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.
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>
Opening a MobileGL plugin APK now shows a POST screen that probes the
device's GLES and Vulkan drivers independently against MobileGL's
expectations - a device may satisfy only one backend - and reports a
per-backend verdict (OK / DEGRADED / UNSUPPORTED) with per-check rows.
The GLES probe builds its own ES3 pbuffer context on the system driver
and reuses FillInGLESCapabilities, including the indirect-draw
gl_InstanceID semantics probe; the Vulkan probe checks instance/device
requirements and the optional features each DirectVulkan path degrades
without. Results serialize as ASCII-safe JSON through a JNI entry in
libMobileGL.so; PostActivity renders them and caches the run per
process (single-flight, rotation-safe). PluginActivity keeps its
NoDisplay stub but the launcher entry moves to the POST screen; FCL
plugin discovery reads application meta-data and is unaffected.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Create 6 / Flywheel 1.0.6 now renders correctly with both flywheel:instancing
and flywheel:indirect on DirectGLES and DirectVulkan (verified in-game on
Adreno 830: waterwheels and cogwheels solid, animated, correct pairing, no
crashes across all four combinations).
- MG_State/MG_Impl: sync explicitly-ranged SSBO bindings of FLUSH_EXPLICIT
persistent maps to the backend before compute dispatches. Flywheel writes
its scatter-copy descriptors into the staging ring's persistent map and
never flushes that span (UB per spec, works on drivers whose maps alias
GPU-visible memory); our maps alias the CPU shadow, so the descriptors
never reached the GPU: the scatter compute copied nothing (GLES: empty
draw commands) or stale garbage (Vulkan: wild indirect commands ending in
VK_ERROR_DEVICE_LOST).
- MG_Impl/MG_Backend: real glFenceSync objects backed by backend fences
(GLES: native ES syncs guarded by context generation and owner thread;
Vulkan: buffer-manager frame serials), replacing always-signaled stubs
that let Flywheel reclaim staging memory the GPU still reads.
- MG_Backend/DirectGLES: compute dispatches now run the same per-program
resource sync as draws (uniform-block bindings and sampler units must be
re-established through the API because layout(binding) is stripped from
transpiled ESSL) and rebind texture units afterwards; the cull shader
used to read a stale _FlwFrameUniforms binding and the depth-pyramid
downsample sampled a stale unit-0 texture, zeroing the Hi-Z pyramid and
occlusion-culling all Flywheel geometry. Image uniforms are excluded from
glUniform1i (ES bakes their unit via layout(binding)); image-unit sync is
clamped to the device limit; eliminated/SSBO-classified uniform blocks
are skipped.
- MG_Backend/DirectGLES: gl_BaseInstance in native indirect draws reads the
GPU-written command buffer through an injected mg_IndirectParams SSBO
view addressed per draw instead of the zero CPU shadow; layout(binding)
is preserved for SSBO/image declarations (ES has no API rebinding for
them); the ES context ownership claim moved to a global atomic owner
thread with an EGL ground-truth check, and deferred buffer op state is
mutex-guarded, so ops cannot silently no-op after context migration.
- MG_Backend/DirectVulkan: new RebaseInstanceIndexPass rewrites vertex
InstanceIndex loads to (InstanceIndex - BaseInstance). glslang's relaxed
Vulkan mode aliases gl_InstanceID to InstanceIndex, which includes
firstInstance, but GL's gl_InstanceID is zero-based - draws with nonzero
baseInstance paired meshes with wrong instance data (cogwheel drawn as a
waterwheel, another wheel collapsed invisible). Gated on the
shaderDrawParameters device feature. Sampled-read barriers additionally
cover the compute stage (the Hi-Z downsample samples the depth
attachment from compute), and short uniform-buffer ranges keep the
existing zero-padding.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Advertise ARB_gpu_shader5 / ARB_multi_bind / ARB_shading_language_420pack /
ARB_vertex_attrib_binding / ARB_shader_image_size so LWJGL reports
SUPPORTS_INDIRECT.
- New LowerDrawParametersPass demotes DrawIndex/BaseInstance/BaseVertex
builtins to Private globals (mg_DrawID/mg_BaseInstance/mg_BaseVertex) for
the ESSL transpile; SPIRV-Cross otherwise throws for ES profiles. The
program manager promotes the emitted globals to uniforms and feeds them
per (sub-)draw.
- Indirect draws now execute natively on the GPU (glDrawElementsIndirect /
glDrawArraysIndirect per command) when an indirect buffer is bound, so
compute-written command fields (Flywheel culling updates instanceCount)
are honored; detects GL_EXT_base_instance and falls back to the CPU loop
when the command's baseInstance cannot be consumed natively.
- Sync SSBO binding points for graphics draws, not just compute (Flywheel
vertex shaders read instance data from SSBOs).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replace the application-specific PackPhotonSharedVec3Memory GLSL regex
patch with a general DecomposeWorkgroupVec3Pass SPIR-V optimization pass.
The new pass decomposes vec3/ivec3/uvec3/bvec3 Workgroup (shared) memory
variables into scalar arrays (e.g. shared vec3 arr[N][M] -> shared float
arr[N][M][3]), rewriting whole-vector loads/stores into per-component
scalar loads/stores. Component-level accesses (e.g. arr[i].x) are
unchanged since a trailing component index into a float[3] yields the
same scalar pointer as it did for a vec3.
Unlike the regex hack, the pass is application-agnostic: it does not
match on variable names, array dimensions, or shader pack identity, and
runs at the SPIR-V level before SPIRV-Cross decompilation.
Registered in SanitizeAndOptimizeBinary after AggressiveDCE so dead
workgroup accesses are already eliminated. Asserts on unsupported
OpAtomic*/OpCopyMemory targeting vec3 workgroup pointers.
Adds ProgramUtilTest.DecomposeWorkgroupVec3InSpirvPass covering array
declaration, +=, whole load/store, component access, and row-copy loop.