Commit Graph
92 Commits
Author SHA1 Message Date
Swung0x48 dd2a62228f [Fix, Feat, Test] (MG_Util, MG_Backend, MG_Impl, MG_State): correct the log severity ordering and unwind the diagnostics it silenced 2026-08-13 02:02:49 -04:00
swung0x48 9b0ed5b3af [Fix, Feat, Test] (MG_Impl, MG_Test): a specific compressed internalformat now tags the level it defines, and the compressed sub-image entry points stopped being stubs 2026-08-12 08:52:01 -04:00
swung0x48 8c5c39b3c3 [Feat, Test] (MG_Impl): glBindTextures and glBindImageTextures were no-op stubs while GL_ARB_multi_bind was advertised 2026-08-12 02:38:03 -04:00
BZLZHH 33ff177bb2 [Fix, Test] (MG_Impl, MG_State): advertised-extension conformance wave 1 - uniforms, validators, getters
First wave of the advertised-extension CTS campaign (targeted caselist: the
glcts groups of every extension both backends advertise, 4867 cases across the
KHR-GL41..46 namespaces). All frontend, shared by both backends:

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

Gate (headless Mesa, default config = async on): 570/570 unit at default and
with the kill switch; ext caselist Espryt 76.29% -> 77.87% (+81 fixed, 6
crashes -> 0, the whole list now runs in one glcts process), Magma 75.94% ->
77.58% (+80 fixed, 0 newly broken); KHR-GL33 full mustpass lost nothing
(9884/9886, the 2 known Mesa-drift failures); retrace smoke clean (the
bsl-GLES miss is the documented golden drift, bit-identical on the pristine
baseline). The 4 DirectGLES direct_state_access.renderbuffers_storage* cases
that turned red are a PRE-EXISTING GL_FRAMEBUFFER_SRGB cross-test leak,
A/B-proven on an unpatched 2e6fc1ff build - wave 1 removed the two accidental
maskers (a crash partition and a failing case whose error path reset the
state). Fixing the leak itself is queued.
2026-08-09 04:39:22 -04:00
BZLZHH 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.
2026-08-08 13:17:58 -04:00
BZLZHH 4ce808b9f2 [Feat] (MG_State, MG_Impl, MG_Backend): let a bound program pipeline actually draw
The pipeline object bookkeeping landed already - names, stage slots, queries -
but nothing consumed it. Every draw asked the context for the current program,
got null because a pipeline is used with program zero, and drew nothing;
glCreateShaderProgramv was still a stub returning zero, so
direct_state_access.program_pipelines_functional could not even build its stage
programs and reported InternalError on both backends.

glCreateShaderProgramv is written as the exact call sequence the spec defines it
to be, with one deviation that matters: the link goes straight to
ProgramObject::Link(false) rather than through LinkProgram, because LinkProgram
injects a default fragment shader into a program that has none - correct for a
whole program, wrong for a separable vertex-stage one whose fragment stage comes
from the pipeline. glDetachShader defers removal to the next link, so the program
keeps the shader object it was built from while correctly no longer reporting it
attached. GL_PROGRAM_SEPARABLE joins glProgramParameteri and glGetProgramiv.

Everything downstream of a draw - both backends, the uniform plumbing, the draw
validation - is written against one linked program, so rather than teach all of
it about stages, the pipeline is flattened: GetProgramForDraw() composites the
stage programs' shaders into a single hidden program object and caches it against
a signature of each stage program's lifetime id and link generation, so it is
rebuilt exactly when a stage or a stage's link changes. The composite carries no
GL name - it must not answer glIsProgram, and it must not consume a name the
application could be handed.

Uniform entry points get their own resolver rather than sharing that one:
glUniform* addresses the pipeline's active program, not the composited draw
program. GL_CURRENT_PROGRAM still reads the program in use, which is zero here.

Fixes program_pipelines_functional on both backends.
2026-08-05 07:20:42 -04:00
BZLZHH 300b458132 [Feat] (MG_State, MG_Impl): give program pipelines their object and their state
Every program pipeline entry point was an export stub, and the stub macro's
`return (type)1` made glIsProgramPipeline answer GL_TRUE for anything - including
the names glGenProgramPipelines had never written. All four
direct_state_access.program_pipelines cases failed.

ProgramPipelineObject holds what GL 4.6 core 7.4 says a pipeline is: a program
reference per shader stage, the active program glProgramUniform* addresses, a
validate status and an info log. Its validate status starts false, unlike
ProgramObject's, because a pipeline that has never been validated must report
GL_VALIDATE_STATUS as 0.

The name rules follow the shape queries and transform feedbacks already use, and
which the CTS checks first: glGenProgramPipelines only RESERVES a name and
glIsProgramPipeline answers GL_FALSE for it; the object appears on first bind, or
immediately from glCreateProgramPipelines. Map membership is object existence -
a pipeline, unlike a transform feedback, has no stateful default object zero, so
no everBound flag is needed.

glGet(GL_PROGRAM_PIPELINE_BINDING) reports the real binding now instead of a
hardcoded zero whose comment said the entry points were stubbed.

This is the state half only. program_pipelines_functional needs mixed-stage
rendering - a vertex-only and a fragment-only program drawn together - and stays
failing; glCreateShaderProgramv is deliberately left stubbed until that lands, so
nothing can half-work in between.

Takes program_pipelines_creation, _defaults and _errors from failing to passing
on both backends.
2026-08-05 05:43:13 -04:00
BZLZHH 1f1a331a44 [Feat] (MG_Impl, MG_State): implement the framebuffer parameter getters and setters
glFramebufferParameteri, glGetFramebufferParameteriv and their two by-name
siblings were all export stubs - the GL_ARB_framebuffer_no_attachments entry
points. The stub raises no error and writes nothing, so
direct_state_access.framebuffers_get_parameter_errors saw GL_NO_ERROR for all
three conditions it checks.

FramebufferObject gains the five DEFAULT_* parameters as real state, initialised
to GL 4.6 core table 23.24 and bumping the object version on a write like the
read buffer does. The getter answers those plus the six derived names -
GL_SAMPLES and GL_SAMPLE_BUFFERS from the attachments' sample counts,
GL_IMPLEMENTATION_COLOR_READ_FORMAT/_TYPE from the read buffer's internal format,
GL_DOUBLEBUFFER true only for the window-system framebuffer, GL_STEREO false
because stereo surfaces are not exposed - which is what glGetIntegerv already
reports for the bound framebuffer.

