Files
MobileGL/MobileGL/MG_Backend/DirectGLES/BackendObject_DirectGLES.cpp
T

1587 lines
95 KiB
C++

// MobileGL - MobileGL/MG_Backend/DirectGLES/BackendObject_DirectGLES.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "BackendObject_DirectGLES.h"
#include "MG_Backend/BackendObject.h"
#include "MG_Backend/BackendObjects.h"
#include <MG_Backend/DirectGLES/DirectGLES.h>
#include <MG_Backend/DirectGLES/Managers.h>
#include <MG_Backend/DirectGLES/Utils.h>
#include <MG_Util/BackendLoaders/OpenGL/Loader.h>
#include <MG_Util/Classifiers/TextureEnumClassifier.h>
#include <MG_Util/Converters/GLToMG/TextureEnumConverter.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/Converters/MGToGL/TextureEnumConverter.h>
#include <MG_Util/Converters/MGToStr/TextureEnumConverter.h>
#include <MG_Util/Texture/TextureFormatProcessor.h>
#include <MG_Util/Async/ShaderCompilePool.h>
#include <Config.h>
#include <algorithm>
#include <cmath>
#include <format>
namespace MobileGL::MG_Backend::DirectGLES {
namespace {
Bool IsReleaseCurrentRequest(EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx) {
(void)dpy;
return draw == EGL_NO_SURFACE && read == EGL_NO_SURFACE && ctx == EGL_NO_CONTEXT;
}
void ClearGLErrors(const MG_External::GLESFunctionsTable& gl) {
if (!gl.glGetError) return;
while (gl.glGetError() != GL_NO_ERROR) {}
}
Bool CheckNoGLError(const MG_External::GLESFunctionsTable& gl) {
return !gl.glGetError || gl.glGetError() == GL_NO_ERROR;
}
GLenum GetTextureBindingQuery(TextureTarget target) {
switch (target) {
case TextureTarget::Texture2D:
return GL_TEXTURE_BINDING_2D;
case TextureTarget::Texture3D:
return GL_TEXTURE_BINDING_3D;
case TextureTarget::TextureCubeMap:
return GL_TEXTURE_BINDING_CUBE_MAP;
case TextureTarget::Texture2DArray:
return GL_TEXTURE_BINDING_2D_ARRAY;
case TextureTarget::TextureCubeMapArray:
return GL_TEXTURE_BINDING_CUBE_MAP_ARRAY;
case TextureTarget::Texture2DMultisample:
return GL_TEXTURE_BINDING_2D_MULTISAMPLE;
case TextureTarget::Texture2DMultisampleArray:
return GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY;
default:
return GL_UNKNOWN_MGL;
}
}
Bool IsGLESProbeTextureTarget(TextureTarget target) {
switch (target) {
case TextureTarget::Texture2D:
case TextureTarget::Texture3D:
case TextureTarget::TextureCubeMap:
case TextureTarget::Texture2DArray:
case TextureTarget::TextureCubeMapArray:
case TextureTarget::Texture2DMultisample:
case TextureTarget::Texture2DMultisampleArray:
return true;
default:
return false;
}
}
Bool IsGLESProbeMultisampleTarget(TextureTarget target) {
return target == TextureTarget::Texture2DMultisample || target == TextureTarget::Texture2DMultisampleArray;
}
GLenum GetFramebufferAttachment(TextureInternalFormat format) {
const Bool isDepth = MG_Util::IsDepthFormatInternalFormat(format);
const Bool isStencil = MG_Util::IsStencilFormatInternalFormat(format);
if (isDepth && isStencil) return GL_DEPTH_STENCIL_ATTACHMENT;
if (isDepth) return GL_DEPTH_ATTACHMENT;
if (isStencil) return GL_STENCIL_ATTACHMENT;
return GL_COLOR_ATTACHMENT0;
}
FormatCapabilityFlags GetAttachmentCaps(TextureInternalFormat format) {
FormatCapabilityFlags caps = FormatCapability::FramebufferRenderable;
const Bool isDepth = MG_Util::IsDepthFormatInternalFormat(format);
const Bool isStencil = MG_Util::IsStencilFormatInternalFormat(format);
if (!isDepth && !isStencil) {
caps |= FormatCapability::ColorAttachment;
}
if (isDepth) {
caps |= FormatCapability::DepthAttachment;
}
if (isStencil) {
caps |= FormatCapability::StencilAttachment;
}
return caps;
}
Bool IsDepthOnlyFormat(TextureInternalFormat format) {
return MG_Util::IsDepthFormatInternalFormat(format) && !MG_Util::IsStencilFormatInternalFormat(format);
}
Bool IsFilterableFormat(TextureInternalFormat format) {
