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.
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).
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.
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).
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.
UploadDirtyMipLevels used to skip D24S8/D32FS8 textures outright, leaving
glTexImage-supplied depth-stencil data unuploaded (KHR-GL33
texture_repeat_mode depth24_stencil8 and texture_swizzle depth-stencil
cases all sampled zeros). De-interleave the shadow's GL wire format into a
depth plane (X8_D24 word / float) and a stencil byte plane and record one
copy per aspect, with cross-conversion when the device backs the texture
with the other depth-stencil format.
Depth32FStencil8's shadow byte size also claimed 16 bytes/texel while the
stored wire format (GL_FLOAT_32_UNSIGNED_INT_24_8_REV) is 8; that mismatch
truncated every upload of it.
Also route a multisample-texture sample-count request through the device's
supported counts (round up, GL promises at-least semantics).