The pname rules live in ValidateFramebufferParameterPname, and their ORDER is
load-bearing: a name outside the table is INVALID_ENUM, and only a name that IS
in the table but that the default framebuffer cannot answer is INVALID_OPERATION.
Testing the framebuffer kind first would answer INVALID_ENUM for
GL_FRAMEBUFFER_DEFAULT_WIDTH on framebuffer zero, which is exactly the third
thing the case checks. The by-name forms take zero as the default framebuffer,
like the other DSA framebuffer entry points.

Rendering to a framebuffer with no attachments is deliberately NOT enabled by
this: CheckCompleteness still reports INCOMPLETE_MISSING_ATTACHMENT, because no
backend can rasterize one. The state is real and the queries are honest; the
draw path is a separate piece of work.

Takes framebuffers_get_parameter_errors from failing to passing on both backends,
with framebuffers_get_parameters - which passed only because both getters were
stubs leaving the CTS's zero-initialised comparands untouched - still passing.
2026-08-05 05:33:31 -04:00
BZLZHH 81604d5596 [Feat] (MG_Impl, MG_Test): validate the direct-state-access texture copies
CopyTextureSubImage1D and 3D were do-nothing stubs and the 2D form checked only
its effective target, so all 28 conditions in
direct_state_access.textures_copy_errors went unreported: level and region
bounds, and every read-framebuffer precondition.

The read-framebuffer half lands in FramebufferImpl as ValidateReadFramebufferForCopy -
incomplete read framebuffer (INVALID_FRAMEBUFFER_OPERATION), a read buffer that
names no attachment, and a multisampled read buffer (both INVALID_OPERATION). It
decides multisampledness by attachment kind rather than by sample count alone,
because a TEXTURE_2D_MULTISAMPLE attachment sets SAMPLE_BUFFERS even when its
sample count is one - which is exactly what the CTS attaches, and what a
renderbuffer-only check would have missed.

The texture half is ValidateCopyTextureSubImage, shared by all three forms; 1D
and 3D also get the effective-target rule their form specifies.

NOTE: the copy itself is still not implemented for 1D and 3D - CopyTexSubImage1D_State
and CopyTexSubImage3D_State remain TODOs and no backend exposes anything but a
2D blit - so direct_state_access.textures_copy stays red. Only the errors are
complete, which is what un-stubbing these two entry points buys; both carry a
comment saying so.

CopyTextureSubImage2DUsesNamedObjectAndRestoresBinding had been passing a
storage-less texture and no read framebuffer, which the new validation correctly
rejects. It now sets up a legal copy, so it still measures the by-name plumbing
it was written for.

Takes direct_state_access.textures_copy_errors from failing to passing on both
backends.
2026-08-05 01:54:39 -04:00
BZLZHH 31ea6aa5a3 [Feat] (MG_Impl): give the by-name texture image queries their error set
glGetTextureImage resolved a texture by name and went straight to the read,
skipping every object-level rule glGetTexImage enforces through
GetTexImage_State - and on DirectVulkan it skipped the level checks in
CopyTextureImageToClientOrPBO_State as well, because that backend answers
GetTextureImage itself. Fifteen of the sixteen conditions in
direct_state_access.textures_image_query_errors went unreported.

The object-level half of that error set now lives in ValidateTextureImageQuery
and both entry points run it. Three rules are new rather than merely relocated:

- Multisample and buffer textures are not in the accepted target list; neither
  has a single image to return.
- The destination-size checks (bufSize, and the span written into a bound pixel
  pack buffer) move ahead of the read. They existed, but downstream of it, where
  any early bail-out - an unmapped level, a pack step that declines the format -
  swallowed them. Both measure the tightly packed span summed over the object's
  faces, which is the least a query can produce, so nothing that would have fit
  is rejected.
- IsDepthLikeInternalFormat had no case for StencilIndex8, so a colour client
  format read back against a stencil-only texture looked like a matching pair.

glGetCompressedTextureImage was a do-nothing stub. It validates the name and the
level, then reports INVALID_OPERATION: no format MobileGL can hold is
compressed, and answering GL_NO_ERROR without writing would hand the caller
stale memory - the same reasoning GetCompressedTexImage_State already follows.

Takes direct_state_access.textures_image_query_errors from failing to passing on
both backends.
2026-08-05 01:46:10 -04:00
BZLZHH 18c1a4d586 [Feat] (MG_Impl): implement the query getters that write into a buffer object
glGetQueryBufferObjectiv and its three siblings were stubs. They are the ordinary query
getters with the destination changed from client memory to a buffer object, so everything
about the query itself - the name, whether it is still active, the parameter - is already
answered by the shared GetQueryObjectValue, including the errors it raises.

What was left is the destination: a negative offset is INVALID_VALUE, a name that is not a
buffer object is INVALID_OPERATION, and so is a write that would run past the end of the
buffer. The four differ only in the width they store, so they share one template.

direct_state_access.queries_errors passes on both backends, putting the group at 4 of 5.
queries_functional now reaches further into the test and ends in an unrelated InternalError
rather than a plain failure.
2026-08-05 00:36:53 -04:00
BZLZHH 66ac3486e1 [Feat] (MG_Impl): validate the framebuffer invalidation entry points
glInvalidateFramebuffer, glInvalidateSubFramebuffer and their two by-name forms were all
stubs, so every call - including the malformed ones - returned quietly with no error.

These four only grant permission to throw the named attachments' contents away, and keeping
them satisfies "the contents become undefined", so the frontend validates the call and
leaves the contents alone. Actually discarding is a bandwidth optimisation that would need a
backend dependency; it can be added later without changing what any of these promise.

The validation is where the real content is. Which tokens name an attachment depends on
which framebuffer is affected: the default framebuffer has buffers (FRONT_LEFT and company)
and a framebuffer object has attachment points, so a token from the wrong set is
INVALID_ENUM. A COLOR_ATTACHMENTm past GL_MAX_COLOR_ATTACHMENTS is different in kind - a
well-formed enum naming a point that does not exist - and is INVALID_OPERATION, which the
existing colour-attachment range validator already expresses. Negative counts and negative
sub-region extents are INVALID_VALUE.

direct_state_access.invalidate_data_and_subdata_errors passes on both backends.
2026-08-05 00:31:46 -04:00
BZLZHH bd710078fc [Feat] (MG_Impl): implement glGetNamedBufferSubData
The by-name read was a stub, so it left the caller's buffer untouched and a test comparing
it against a reference saw whatever that memory already held. Its by-target sibling
glGetBufferSubData was already implemented, so this is that function with the buffer
resolved by name instead of through a binding: the same non-negative offset and size check,
the same bound-by-the-buffer's-size check, the same refusal to read a buffer mapped without
GL_MAP_PERSISTENT_BIT, and the same SyncGpuWrites before the download so a GPU-side write
that has not landed yet is not missed.