const GLenum glFormat = MG_Util::ConvertTextureInternalFormatToGLEnum(format);
GLenum normalizedInternalFormat = glFormat;
GLenum imageFormat = GL_RGBA;
GLenum imageType = GL_UNSIGNED_BYTE;
MG_Util::TextureFormatProcessor::NormalizePixelFormat(glFormat, PixelFormatNormalizeOptionBit::None,
&normalizedInternalFormat, &imageFormat, &imageType);
return imageFormat != GL_RED_INTEGER && imageFormat != GL_RG_INTEGER && imageFormat != GL_RGB_INTEGER &&
imageFormat != GL_RGBA_INTEGER && !MG_Util::IsDepthFormatInternalFormat(format) &&
!MG_Util::IsStencilFormatInternalFormat(format);
}
FormatCapabilityFlags GetTextureFeatureCaps(TextureInternalFormat format, TextureTarget target) {
FormatCapabilityFlags caps = FormatCapability::Creatable | FormatCapability::Sampled;
if (IsFilterableFormat(format)) {
caps |= FormatCapability::LinearFilter;
}
if (!IsGLESProbeMultisampleTarget(target) && !MG_Util::IsStencilFormatInternalFormat(format)) {
caps |= FormatCapability::GenerateMipmap;
}
if (IsDepthOnlyFormat(format)) {
caps |= FormatCapability::TextureShadow;
}
if (IsGLESProbeMultisampleTarget(target)) {
caps |= FormatCapability::MultisampleTexture;
}
return caps;
}
FormatCapabilityFlags GetRenderbufferFeatureCaps(TextureInternalFormat format) {
return FormatCapabilityFlags(FormatCapability::Creatable) | GetAttachmentCaps(format) |
FormatCapability::MultisampleRenderbuffer;
}
struct GLESProbeFormatInfo {
GLenum InternalFormat = GL_UNKNOWN_MGL;
GLenum ImageFormat = GL_RGBA;
GLenum ImageType = GL_UNSIGNED_BYTE;
String Reason;
};
GLESProbeFormatInfo BuildNativeProbeFormatInfo(GLenum requestedInternalFormat) {
GLESProbeFormatInfo info;
info.InternalFormat = requestedInternalFormat;
MG_Util::TextureFormatProcessor::NormalizePixelFormat(requestedInternalFormat,
PixelFormatNormalizeOptionBit::None, nullptr,
&info.ImageFormat, &info.ImageType);
return info;
}
Flags<PixelFormatNormalizeOptionBit> GetForcedPixelFormatNormalizeOptions(
const MG_External::GLESCapabilities& capabilities) {
Flags<PixelFormatNormalizeOptionBit> options;
if (capabilities.IsAngleRenderer) {
options |= PixelFormatNormalizeOptionBit::NoRgb16;
options |= PixelFormatNormalizeOptionBit::NoSnorm16;
options |= PixelFormatNormalizeOptionBit::NoSnorm8;
}
return options;
}
Flags<PixelFormatNormalizeOptionBit> GetDriverPixelFormatNormalizeOptions(
const MG_External::GLESCapabilities& capabilities) {
Flags<PixelFormatNormalizeOptionBit> options = PixelFormatNormalizeOptionBit::NoDepthComponent32;
options |= PixelFormatNormalizeOptionBit::NoRGBA8Snorm;
options |= PixelFormatNormalizeOptionBit::NoRGB16Snorm;
if (!capabilities.SupportsNorm16Texture) {
options |= PixelFormatNormalizeOptionBit::NoNorm16;
}
return options;
}
String BuildPixelFormatFallbackReason(Flags<PixelFormatNormalizeOptionBit> options, Bool forced) {
Vector<String> reasons;
if (options & PixelFormatNormalizeOptionBit::NoNorm16) {
reasons.push_back("EXT_texture_norm16 not supported");
}
if (options & PixelFormatNormalizeOptionBit::NoRgb16) {
reasons.push_back(forced ? "RGB16 fallback forced by backend policy"
: "RGB16 native path is not supported");
}
if (options & PixelFormatNormalizeOptionBit::NoSnorm16) {
reasons.push_back(forced ? "SNORM16 fallback forced by backend policy"
: "SNORM16 native path is not supported");
}
if (options & PixelFormatNormalizeOptionBit::NoSnorm8) {
reasons.push_back(forced ? "SNORM8 fallback forced by backend policy"
: "SNORM8 native path is not supported");
}
if (options & PixelFormatNormalizeOptionBit::NoRGBA8Snorm) {
reasons.push_back(forced ? "RGBA8_SNORM fallback forced by backend policy"
: "RGBA8_SNORM render target path is not supported");
}
if (options & PixelFormatNormalizeOptionBit::NoRGB16Snorm) {
