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.
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.*).
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.
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).
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.
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.
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.
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.
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.
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.
- every render pass declared colorAttachmentCount=8 (the full GL draw-buffer
slot span) with trailing VK_ATTACHMENT_UNUSED references, and Adreno
configures its per-pixel render-backend/export path from the DECLARED
count - so every fragment of every pass paid an 8-render-target export
cost; this was the bulk of the 1.5x per-pixel gap against
MobileGlues+ANGLE on the same Qualcomm driver (their subpasses declare
exactly the used span)
- measured on Adreno 650 / MC 26.2 / 1440x3044: total GPU frame time
11.9 -> 7.5 ms (-37%, now below ANGLE's 7.87 ms), the single-quad
swapchain blit pass alone 1.26 -> 0.40 ms, steady in-world FPS 82.8 -> 123
under the standard cooled-start protocol, matching the
MobileGlues+ANGLE+system-Vulkan benchmark of 123.8
- trailing UNUSED references are popped before the subpass is built (the
entry's colorAttachmentCount and every pipeline's colour-blend span follow
it); interior GL_NONE holes keep their slots so fragment-output locations
still line up
- the pipeline-side fragmentOutputMask check downgrades from assert to a
debug log: an output at a location past the trimmed span is discarded,
which is GL's defined behaviour for a draw buffer set to GL_NONE
- viewport, scissor, blend constants, depth bias, line width and the six
stencil parameters were re-emitted unconditionally for EVERY draw (~1500
vkCmdSet* per frame in MC 26.2, where ANGLE emits a handful), costing CPU
record time and GPU command-processor work for values that almost never
change between draws
- a recording-scoped shadow now drops any vkCmdSet* whose values match what
the command buffer already holds; valid because every PipelineFactory
pipeline declares the same eight dynamic states, so set values persist
across those binds
- the shadow resets at every command-buffer (re)begin (dynamic state does
not survive the boundary) and after binding the blit or depth-mipmap
pipelines, whose narrower dynamic sets make the untouched states undefined
and whose raw viewport/scissor writes bypass the shadow
- a draw whose sampled texture needs out-of-pass work (deferred clear
materialization or a sampled-layout transition) used to end the active
render pass - a full-target store+reload on a tiler - even when the only
ordering the work needs is 'before this draw'; MC 26.2 clears an overlay
texture every frame and samples it mid-pass, splitting the main scene pass
once per frame for nothing
- every frame slot now carries a second primary command buffer, submitted
strictly AHEAD of the frame command buffer in the same vkQueueSubmit; when
the open recording has not referenced the image yet (tracked via a
recording-generation stamp on the texture resource, advanced on every
frame-command-buffer begin and stamped at every recorded reference:
attachments at BeginRenderPass/attachment-write, sampled reads per draw,
layout transitions), the clear/transition is recorded there and the active
pass stays open - ANGLE's outside-render-pass command stream, restricted
to the provably reorderable case
- mid-frame flushes and readback submits close and carry the pre stream with
the frame buffer (it must never be submitted later than the recording it
was paired with), retiring both under the same submit index; dropped
recordings (present suspension, swapchain recreation) abandon it
- MaterializePendingClearForTexture's no-active-render-pass assert now
applies only to the frame command buffer, since the pre stream records
while a pass is open on the frame buffer by design
- EGL swap semantics make the presented colour buffer's content undefined at
its next acquire (EGL_BUFFER_DESTROYED, the implementation default) and
every ancillary depth/stencil buffer's content undefined after ANY swap,
yet the default-FBO render pass reloaded both with LOAD_OP_LOAD every
frame; SwapchainObject now tracks per-image content validity (defined when
a pass stores into the attachment, invalidated at present) and the
render-pass manager turns an undefined attachment's tile load into
LOAD_OP_DONT_CARE with initialLayout=UNDEFINED, keyed into both hashes so
the cached LOAD variants cannot be hit by mistake
- the default framebuffer's depth attachment is now attached ON DEMAND: a
draw with depth test and stencil test both disabled (GL: a disabled test
neither reads nor writes its buffer), and no pending depth/stencil clear,
resolves to a depth-less pass flavour, dropping the D24S8 tile load AND
store outright - MC 26.2 renders its GUI into its own FBO and only ever
blits colour to the default framebuffer, so its swapchain pass carried a
full-screen depth round-trip for nothing
- the flavour only escalates: an active depth-full pass absorbs depth-less
draws unchanged, while a depth-using draw against a depth-less pass
resolves to an incompatible entry and splits, its depth loading DONT_CARE
(the content was undefined all along); the depth-less flavour is folded
into ComputeHash and the per-draw fast-path memo so the two flavours can
never alias
- Every storage-capable colour texture was created MUTABLE_FORMAT, and Adreno
gives up bandwidth compression on an image that may be viewed as any format in
its compatibility class. MC's main render target therefore ran uncompressed;
in a fill-bound scene that is the whole frame budget. Measured on Adreno 650,
MC 26.2, same scene and camera, device cooled to 38-40C before each run:
65.3 -> 80.9 fps (+23.9%), GPU busy ~93% in both.
- VK_KHR_image_format_list (enabled when present) fixes it without giving up
mutability: VkImageFormatListCreateInfo names the exact formats a view may
use, so the driver can keep the image compressed. The set must be exhaustive
or the result is undefined - for sampled views it is exactly what
ResolveSampledImageViewFormat can return over the three numeric domains.
- glBindImageTexture may name any compatible format, which cannot be enumerated
ahead of time, so a texture bound to an image unit gets no format list. That
is what VK_IMAGE_USAGE_STORAGE_BIT becoming on-demand is for: it makes
"unmarked" mean "will never receive an arbitrary-format storage view", which
is what makes the list sound. Removing STORAGE is worth nothing on its own
(65.4 fps, measured) - only the mutability bound pays.
- MarkStorageImageTexture runs over every collected image-unit texture before
the probe loop in PrepareStorageImageTextures, because that loop stops at the
first texture needing work and would leave the rest unmarked. The mark makes
NeedsStorageImagePreparation report true, which is what ends the render pass,
so the recreate lands outside it.
- storageUsageResolved separates "not upgraded yet" from "this format can never
carry STORAGE", so a format whose optimalTilingFeatures lack STORAGE_IMAGE
cannot ask for a recreate that will never happen. SyncTexture's cross-draw
early-out also has to break on a pending upgrade or the recreate never runs.
- An upgrade recreates the image and carries its contents forward through
PreserveTextureContentsOnRecreate, which submits its own command buffer and
waits. Whatever the frame already recorded into the old image is still
unsubmitted, so that copy would read pre-frame content and this frame's
rendering into the texture would be lost - exactly the render-target-then-
image-unit case. PrepareStorageImageTextures now flushes first; it takes the
FrameData rather than a command buffer because the flush retires the current
one, and drops the sampled-descriptor-set memo that described it.