Resolving by name reports INVALID_OPERATION for a name that is not a buffer, which the
by-target form expresses as "target is bound to no buffer object" instead.

direct_state_access.buffers_get_named_buffer_subdata passes on both backends.
2026-08-05 00:01:20 -04:00
BZLZHH 19932f9e49 [Feat] (MG_Impl, MG_Backend): implement the integer direct state access framebuffer clears
glClearNamedFramebufferiv and glClearNamedFramebufferuiv were stubs, so a clear through
them was silently dropped and the attachment kept whatever it held. Their float siblings
were already implemented, which is what made the gap look like a rendering bug rather than
a missing entry point.

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

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

direct_state_access.framebuffers_clear_errors passes on both backends, and
framebuffers_clear passes on Espryt. Magma still fails that one, for a separate reason on
the materialization side rather than in these entry points.
2026-08-04 23:41:28 -04:00
BZLZHH dac02ca044 [Feat] (MG_Impl, MG_State): implement the direct state access transform feedback API
glCreateTransformFeedbacks, glTransformFeedbackBufferBase, glTransformFeedbackBufferRange
and the three glGetTransformFeedback* queries were all stubs, so a transform feedback
object could only be configured and inspected by binding it first - the exact thing
direct state access exists to avoid. The queries were the worse half: they returned
nothing and raised no error, so an application could not tell that it had learned
nothing.

glCreateTransformFeedbacks creates the objects outright. glGenTransformFeedbacks only
reserves names, and a reserved name becomes an object when it is first bound
(GL 4.6 core 13.2.1); the DSA form has no bind step to create them from.

The queries and the buffer bindings read and write a named object's state. That state
lives in two places: the context keeps one live copy of the capture bindings and the
active/paused flags for whichever object is bound, and every other object's copy sits in
its saved state until a bind swaps it in. The by-name accessors added to the context
resolve that, so a query for the bound object reads the live copy rather than a stale
save.

GL_TRANSFORM_FEEDBACK_BUFFER_START and _SIZE are answered as zero unless the binding was
made by the range form, matching what the buffer object binding points already do.

Takes direct_state_access.xfb_* from 0 to 4 of 5 on both backends; xfb_functional still
fails on the capture itself, which is a separate defect.
2026-08-05 02:16:48 +00:00
BZLZHH 42fd02d82f [Fix] (MG_Impl, MG_State): give the vertex buffer binding points a real state view
The binding-point half of ARB_vertex_attrib_binding was implemented, but nothing
outside it could see the result. glGetIntegerv answered GL_MAX_VERTEX_ATTRIB_BINDINGS,
GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET and GL_MAX_VERTEX_ATTRIB_STRIDE with a hardcoded
0 and a comment saying the entry points were stubs, which they no longer are. An
application that sizes its loops off those limits therefore saw none, and every
"bindingindex must be less than MAX_VERTEX_ATTRIB_BINDINGS" check silently accepted
everything because the limit it validated against was not the one it reported.

The indexed getters answer GL_VERTEX_BINDING_{BUFFER,DIVISOR,OFFSET,STRIDE} from the
bound vertex array now, and the non-indexed getter reports them as indexed-only rather
than returning a fabricated 0.

glVertexAttribPointer is defined in terms of the binding model: it also points the
attribute at its own binding point and gives that point the buffer, the pointer as the
offset and the effective (never zero) stride. MobileGL resolved the pointer form
straight into the flat attribute view and left the binding point untouched, so
GL_VERTEX_BINDING_OFFSET read back 0 for every attribute set up the classic way. The
flat view keeps the raw stride, because GL_VERTEX_ATTRIB_ARRAY_STRIDE reports that
argument verbatim, so the binding point is recorded alongside it rather than resolved
from it. glVertexAttribDivisor likewise now moves the binding point's divisor.

The by-name entry points reject vertex array 0. MobileGL keeps a real object at index 0
for the compatibility paths, so the name validation used to let the default vertex array
through a direct-state-access call that has no such thing.

glVertexAttribFormat and friends validated with the pointer-only subset, which reports
GL_BGRA as an out-of-range size instead of applying the BGRA rules, and never saw
relativeoffset at all. They share the full format validation now, which also grew the
GL_UNSIGNED_INT_10F_11F_11F_REV rules - that type has no DataType of its own, so it has
to be recognised before the conversion turns it into Unknown and reports the wrong error.

glVertexAttribLFormat and glVertexArrayAttribLFormat were stubs. They validate their
arguments now and then report that 64-bit vertex attributes are unsupported, which is
honest; silently accepting a format that can never be used is not.

Takes direct_state_access.vertex_arrays_* from 12 to 17 of 19 on both backends.
2026-08-05 02:16:32 +00:00
BZLZHH 6359b0002b [Feat] (MG_Impl, MG_State): implement the DSA vertex array queries
glGetVertexArrayiv, glGetVertexArrayIndexediv and glGetVertexArrayIndexed64iv
were stubs, so nothing could read a vertex array's state without binding it
first -- the exact thing direct state access exists to avoid.

They read the state the vertex array already holds. Two accessors were needed for
that: the relative offset and the binding points, which are the binding-point
view the flat per-attribute state was resolved from and cannot be reconstructed
from the resolved form.

Note the index means different things by entry point: for the 32-bit indexed
query it is an attribute, but GL_VERTEX_BINDING_OFFSET names a vertex buffer
binding point directly (GL 4.6 core 10.3.1). GL_VERTEX_ATTRIB_ARRAY_LONG is
answered GL_FALSE throughout, which is honest while 64-bit vertex attributes are
unsupported.

Takes direct_state_access.vertex_arrays_* from 8 to 12 of 19 on Espryt.
GL_VERTEX_BINDING_OFFSET still reads back 0: the query is right but the offset is
not reaching the binding point, which is a separate defect further up.
2026-08-04 21:16:59 -04:00
BZLZHH c186f5f255 [Feat] (MG_Impl): implement glCreateQueries and stop treating a reserved name as a query
glGenQueries only reserves names; a name becomes a query object when it is first
used with BeginQuery or QueryCounter (GL 4.6 core 4.2.1). MobileGL created the
live object eagerly at glGenQueries time and glIsQuery reported every reserved
name as an object, with a comment noting the shortcut.