reasons.push_back(forced ? "RGB16_SNORM fallback forced by backend policy"
: "RGB16_SNORM render target path is not supported");
}
if (options & PixelFormatNormalizeOptionBit::NoDepthComponent32) {
reasons.push_back("GL_DEPTH_COMPONENT32 native probe failed on OpenGL ES");
}
if (options & PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget) {
reasons.push_back("no colour-renderable three-channel format on OpenGL ES");
}
// A format is either 8- or 16-bit signed normalized, so at most one of the two ever
// survives GetApplicablePixelFormatNormalizeOptions and the reason is not duplicated.
if ((options & PixelFormatNormalizeOptionBit::NoSnorm16RenderTarget) ||
(options & PixelFormatNormalizeOptionBit::NoSnorm8RenderTarget)) {
reasons.push_back("EXT_render_snorm not supported");
}
String reason;
for (SizeT i = 0; i < reasons.size(); ++i) {
if (i != 0) reason += "; ";
reason += reasons[i];
}
return reason.empty() ? "Native format probe failed" : reason;
}
String ConvertFallbackInternalFormatToString(GLenum internalFormat) {
const TextureInternalFormat logicalFormat = MG_Util::ConvertGLEnumToTextureInternalFormat(internalFormat);
if (logicalFormat != TextureInternalFormat::Unknown) {
return MG_Util::ConvertTextureInternalFormatToString(logicalFormat);
}
return MG_Util::ConvertGLEnumToString(internalFormat);
}
void LogGLESFormatCaveat(TextureInternalFormat logicalFormat, SizeT targetIndex,
const GLESProbeFormatInfo& fallbackInfo) {
MGLOG_D("Caveat: %s %s not fully supported. Reason: %s. Fallback: %s",
GetFormatCapabilityTargetName(targetIndex).c_str(),
MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(), fallbackInfo.Reason.c_str(),
ConvertFallbackInternalFormatToString(fallbackInfo.InternalFormat).c_str());
}
Bool BuildFallbackProbeFormatInfo(GLenum requestedInternalFormat, Flags<PixelFormatNormalizeOptionBit> options,
Bool forced, GLESProbeFormatInfo& outInfo) {
const Flags<PixelFormatNormalizeOptionBit> applicableOptions =
MG_Util::TextureFormatProcessor::GetApplicablePixelFormatNormalizeOptions(requestedInternalFormat,
options);
if (!applicableOptions) {
return false;
}
MG_Util::TextureFormatProcessor::NormalizePixelFormat(requestedInternalFormat, applicableOptions,
&outInfo.InternalFormat, &outInfo.ImageFormat,
&outInfo.ImageType);
outInfo.Reason = BuildPixelFormatFallbackReason(applicableOptions, forced);
return outInfo.InternalFormat != GL_UNKNOWN_MGL;
}
FormatCapabilityFlags BuildTextureCapsFromProbe(TextureInternalFormat logicalFormat, TextureTarget target,
Bool renderable) {
FormatCapabilityFlags caps = GetTextureFeatureCaps(logicalFormat, target);
if (renderable) {
caps |= GetAttachmentCaps(logicalFormat);
if (target == TextureTarget::Texture3D || target == TextureTarget::Texture2DArray ||
target == TextureTarget::TextureCubeMapArray ||
target == TextureTarget::Texture2DMultisampleArray) {
caps |= FormatCapability::FramebufferLayered;
}
}
return caps;
}
void AddFullFormatCaps(FormatCapabilityCache& cache, SizeT targetIndex, SizeT formatIndex,
FormatCapabilityFlags caps) {
cache.FullCaps[targetIndex][formatIndex] |= caps;
}
Bool AddCaveatFormatCaps(FormatCapabilityCache& cache, SizeT targetIndex, SizeT formatIndex,
FormatCapabilityFlags caps) {
Bool added = false;
for (FormatCapability capability : kReportedFormatCapabilities) {
if (HasFormatCapability(caps, capability) &&
!HasFormatCapability(cache.FullCaps[targetIndex][formatIndex], capability)) {
cache.CaveatCaps[targetIndex][formatIndex] |= capability;
added = true;
}
}
return added;
}
Int GetGLESFormatMaxSamples(const MG_External::GLESCapabilities& capabilities,
TextureInternalFormat logicalFormat, GLenum imageFormat) {
