mapping GL_RGB16 to GL_RGBA32F and the three-channel SNORM formats to GL_RGBA16F. Widening the channel count is safe precisely there and nowhere else: a multisample texture can never be uploaded to, only rendered into, so no transfer path has to expand three-channel client data, and the alpha a draw writes for a three-channel source is already the 1.0 the frontend format implies. The capability probe recomputes its fallback per target for the same reason, so the probed format and the format the texture is actually created with stay in agreement. |
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6de38c666c |
[Feat] (DirectGLES): support rectangle textures where the emulation is exact
ES has no rectangle target and no rectangle sampler, so DirectGLES declared
GL_TEXTURE_RECTANGLE unsupported outright: the texture was never synced or bound,
and SPIRV-Cross refused the shader ("Rectangle textures are not supported on
OpenGL ES") which left the whole program unlinkable.
A rectangle texture is a single-level, clamped 2D texture whose only real
difference is that its lookups take non-normalized coordinates. Where every use
takes *integer* texel coordinates - texelFetch, textureSize - that difference
does not exist at all, and the two are the same thing. So:
- A new SPIR-V pass rewrites Dim::Rect image types to Dim::2D before
transpiling, and restates the rectangle capabilities as Shader. It declines
any module containing a normalized-coordinate lookup rather than emitting
something subtly wrong; SPIRV-Cross then rejects that module exactly as
before, so nothing that used to work changes and nothing new renders wrongly.
- The target maps to GL_TEXTURE_2D for storage, uploads and binding, alongside
the existing 1D and 1D-array emulation.
Fixes KHR-GL31.texture_size_promotion.functional outright, which takes GL31 to
100% conformance. GL32/GL33 advance past their rectangle cases to a separate
GL_RGB16 multisample issue. No regressions across texture_swizzle, shaders30,
texture_lod_*, framebuffer_blit, packed_depth_stencil, transform_feedback,
clip_distance or draw_buffers; DirectVulkan re-verified unaffected.
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6b2a2b5e00 |
[Fix] (MG_Util): emulate GL_DEPTH_COMPONENT32 with the 24-bit sized format
GL_DEPTH_COMPONENT32 has no ES equivalent. The previous commit routed it to GL_DEPTH_COMPONENT32F, which gives the attachment storage but changes the encoding: the transfer type has to become GL_FLOAT for ES to accept the store, and the upload path hands over the caller's fixed-point GL_UNSIGNED_INT bytes unchanged, so the texels came out as garbage. GL_DEPTH_COMPONENT24 is the nearest sized ES format that keeps the same fixed-point encoding, so GL_UNSIGNED_INT still describes the data and no conversion is needed. Fixes KHR-GL33.texture_swizzle's GL_DEPTH_COMPONENT32 cases on the 2D and 2D-array targets; framebuffer_blit's GL_DEPTH_COMPONENT32 config still passes, since the depth values it compares are exactly representable in 24 bits. (The 1D and 1D-array targets still fail, but for the separate desktop-1D-on-ES emulation reason that also holds back texture_size_promotion.) |
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8b75628dec |
[Fix] (DirectGLES): depth/stencil clear value and readback gaps
Three separate holes, all of them silent, that KHR-GL3x.framebuffer_blit walks straight into because it clears and reads back depth and stencil directly: - glClearStencil was frontend-only. The value was recorded in render state and never synced, so the real driver kept its default of 0 and every glClear(GL_STENCIL_BUFFER_BIT) wrote zeros. glClearColor and glClearDepthf were already synced right next to it. - Stencil readback assumed GL_STENCIL_INDEX works. It is not part of core ES (it needs GL_NV_read_stencil) and a driver without it rejects the read outright, which left the caller's buffer untouched. Where the attachment is a combined depth-stencil buffer the packed GL_DEPTH_STENCIL read carries the same bytes in its low octet, so that is now the fallback; the widening to GL_UNSIGNED_SHORT/INT moved into the same helper, since even a byte-for-byte read needs it. - Depth readback always went through GL_UNSIGNED_INT. A floating-point depth attachment (GL_DEPTH_COMPONENT32F, GL_DEPTH32F_STENCIL8 - the latter is what dEQP's own fbo-surface-type wrapper framebuffer picks) rejects that with GL_INVALID_OPERATION and only reads back as GL_FLOAT. Try both. And one format gap behind the same test: GL_DEPTH_COMPONENT32 has no ES equivalent and was being normalized to the *unsized* GL_DEPTH_COMPONENT base format, which is not a legal glTexStorage/glRenderbufferStorage internal format there - the attachment ended up with no storage and the framebuffer read back as incomplete. GL_DEPTH_COMPONENT32F is the sized ES format that keeps the requested 32-bit depth footprint; the transfer type follows it to GL_FLOAT. Takes KHR-GL3x.framebuffer_blit from 0/3 to 2/3 (the remaining multisampled_to_singlesampled_blit_color_config_test is a separate single-channel MSAA resolve issue). Note that scissor_blit additionally needs the suite to run with a depth/stencil config the test agrees with (--deqp-gl-config-name=rgba8888d24s8): under FBO surfaces the test hardcodes GL_DEPTH24_STENCIL8 for its own buffers while dEQP's wrapper framebuffer defaults to GL_DEPTH32F_STENCIL8, and blitting depth between mismatched formats is a spec error that any conformant driver has to report. |
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3019c68945 |
[Fix] (MG_Util): glBindBufferBase must not freeze the buffer's size
BindBufferBase_State stored Range1D(0, bufferObject->GetSize()) as the binding
point's range, so the range reflected whatever size the buffer happened to have
at bind time. Binding an empty buffer and giving it storage afterwards is
ordinary application code - glGenBuffers / glBindBufferBase / glBufferData is
exactly the order KHR-GL3{0,2,3}.clip_distance.coverage uses - and the binding
then stayed frozen at [0, 0).