The registry already distinguished the two states -- a target of 0 means the name
has never been used -- so glIsQuery now consults it, and a name that came from
glCreateQueries carries a flag saying it is an object regardless.

glCreateQueries itself was a stub. It creates the objects outright with their
target already fixed, which is the whole point of the DSA form: there is no
binding step to infer the target from later.
2026-08-04 21:07:18 -04:00
BZLZHH bb582203d9 [Feat] (MG_Impl, MG_State, MG_Util): attach a buffer texture to a range of its buffer
glTexBufferRange, glTextureBuffer and glTextureBufferRange were all stubs, so a
buffer texture could only ever be attached through glTexBuffer -- by binding, and
always to the whole buffer.

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

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

GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT reported 0 with a comment explaining that the
range entry points were stubbed. It now reports what the device actually requires
-- minTexelBufferOffsetAlignment on Vulkan, the driver's own value on GLES -- and
the range entry points enforce it. Zero was never a legal answer; the minimum is
1, and an application that trusted it would have built unaligned offsets.
2026-08-04 20:53:53 -04:00
BZLZHH f39e6eb82d [Feat] (MG_Impl): implement glReadnPixels
It was exported as a stub: it logged a warning and returned, leaving the caller's
buffer untouched. Anything reading back through it saw whatever the destination
already held, which for a freshly allocated vector is zeros -- so every
direct_state_access texture test comparing a readback against reference data
failed without a GL error to explain it.

glReadnPixels is glReadPixels with a bound on how much it may write (GL 4.6 core
18.2.8, originally GL_ARB_robustness) and is identical in every other respect, so
it validates and reads through exactly the same path once the destination is
known to be big enough.

Sizing the read honours the GL_PACK_* state: rows are padded to GL_PACK_ALIGNMENT
and laid out GL_PACK_ROW_LENGTH wide, with the skip parameters offsetting the
first texel. The last row is deliberately not padded -- nothing follows it to
align -- which is what makes a tightly-sized destination legal.
2026-08-04 20:33:14 -04:00
BZLZHH 38497174c8 [Feat] (MG_Impl): implement the double-precision uniform state
glUniform*d, glUniformMatrix*dv, their glProgramUniform twins and glGetUniformdv were
all stubs - 35 entry points - so a GL 4.0 program's double uniforms could be declared
and located but never set or read. Worse, glGetUniformfv on one did reach the storage:
the generic getter memcpy'd the uniform's declared size into the caller's buffer, so a
4-byte float pointer received 8 bytes. That overrun is what took the process down in
KHR-GL40.gpu_shader_fp64.fp64.state_query.

The upload path is already templated on the component type, so the vector forms are
wiring. A matrix is not: the column stride the linker used for a double matrix is not
the 16 bytes a float one gets. It is not guessed - the slot the uniform was given is
exactly `columns` columns wide, so dividing states the stride the rest of the pipeline
already agreed on, for both the upload and the readback.

The four getters now convert instead of reinterpreting when the uniform holds doubles,
following GL 4.6 core 7.6: round to nearest for the integer queries, and clamp into the
queried type's range so a negative double read through glGetUniformuiv is 0 rather than
its two's complement.

The case still fails one step further on, where it queries the same uniforms through
GL_ARB_program_interface_query: those calls are answered by the backend program, and an
fp64 shader has none - ESSL has no doubles, so it never links. Answering them from the
frontend reflection is a separate change.
2026-08-04 11:06:15 -04:00
BZLZHH 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.
2026-08-04 10:58:14 -04:00
BZLZHH 2dcc15bb0e [Feat] (MG_Impl, DirectGLES): advertise GL_ARB_get_program_binary with no binary format
glProgramParameteri is not core before GL 4.1, so in the 4.0 context the CTS runs it
only exists through GL_ARB_get_program_binary or GL_ARB_separate_shader_objects.
MobileGL advertised neither, so dEQP's loader left the entry point null - and
KHR-GL40.api.coverage, which registers glProgramParameteri from GL 3.2 upwards, called
straight through the null pointer and took the process down.

GL_NUM_PROGRAM_BINARY_FORMATS was already 0, and the extension explicitly allows an
implementation to support no binary format at all; that is the honest state of things
here, since a MobileGL program is a glslang link plus a per-backend translation with no
serialised form. So the extension is advertised for what it really provides:
glProgramParameteri stores GL_PROGRAM_BINARY_RETRIEVABLE_HINT (reported back by
glGetProgramiv alongside a GL_PROGRAM_BINARY_LENGTH of zero), glGetProgramBinary is the
INVALID_OPERATION the spec requires when that length is zero, and glProgramBinary
rejects every format with INVALID_ENUM and leaves the program's LINK_STATUS false.

Applications that ask for a binary get the documented "no formats" answer and fall
back, which is what they already had to do - only now they can ask.
2026-08-04 10:27:23 -04:00
BZLZHH 76f37a18e6 [Feat] (MG_State, MG_Impl, DirectGLES): transform feedback objects, pause/resume and the special capture names
GL 4.0 folds ARB_transform_feedback2 and _3 into core, and neither existed:
glGenTransformFeedbacks, glBindTransformFeedback, glDeleteTransformFeedbacks,
glIsTransformFeedback, glPause/ResumeTransformFeedback, the whole
glDrawTransformFeedback family and glBegin/EndQueryIndexed were all stubs, and
gl_NextBuffer / gl_SkipComponents1..4 failed the link as "not an output of the vertex
stage". Seven KHR-GL40.transform_feedback* cases failed on it, three of them by
leaving a capture open at deinit and taking the process down.

Objects. The capture state and the indexed GL_TRANSFORM_FEEDBACK_BUFFER bindings are
object state, but the context keeps one live copy of both, which is what every
existing reader - each backend's per-draw sync, the drawing and getter paths - is
written against. Rather than teach all of them about objects, a bind saves the live
copy into the outgoing object and restores the incoming one's. Object 0 is the
default object and needs no seeding; operator[] materialises the rest on first touch.

Pause. A paused span captures nothing, and three rules key off that: a draw is exempt
from the capture primitive-mode match, it feeds PRIMITIVES_GENERATED but not
TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN, and glUseProgram is allowed again (that last
one was already refused for an active capture, correctly for GL 3.3, which has no
pause).

glDrawTransformFeedback replays the vertices the object captured in its last completed
span, recorded at End. "Has a completed span" is tracked separately from that count,
because a completed empty span draws nothing while an object that never ended one is
INVALID_OPERATION. Drawing from the object whose capture is currently open is
deliberately allowed - feeding a result straight into the next span is the point of
KHR-GL40.transform_feedback.draw_xfb_feedbackk_test.