const Bool isDepth = MG_Util::IsDepthFormatInternalFormat(logicalFormat);
const Bool isStencil = MG_Util::IsStencilFormatInternalFormat(logicalFormat);
const Bool isInteger = imageFormat == GL_RED_INTEGER || imageFormat == GL_RG_INTEGER ||
imageFormat == GL_RGB_INTEGER || imageFormat == GL_RGBA_INTEGER;
if (isDepth || isStencil) {
return capabilities.MaxDepthTextureSamples;
}
if (isInteger) {
return capabilities.MaxIntegerSamples;
}
return capabilities.MaxColorTextureSamples;
}
// The RENDERBUFFER twin, and it is a different set of pnames on purpose.
// GL_MAX_{COLOR,DEPTH}_TEXTURE_SAMPLES bound multisample TEXTURES; a renderbuffer is
// bounded by GL_MAX_SAMPLES (GL 4.6 core 9.2.4), with GL_MAX_INTEGER_SAMPLES for the
// integer formats. Using the texture ceilings here - which is what the renderbuffer probe
// did - is not merely untidy: the two texture pnames are ES 3.1 state, so on an ES 3.0
// context the loader's rejected-probe clamp leaves them at 1 (see the multisample clamps
// in the GLES loader) and the walk below would never run past one sample, recording {1}
// for EVERY colour format while GL_MAX_SAMPLES - ES 3.0 core, so genuinely answered -
// reports 4. Once the frontend validates against this list, that would reject every
// multisample renderbuffer on such a context.
Int GetGLESRenderbufferFormatMaxSamples(const MG_External::GLESCapabilities& capabilities,
GLenum imageFormat) {
const Bool isInteger = imageFormat == GL_RED_INTEGER || imageFormat == GL_RG_INTEGER ||
imageFormat == GL_RGB_INTEGER || imageFormat == GL_RGBA_INTEGER;
return isInteger ? capabilities.MaxIntegerSamples : capabilities.MaxSamples;
}
Bool ProbeFramebufferCompletenessForTexture(const MG_External::GLESFunctionsTable& gl, TextureTarget target,
GLuint texture, TextureInternalFormat format) {
GLuint framebuffer = 0;
GLint prevFramebuffer = 0;
if (!gl.glGenFramebuffers || !gl.glBindFramebuffer || !gl.glCheckFramebufferStatus ||
!gl.glDeleteFramebuffers) {
return false;
}
gl.glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFramebuffer);
gl.glGenFramebuffers(1, &framebuffer);
gl.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
const GLenum attachment = GetFramebufferAttachment(format);
switch (target) {
case TextureTarget::Texture2D:
gl.glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D, texture, 0);
break;
case TextureTarget::TextureCubeMap:
gl.glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X, texture, 0);
break;
case TextureTarget::Texture3D:
case TextureTarget::Texture2DArray:
case TextureTarget::TextureCubeMapArray:
case TextureTarget::Texture2DMultisampleArray:
if (!gl.glFramebufferTextureLayer) {
gl.glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(prevFramebuffer));
gl.glDeleteFramebuffers(1, &framebuffer);
return false;
}
gl.glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, 0, 0);
break;
case TextureTarget::Texture2DMultisample:
gl.glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_2D_MULTISAMPLE, texture, 0);
break;
default:
gl.glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(prevFramebuffer));
gl.glDeleteFramebuffers(1, &framebuffer);
return false;
}
const Bool complete = gl.glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
gl.glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(prevFramebuffer));
gl.glDeleteFramebuffers(1, &framebuffer);
return complete;
}
// Whether the driver renders to a framebuffer whose depth and stencil come from
// two different renderbuffers. GL only requires support when both attachments are
// the same image, and ES drivers commonly answer GL_FRAMEBUFFER_UNSUPPORTED here;
// reporting COMPLETE from the frontend and then rendering into a framebuffer the
// driver refuses leaves the results silently empty.