Every backend consumer reads GetRange() as the range the binding actually
covers, so the stale window meant the capture buffer was bound with
glBindBufferRange(..., 0, 0) instead of glBindBufferBase, transform feedback
captured nothing, and the test read back its pre-draw zeros. The same stale
range also under-counted the CPU-side transform feedback capacity accounting.
GL resolves a whole-buffer binding against the object's size at every use;
only glBindBufferRange pins a fixed window, and the binding point already
tracked which of the two it was for the glGetIntegeri_v START/SIZE queries.
GetRange() now resolves the non-explicit case dynamically.
Fixes KHR-GL3{0,2,3}.clip_distance.coverage on Espryt; transform_feedback stays
21/21 on all four versions, and DirectVulkan (lavapipe) re-verified unaffected.
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da6f75dbd1 |
[Fix] (DirectGLES): cap advertised GL_MAX_SAMPLE_MASK_WORDS to 1
MobileGL's sample-mask state is a single 32-bit word (RenderState:: SampleMaskValue) and SampleMaski_State() hard-rejects any maskNumber other than 0. DirectGLES forwarded the real underlying driver's GL_MAX_SAMPLE_MASK_WORDS unmodified (NVIDIA's GLES driver reports 2), so dEQP's per-test-case gluStateReset - which always calls glSampleMaski up to that reported word count - hit GL_INVALID_VALUE on word 1 after every single case and aborted the whole glcts process. Each restart only got through one more case before repeating, which run_cts_local.py recorded as a wall of per-case crashes (63 in packed_pixels.rectangle alone) and tripped its "many empty chunks" abort heuristic partway through the GL32 suite. 1 is the spec-required minimum and is what MobileGL actually implements, so cap to it instead of forwarding the raw driver limit. |
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4532cae175 |
[Feat] (MG_Impl, MG_Util): STENCIL_INDEX8 renderbuffers; report distinct D/S renderbuffers unsupported
GL_STENCIL_INDEX8 becomes a first-class internal format (VK_FORMAT_S8_UINT backing, metrics, classifiers, converters), so glRenderbufferStorage accepts it instead of leaving GL_INVALID_ENUM behind. Framebuffer completeness now also mirrors the renderer's gate for renderbuffers: distinct depth/stencil renderbuffer attachments (or a renderbuffer paired with a texture) report GL_FRAMEBUFFER_UNSUPPORTED - the spec only requires the same-image case - instead of passing completeness and then failing at draw/clear (verify_mixed_attachments.* now passes). |
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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. |
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95547ab9ce |
[Fix] (MG_Util): map GL adjacency primitives to their Vulkan topologies
GL_LINES_ADJACENCY / GL_LINE_STRIP_ADJACENCY / GL_TRIANGLES_ADJACENCY / GL_TRIANGLE_STRIP_ADJACENCY fell through to the TRIANGLE_LIST default, so adjacency draws assembled garbage. They now map to the matching *_WITH_ADJACENCY topologies (adjacency vertices are discarded by Vulkan when no geometry shader is active, matching GL semantics); KHR-GL33.primitive_restart.restart_mode passes. |
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1fb0eb0737 |
[Fix] (MG_Util): GL_FLOAT_32_UNSIGNED_INT_24_8_REV is 8 bytes per pixel
The packed-type size table listed the D32F+S8 client format at 4 bytes, so every GL_DEPTH32F_STENCIL8 upload copied only half its client data - the top half of such textures stayed zero (packed_depth_stencil verify_read_pixels/clear_buffer.depth32f_stencil8 now pass). |
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e6ebe7078d |
[Fix] (MG_Util, MG_State): reject reserved GLSL identifiers glslang accepts
glslang parses "packed" and "row_major" as plain identifiers outside a layout(...) list and accepts the reserved image*Shadow names outright. A comment/preprocessor-aware pre-scan in the compile path now fails such shaders with a proper info log, while layout(packed)/layout(row_major) qualifier lists stay legal (uniform_block family still passes). KHR-GL31/32/33.CommonBugs.CommonBug_ReservedNames now pass. |
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94a8f1e3f3 |
[Fix] (ShaderTranspiler): keep declared modern GLSL versions strict
Normalization rewrote every desktop core #version below 400 to 330 (and 400+ to 460), and a failed parse was retried at 460. Together these erased the declared version's rules: KHR-GL33 negative-compile cases (reserved names, parenthesized layout-qualifier values in a declared-420 shader, GLSL 4.5 mix() overloads at 330, precise in struct members) all compiled. Explicitly declared core versions >= 330 now keep their number, and the 460 retry only fires for sources whose directive carries the normalizer's own legacy marker - i.e. shaders that declared 110-150 (or nothing), which is the shader-pack compatibility case the retry exists for. Replaces the narrower arrays-of-arrays special case. |
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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. |