DirectGLES gets a real driver object per frontend object. That is the only reason the
default one would not do: several objects can be paused at once, and a paused span
lives inside the driver's object. The deferred driver-side Begin (still needed - ES
wants the program current and the buffers bound) now also has to be held back while
the span is paused, or a pause taken before the first draw would open the span on that
draw and subject it to the primitive-mode rule it is exempt from.

Special names. gl_NextBuffer and gl_SkipComponents<n> are consumed during varying
resolution and never become varyings of their own, so they only move where the
following ones land - and stay out of the name list the backend declares on its own
driver. ES cannot express the resulting layout at all: it packs every captured varying
into one gap-free record. So when the layout has holes or spans several buffers,
DirectGLES captures into a scratch buffer bound in place of the application's, and
End distributes the records to the offsets GL asked for. Only the bytes a varying
occupies are written, which is exactly what makes the holes keep the contents the
application left there - the property KHR-GL40.transform_feedback3.skip_components
checks.

glBegin/EndQueryIndexed and glGetQueryIndexediv differ from the plain forms only in the
vertex stream they address, so they validate the index and forward. GL_MAX_VERTEX_STREAMS
stays at 1: multi-stream capture needs ARB_gpu_shader5 stream qualifiers that no ES
driver implements, and the CTS cases that need more than one stream check the limit and
skip.

KHR-GL40.transform_feedback, transform_feedback2 and transform_feedback3: 38/38.
2026-08-04 10:18:53 -04:00
BZLZHH 48dd1c5956 [Feat] (MG_State, MG_Impl): transform feedback state, validation and reflection
First stage of GL 3.0 transform feedback: glTransformFeedbackVaryings /
glGetTransformFeedbackVarying / glBeginTransformFeedback /
glEndTransformFeedback were unimplemented stubs. This adds

- per-program capture state: requested varyings apply on the next link and
  resolve against the last vertex-processing stage's linker objects (with
  gl_Position/gl_PointSize handled as builtins), failing the link on
  unknown or duplicate names or exceeded interleaved/separate limits, with
  offsets and strides computed per GL rules;
- context Begin/End state with the GL 3.3 error semantics: invalid
  primitive modes, redundant Begin/End, missing program or capture-buffer
  bindings, primitive-mode compatibility at draw time, and the
  while-active prohibitions on rebinding capture buffers, switching
  programs, and relinking the captured program;
- GetProgramiv TRANSFORM_FEEDBACK_* queries and a 4-slot bound on indexed
  GL_TRANSFORM_FEEDBACK_BUFFER binding points.

KHR-GL33.transform_feedback api_errors/linking_errors/get_xfb_varying now
pass; GPU-side capture is the remaining stage.
2026-07-31 17:08:37 -04:00
swung0x48 6839219c10 [Fix] (GLImpl): report GL_NO_ERROR from glGetGraphicsResetStatus
- The generic export stub returned (GLenum)1; dEQP reads any non-zero status as a lost device
- It is polled after every case (gl3cTestPackages.cpp:121) and sets QP_TEST_RESULT_DEVICE_LOST
- Under the default --deqp-terminate-on-device-lost=enable that tears the whole CTS run down
- MobileGL tracks no GPU resets, so GL_NO_ERROR ("no reset detected") is the honest, spec-correct answer
- Routed through GLImpl::GetGraphicsResetStatus like every other entry point, no inline body in Definitions.cpp
2026-07-21 02:40:15 -04:00
swung0x48 57cc652b1d [Fix] (MG_Impl/GLImpl): glIsTransformFeedback reports GL_FALSE instead of claiming every name it is handed is a live transform feedback object 2026-07-20 21:02:52 -04:00
swung0x48 e5388c0e7e [Fix] (MG_Backend, MG_Impl, ShaderTranspiler, MG_Test): support iterationRP custom images and storage format reinterpretation 2026-07-20 02:35:30 -04:00
swung0x48 e18d369adf [Feat] (MG_Impl/GLImpl, MG_State): implement glPrimitiveRestartIndex
Store the primitive restart index as render state and report it through
glGetIntegerv(GL_PRIMITIVE_RESTART_INDEX), replacing the stub and the
hardcoded 0 in the getter.

- RenderState gains a PrimitiveRestartIndex field (default 0) with
  set/get accessors and GLContext wrappers.
- glPrimitiveRestartIndex accepts any GLuint and generates no error.
- glGetIntegerv(GL_PRIMITIVE_RESTART_INDEX) now reads the stored value.

This is the state layer only. The backends do not yet honor an arbitrary
restart index at draw time -- Vulkan and GLES support only the fixed
all-ones restart value (GL_PRIMITIVE_RESTART_FIXED_INDEX) -- so a non-
default index is tracked and queryable but not yet applied to indexed
draws.

Tests: RenderStateSanity round-trip (default 0, mid value, and the full
32-bit range). Full SanityTest sweep green (31/31).
2026-07-11 00:43:45 -04:00
swung0x48 22ac8a8c10 [Feat] (MG_Impl/GLImpl, MG_State): implement glBindFragDataLocationIndexed
Bind a fragment output to both a color number and a color index (0 or 1
for dual-source blending), and report the bound index back through
glGetFragDataIndex.

- ProgramObject now tracks a per-output color index alongside the
  location: SetExplicitFragmentOutIndex stores it, it is snapshotted into
  the linked map at link time (like the location map), and
  GetFragmentDataIndex returns it (0 by default) for an active output.
- glBindFragDataLocation becomes glBindFragDataLocationIndexed with index
  0, matching the GL definition, so it also resets a previously-bound
  index to 0.
- Validation: index must be 0 or 1 (GL_INVALID_VALUE); colorNumber is
  bounded by GL_MAX_DRAW_BUFFERS for index 0 and GL_MAX_DUAL_SOURCE_DRAW_BUFFERS
  (reported as 1) for index 1 (GL_INVALID_VALUE); a gl_ name is
  GL_INVALID_OPERATION.
- glGetFragDataIndex now returns the real bound index instead of a
  hardcoded 0.

The index is tracked for reflection but is not yet plumbed into dual-source
blend rendering, and shader-side layout(index=) qualifiers are not
reflected -- both documented at the call sites.