Bool ProbeDistinctDepthStencilAttachments(const MG_External::GLESFunctionsTable& gl) {
if (!gl.glGenFramebuffers || !gl.glBindFramebuffer || !gl.glFramebufferRenderbuffer ||
!gl.glCheckFramebufferStatus || !gl.glDeleteFramebuffers || !gl.glGenRenderbuffers ||
!gl.glBindRenderbuffer || !gl.glRenderbufferStorage || !gl.glDeleteRenderbuffers) {
return true;
}
GLint prevFramebuffer = 0, prevRenderbuffer = 0;
gl.glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFramebuffer);
gl.glGetIntegerv(GL_RENDERBUFFER_BINDING, &prevRenderbuffer);
GLuint framebuffer = 0;
GLuint renderbuffers[2] = {0, 0};
gl.glGenFramebuffers(1, &framebuffer);
gl.glGenRenderbuffers(2, renderbuffers);
gl.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[0]);
gl.glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, 4, 4);
gl.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffers[1]);
gl.glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, 4, 4);
gl.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
gl.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, renderbuffers[0]);
gl.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffers[1]);
const Bool supported = gl.glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
gl.glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(prevFramebuffer));
gl.glBindRenderbuffer(GL_RENDERBUFFER, static_cast<GLuint>(prevRenderbuffer));
gl.glDeleteFramebuffers(1, &framebuffer);
gl.glDeleteRenderbuffers(2, renderbuffers);
return supported;
}
Bool ProbeFramebufferCompletenessForRenderbuffer(const MG_External::GLESFunctionsTable& gl, GLuint renderbuffer,
TextureInternalFormat format) {
GLuint framebuffer = 0;
GLint prevFramebuffer = 0;
if (!gl.glGenFramebuffers || !gl.glBindFramebuffer || !gl.glFramebufferRenderbuffer ||
!gl.glCheckFramebufferStatus || !gl.glDeleteFramebuffers) {
return false;
}
gl.glGetIntegerv(GL_FRAMEBUFFER_BINDING, &prevFramebuffer);
gl.glGenFramebuffers(1, &framebuffer);
gl.glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
gl.glFramebufferRenderbuffer(GL_FRAMEBUFFER, GetFramebufferAttachment(format), GL_RENDERBUFFER,
renderbuffer);
const Bool complete = gl.glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
gl.glBindFramebuffer(GL_FRAMEBUFFER, static_cast<GLuint>(prevFramebuffer));
gl.glDeleteFramebuffers(1, &framebuffer);
return complete;
}
// `samples` only reaches the multisample targets; every other target ignores it. The
// descending sample walk (ProbeTextureSampleCounts) reuses this whole routine rather than
// repeating the gen/bind/completeness/delete dance.