Tests: index round-trip through a re-link (bind 1 -> GetFragDataIndex == 1;
glBindFragDataLocation resets to 0), plus the validation error table;
mutation-verified end to end. ProgramTest 24/24.
2026-07-11 00:39:23 -04:00
swung0x48 9ffcb23877 [Feat] (MG_Impl/GLImpl): implement glGetFragDataIndex
Fill the stubbed GL 3.3 Core glGetFragDataIndex, mirroring its already-
implemented sibling glGetFragDataLocation: validate the program object and
link status, then return the fragment color index the name binds to.

Every active user-defined output uses color index 0. MobileGL does not yet
track dual-source (index 1) bindings -- glBindFragDataLocationIndexed and
the layout(index = 1) qualifier are unsupported -- so the result is exact
for any program that does not use dual-source blending; a name that is not
an active output (including gl_ built-ins) returns -1.

Tests: assertions on the existing linked-program test (valid output -> 0,
unknown name -> -1) plus a standalone invalid-handle case. The invalid-
handle test drains the error queue it produces so no stale error leaks
into a later test (the ProgramTest fixture does not reset it). ProgramTest
24/24.
2026-07-11 00:03:08 -04:00
swung0x48 dc3c2cc5c7 [Feat] (MG_Impl, MG_Backend, MG_State): implement glMultiDrawArrays and glGetBufferSubData
Two previously-stubbed GL 3.3 Core entry points.

glMultiDrawArrays: mirrors the existing glMultiDrawElements(BaseVertex)
architecture end to end -- a new MultiDrawArrays backend function-table
slot dispatched from the frontend after program/primitive-mode validation
(plus a drawcount < 0 -> GL_INVALID_VALUE guard).
- DirectGLES: PrepareForDraw once, then loop native glDrawArrays with the
  same per-range client-side array upload the single DrawArrays does.
- DirectVulkan: build a MultiDrawCmd payload and hand it to a new
  VulkanRenderer::MultiDrawArrays, which does one SetupDraw over the union
  of the sub-draw vertex ranges and then a vkCmdDraw per range (mirrors
  VulkanRenderer::MultiDrawElements).

glGetBufferSubData: reads a range of the bound buffer's CPU shadow into
client memory via a new BufferObject::DownloadSubData, with the same
validation shape as BufferSubData (INVALID_VALUE for negative/overflowing
range, INVALID_OPERATION for no bound buffer or a non-persistent mapped
buffer). The shadow reflects CPU writes and backend write-backs but not
arbitrary GPU-side writes, which is documented on the method.

Tests: 2 BufferTest cases for glGetBufferSubData (round-trip read of a
middle range and the whole buffer, plus out-of-range/negative/no-buffer
errors). BufferTest 32/32, SanityTest 30/30, VertexArrayTest 42/42;
library builds clean. (The glMultiDrawArrays draw paths are not
runtime-testable on this host and are compile-verified against the tested
MultiDrawElements pattern.)
2026-07-10 23:46:14 -04:00
swung0x48 0cada09aa7 [Feat] (MG_Impl/GLImpl): implement 8 packed glVertexAttribP*ui current-value setters
glVertexAttribP{1,2,3,4}ui and their *uiv forms set the CURRENT generic
vertex attribute value from a packed 2_10_10_10_REV word (they are the
packed members of the immediate VertexAttrib* family, not the array-format
path), so they funnel into SetCurrentVertexAttributeFloat and reuse the
existing index validation.

- Add DecodePacked2101010: unpacks x=[0..9], y=[10..19], z=[20..29] (10-bit)
  and w=[30..31] (2-bit) from one 32-bit word. Signed fields are two's-
  complement (sign-extended per width); normalized conversion uses the
  GL 3.3 (2c+1)/(2^b-1) form (10-bit /1023, 2-bit /3), matching the
  existing NormalizeSigned* helpers -- NOT the GL 4.2 clamp form.
- type accepts only GL_INT_2_10_10_10_REV / GL_UNSIGNED_INT_2_10_10_10_REV
  (GL_INVALID_ENUM otherwise; the 4.4-era 10F_11F_11F_REV is not legal in
  3.3). P1/P2/P3 consume the first 1/2/3 components; the rest take the
  (0,0,0,1) defaults and are cleared each call. The *uiv forms dereference
  a single packed word, not an array.

Tests: 4 VertexArrayTest cases (unsigned decode, signed GL-3.3 formula,
component-count/defaults, type/index/uiv validation). The signed test is
mutation-verified: z==0 -> 1/1023 fails against the GL 4.2 form.
VertexArrayTest 38/38, SanityTest 30/30.
2026-07-10 23:07:13 -04:00
swung0x48 5e8106114f [Feat] (MG_Impl/GLImpl, MG_State, MG_Backend): implement glColorMaski
Promote the color writemask to per-draw-buffer state and implement the
indexed glColorMaski entry point (previously a stub), plus its read-back
through glGetBooleani_v.

- RenderState: replace the single BoolVec4 ColorMask with an array of
  MAX_DRAW_BUFFERS masks, all initialized to true. SetColorMask now
  broadcasts to every draw buffer (glColorMask semantics); GetColorMask
  returns draw buffer 0. Add indexed set/get accessors + GLContext
  wrappers.
- glColorMaski sets only the addressed draw buffer; out-of-range index
  raises GL_INVALID_VALUE (buf is a GLuint, so no GL_INVALID_ENUM path),
  mirroring the indexed blend entry points' MAX_DRAW_BUFFERS bound.
- glGetBooleani_v(GL_COLOR_WRITEMASK, i) reports draw buffer i's four
  booleans; the non-indexed glGetBooleanv still reports draw buffer 0.
- Fix GLboolean coercion in the color-mask path: any nonzero value
  enables the component (was == GL_TRUE, which wrongly rejected e.g. 2).
- DirectGLES sync reads ColorMasks[0] (GLES core has only non-indexed
  glColorMask).

Tests: ColorMaskIndexedStoresAndReadsBack covers the per-buffer vs
broadcast semantics, buffer-0 read-back, out-of-range INVALID_VALUE, and
the GLboolean coercion (mutation-verified: == GL_TRUE fails it). Full
SanityTest sweep green (30/30).
2026-07-10 21:30:57 -04:00
swung0x48 e460536119 [Feat] (MG_Impl/GLImpl, MG_State): implement glHint, glPointParameter*, glPixelStoref, glGetDoublev
Six pure-state entry points that were stubs or empty // TODO bodies, all backed by new
context state and read back through glGet*.

* glHint: Hint_State was an empty TODO. Store the 4 GL 3.3 core hint targets (LINE_SMOOTH,
  POLYGON_SMOOTH, TEXTURE_COMPRESSION, FRAGMENT_SHADER_DERIVATIVE), default GL_DONT_CARE.
  Validate target and mode (FASTEST/NICEST/DONT_CARE) -> GL_INVALID_ENUM otherwise. The
  compatibility-only targets (GL_PERSPECTIVE_CORRECTION_HINT, GL_POINT_SMOOTH_HINT, GL_FOG_HINT,
  GL_GENERATE_MIPMAP_HINT) are rejected. The glGetIntegerv hint cases, previously hardcoded to
  GL_DONT_CARE, now read the stored value; glGetBooleanv on a hint is always GL_TRUE.

* glPointParameter{f,i,fv,iv}: the scalar _State bodies were empty TODOs and the *v forms were
  stubs. Only the 2 core pnames are accepted: GL_POINT_FADE_THRESHOLD_SIZE (float, default 1.0,
  GL_INVALID_VALUE if negative) and GL_POINT_SPRITE_COORD_ORIGIN (GL_LOWER_LEFT/GL_UPPER_LEFT,
  default GL_UPPER_LEFT, GL_INVALID_ENUM on a bad value -- note the different error code from the
  fade case). The compat pnames (POINT_SIZE_MIN/MAX, POINT_DISTANCE_ATTENUATION) are rejected. All
  four forms funnel through one (pname, float) handler. glGetIntegerv(GL_POINT_FADE_THRESHOLD_SIZE)
  was hardcoded to 1; it now rounds the stored float, glGetFloatv reads the float directly (keeping
  the fractional part), and GL_POINT_SPRITE_COORD_ORIGIN gained a getter case (it had none).

* glPixelStoref: funnels into the existing glPixelStorei state, but converts per type -- boolean
  pnames (PACK/UNPACK_SWAP_BYTES/LSB_FIRST) by a zero-test so 0.4 -> TRUE, integer pnames by
  round-to-nearest. A blanket round would wrongly turn a fractional true flag into false.

* glGetDoublev: funnels through glGetFloatv and widens, writing exactly the pname's component count
  (1/2/4) so a single-component query cannot overrun the caller's buffer. MobileGL stores no native
  double state (depth range/clear are float), so widening from float matches its real resolution.

State added to RenderStateParameters + RenderState Set/Get + GLContext wrappers, following the
existing LineWidth/DepthRange pattern. Covered by 4 SanityTest cases (set-then-get round trips, the
core-vs-compat enum rejections, the two different error codes, and the glPixelStoref boolean
zero-test, which was verified to fail against a blanket-round implementation).
2026-07-10 20:35:08 -04:00
swung0x48 561d8992bc [Feat] (MG_Impl/GLImpl, MG_State): implement glGetActiveUniformsiv (UBO reflection query)
Completes the uniform-block reflection chain: glGetUniformIndices, glGetActiveUniformName
and glGetActiveUniformBlockiv were already implemented; glGetActiveUniformsiv was the last
stub. Supports all 8 GL 3.3 Core pnames:

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

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

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

Covered by 3 ProgramTest cases (std140 block with scalar/array/mat4 + a default-block sampler, a
row_major variant, and the six error cases) that link real shaders and assert every pname value.
2026-07-10 19:54:33 -04:00
swung0x48 d5e19cb7ba [Feat] (MG_Impl/GLImpl): implement 42 stubbed glVertexAttrib*/glGetVertexAttribdv current-value entry points
These set (or query) the current generic vertex attribute value, GL_CURRENT_VERTEX_ATTRIB.
All funnel into the existing, correct primitives -- VertexAttrib4f / VertexAttribI4i /
VertexAttribI4ui, and GetVertexAttribfv for the double query -- so the new bodies add only a
null-pointer guard; index validation (incl. the deliberate index-0 rejection) is inherited.

Families implemented (of the 49 core glVertexAttrib* setter stubs, all but the 8 packed
glVertexAttribP*ui, which need a real 2_10_10_10 DataType and are left for later):

* d / dv / s / sv and 4bv / 4iv / 4uiv / 4usv: value-preserving conversion to float. These do
  NOT normalize -- only the N forms do.
* 4Nbv / 4Nsv / 4Niv / 4Nusv / 4Nuiv: normalized. Signed normalization uses the GL 3.3 Core
  formula f = (2c + 1) / (2^b - 1), which maps the full signed range onto exactly [-1, 1] (byte
  -128 -> -1.0, 127 -> +1.0) and cannot represent 0 exactly (0 -> 1/(2^b-1)). This is NOT the
  GL 4.2 revision f = max(c/(2^(b-1)-1), -1); using that here would be a conformance bug.
  Unsigned normalization is the version-independent c/(2^b-1). The 32-bit forms compute in double
  because 2*INT_MAX overflows int32 and neither 2^32-1 nor 2^31-1 is representable as float.
* VertexAttribI{1,2,3}{i,iv,ui,uiv} and I4{bv,sv,ubv,usv}: integer forms, writing the integer
  current-value view verbatim (never the float one). Signed sign-extend to VertexAttribI4i,
  unsigned zero-extend to VertexAttribI4ui; w defaults to the integer 1. I4ubv/I4usv route to the
  unsigned setter (distinct from the normalized-float 4Nubv).
* glGetVertexAttribdv mirrors GetVertexAttribfv: reads the float view as four doubles for
  GL_CURRENT_VERTEX_ATTRIB (no bound VAO required), one value for the array pnames, same error rules.

Covered by 5 new round-trip tests whose boundary values (byte -128 -> -1.0 exact, 0 -> 1/255,
INT_MIN/MAX endpoints exact, ushort 65535 non-normalized -> 65535.0, integer w == 1) discriminate
the correct formulas; the signed-normalization test was verified to fail against the GL 4.2 form.
2026-07-10 12:23:23 -04:00
swung0x48andClaude Fable 5 7eb3994b02 [Feat] (MG_Impl, MG_Backend): GL_ARB_timer_query on both backends
Implements GL timer queries end to end: a frontend query registry
(modeled on the sync module - mutex-guarded objects wrapping opaque
backend handles behind optional function pointers) serving
glGenQueries/glBeginQuery/glEndQuery(GL_TIME_ELAPSED)/glQueryCounter
(GL_TIMESTAMP)/glGetQueryObject*/glGetQueryiv with GL 3.3 error
semantics and a graceful zero-result fallback when a backend cannot
time.

DirectGLES backs spans with GL_EXT_disjoint_timer_query (context-
generation-stamped handles, bounded result waits). DirectVulkan gets a
VkTimerQueryManager: per-frame-in-flight timestamp query pools reset at
command-buffer begin (outside render passes), records harvested by
frame serial before their pool recycles, elapsed = masked tick delta x
timestampPeriod; handles are stamped with a renderer generation that
also now guards fence syncs across renderer recreation. GL_QUERY_
COUNTER_BITS reports 0 unless the live backend can actually time
(dynamic IsTimerQuerySupported hook), and a failed blocking read keeps
the handle alive so the real value stays reachable once the frame
submits.

GL_ARB_timer_query is advertised only when the device supports timing
and MOBILEGL_DISABLE_TIMERQUERY is unset - LWJGL keys Minecraft's F3
'GPU: x%' line off exactly that extension string; verified on device
(Adreno 830) on both backends.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-10 01:08:38 +00:00
swung0x48andClaude Fable 5 41b15955b0 [Fix] (MG_Impl): export real glNamedFramebufferTextureLayer
The GLImpl implementation existed but the exported symbol was still a
stub; Flywheel's indirect OIT framebuffer attaches array-texture layers
through it.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 13:35:34 +00:00
swung0x48andClaude Fable 5 9fbb708e64 [Feat] (MG_State/MG_Impl): ARB_vertex_attrib_binding + ARB_multi_bind state model
Add a separate binding-point model to VertexArrayObject with eager
resolution into the flat per-attribute view backends already consume.
Implements glBindVertexBuffer(s), glVertexAttrib(I)Format,
glVertexAttribBinding, glVertexBindingDivisor and the DSA variants
(glVertexArrayAttribBinding, glVertexArrayBindingDivisor,
glVertexArrayVertexBuffers), fixing glVertexArrayVertexBuffer which
previously conflated binding index with attribute index. Multi-bind
(glBindBuffersBase/Range) loops over the single-bind entry points.

Needed by Flywheel's indirect backend (GlVertexArrayDSA setup path).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-08 13:32:40 +00:00
swung0x48 03696f8a1a [Fix] (MG_Impl/GLImpl, MG_State, MG_Backend): validate image uniform state 2026-07-03 02:03:23 +08:00
swung0x48 8266376838 [Fix] (MG_Impl/GLImpl, MG_State/GLState, MG_Backend): fix DSA renderbuffer defaults [skip ci] 2026-07-02 17:55:15 +08:00
swung0x48 fabae2465b [Fix] (MG_Impl/GLImpl, MG_Backend): fix OpenGL 3.1 piglit cases 2026-07-02 10:34:17 +08:00
swung0x48 50eda634e0 [Fix]: fix iterationT
- implement glCopyImageSubData frontend export and backend dispatch

- add DirectGLES depth-only CopyImageSubData via framebuffer depth blit

- add DirectGLES R32F CopyImageSubData fallback for GLES drivers rejecting native copy

- allocate DirectGLES generated mipmap storage for depth-only and R11FG11FB10F manual generation

- generate DirectGLES depth-only mipmaps with explicit depth blits

- generate DirectGLES R11FG11FB10F mipmaps with explicit color blits

- add DirectVulkan CopyImageSubData with explicit image copy and layout transitions

- use native Vulkan blit for depth-only mipmap generation

- remove unused Vulkan depth mipmap shader fallback path
2026-06-19 08:14:57 +08:00
swung0x48 e7bb46e819 [Fix] (MG_Backend/DirectGLES): support Sundial Lite shader pack 2026-06-17 10:58:12 +08:00
BZLZHH c499480692 [Feat] (MG_Impl/Texture, MG_State/TextureState, MG_Impl/Framebuffer, MG_Test/Texture): implement multisample frontend state 2026-06-10 01:37:59 +08:00
BZLZHH 3da0b1dfd4 [Fix] (MG_Backend/DirectVulkan, MG_Impl/Texture, MG_Test/Texture): fill advertised extension gaps 2026-06-10 01:09:39 +08:00
BZLZHH 720919455f [Fix] (MG_Backend/DirectGLES, MG_Impl/Texture, MG_Test/Texture): fix Voxy base-instance and bound texStorage2D 2026-06-10 00:07:20 +08:00
BZLZHH 83a6f24f93 Merge remote-tracking branch 'origin/Feat/Backend-Direct-Vulkan' into Agent/CodexAudit
# Conflicts:
#	MobileGL/MG_Backend/BackendObject.h
#	MobileGL/MG_Backend/DirectGLES/Managers.cpp
#	MobileGL/MG_Backend/DirectVulkan/BackendObject_DirectVulkan.cpp
#	MobileGL/MG_Backend/DirectVulkan/Renderer/FrameContext.cpp
#	MobileGL/MG_Backend/DirectVulkan/Renderer/VkTextureManager.cpp
#	MobileGL/MG_Backend/DirectVulkan/Renderer/VulkanRenderer.cpp
#	MobileGL/MG_Impl/GLImpl/Buffer/GL_Buffer.cpp
#	MobileGL/MG_Impl/GLImpl/Exporting/Definitions.cpp
#	MobileGL/MG_Impl/GLImpl/Framebuffer/GL_Framebuffer.cpp
#	MobileGL/MG_Impl/GLImpl/Getter/GL_Getter.cpp
#	MobileGL/MG_Impl/GLImpl/Getter/GL_Getter.h
#	MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp
#	MobileGL/MG_Impl/GLImpl/Program/GL_Program.h
#	MobileGL/MG_Impl/GLImpl/Sync/GL_Sync.cpp
#	MobileGL/MG_Impl/GLImpl/Sync/GL_Sync.h
#	MobileGL/MG_Impl/GLImpl/Texture/GL_Texture.cpp
#	MobileGL/MG_Impl/GLImpl/VertexArray/GL_VertexArray.cpp
#	MobileGL/MG_Impl/GLImpl/VertexArray/GL_VertexArray.h
#	MobileGL/MG_State/GLState/BufferState/BufferObject.cpp
#	MobileGL/MG_State/GLState/BufferState/BufferObject.h
#	MobileGL/MG_Util/BackendLoaders/Vulkan/Loader.cpp
#	MobileGL/MG_Util/BackendLoaders/Vulkan/Loader.h
2026-06-09 21:18:12 +08:00
BZLZHH 727939af5b [Fix] (MG_Impl, MG_State, MG_Backend, MG_Util): Do source audit by Codex. 2026-06-09 15:34:19 +08:00