Bool ProbeTexture(const MG_External::GLESFunctionsTable& gl, TextureTarget target, GLenum internalFormat,
GLenum imageFormat, GLenum imageType, TextureInternalFormat logicalFormat,
Bool* outRenderable, Int samples = 1) {
if (!IsGLESProbeTextureTarget(target) || !gl.glGenTextures || !gl.glBindTexture || !gl.glDeleteTextures) {
return false;
}
const GLenum glTarget = MG_Util::ConvertTextureTargetToGLEnum(target);
const GLenum bindingQuery = GetTextureBindingQuery(target);
if (glTarget == GL_UNKNOWN_MGL || bindingQuery == GL_UNKNOWN_MGL) {
return false;
}
GLint previousBinding = 0;
gl.glGetIntegerv(bindingQuery, &previousBinding);
GLuint texture = 0;
gl.glGenTextures(1, &texture);
gl.glBindTexture(glTarget, texture);
ClearGLErrors(gl);
const Bool isMultisample = IsGLESProbeMultisampleTarget(target);
if (isMultisample) {
const auto probeSamples = static_cast<GLsizei>(std::max(samples, 1));
if (target == TextureTarget::Texture2DMultisample && gl.glTexStorage2DMultisample) {
gl.glTexStorage2DMultisample(glTarget, probeSamples, internalFormat, 1, 1, GL_TRUE);
} else if (target == TextureTarget::Texture2DMultisampleArray && gl.glTexStorage3DMultisample) {
gl.glTexStorage3DMultisample(glTarget, probeSamples, internalFormat, 1, 1, 1, GL_TRUE);
} else {
gl.glBindTexture(glTarget, static_cast<GLuint>(previousBinding));
gl.glDeleteTextures(1, &texture);
return false;
}
} else {
if (gl.glTexParameteri) {
gl.glTexParameteri(glTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl.glTexParameteri(glTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
switch (target) {
case TextureTarget::Texture2D:
gl.glTexImage2D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 0, imageFormat, imageType,
nullptr);
break;
case TextureTarget::TextureCubeMap:
for (GLenum face = GL_TEXTURE_CUBE_MAP_POSITIVE_X; face <= GL_TEXTURE_CUBE_MAP_NEGATIVE_Z; ++face) {
gl.glTexImage2D(face, 0, static_cast<GLint>(internalFormat), 2, 2, 0, imageFormat, imageType,
nullptr);
}
break;
case TextureTarget::Texture3D:
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 2, 0, imageFormat, imageType,
nullptr);
break;
case TextureTarget::Texture2DArray:
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 1, 0, imageFormat, imageType,
nullptr);
break;
case TextureTarget::TextureCubeMapArray:
gl.glTexImage3D(glTarget, 0, static_cast<GLint>(internalFormat), 2, 2, 6, 0, imageFormat, imageType,
nullptr);
break;
default:
break;
}
}
const Bool created = CheckNoGLError(gl);
Bool renderable = false;
if (created) {
renderable = ProbeFramebufferCompletenessForTexture(gl, target, texture, logicalFormat);
}
if (outRenderable) {
*outRenderable = renderable;
}
gl.glBindTexture(glTarget, static_cast<GLuint>(previousBinding));
gl.glDeleteTextures(1, &texture);
ClearGLErrors(gl);
return created;
}
Bool ProbeRenderbuffer(const MG_External::GLESFunctionsTable& gl, GLenum internalFormat,
TextureInternalFormat logicalFormat, Bool multisample, Int samples) {
if (!gl.glGenRenderbuffers || !gl.glBindRenderbuffer || !gl.glDeleteRenderbuffers) {
return false;
}
GLint prevRenderbuffer = 0;
gl.glGetIntegerv(GL_RENDERBUFFER_BINDING, &prevRenderbuffer);
GLuint renderbuffer = 0;
gl.glGenRenderbuffers(1, &renderbuffer);
gl.glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
ClearGLErrors(gl);
if (multisample) {
if (!gl.glRenderbufferStorageMultisample) {
gl.glBindRenderbuffer(GL_RENDERBUFFER, static_cast<GLuint>(prevRenderbuffer));
gl.glDeleteRenderbuffers(1, &renderbuffer);
return false;
}
gl.glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internalFormat, 1, 1);
} else {
gl.glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
}
const Bool created = CheckNoGLError(gl);
const Bool complete =
created && ProbeFramebufferCompletenessForRenderbuffer(gl, renderbuffer, logicalFormat);
gl.glBindRenderbuffer(GL_RENDERBUFFER, static_cast<GLuint>(prevRenderbuffer));
gl.glDeleteRenderbuffers(1, &renderbuffer);
ClearGLErrors(gl);
return complete;
}
Vector<Int> ProbeRenderbufferSampleCounts(const MG_External::GLESFunctionsTable& gl, GLenum internalFormat,
TextureInternalFormat logicalFormat, Int maxSamples) {
Vector<Int> sampleCounts;
for (Int samples = std::max(maxSamples, 1); samples > 1; samples >>= 1) {
if (ProbeRenderbuffer(gl, internalFormat, logicalFormat, true, samples)) {
sampleCounts.push_back(samples);
}
}
sampleCounts.push_back(1);
return sampleCounts;
}
// The multisample TEXTURE twin of ProbeRenderbufferSampleCounts. It used to be a
// hardcoded {1}, which made glGetInternalformativ(GL_SAMPLES) claim a one-sample maximum
// for every format on the multisample targets even where glTexImage2DMultisample happily
// accepts four - GL 4.6 core 8.8 makes that query the definition of the maximum, so the
// two answers cannot both be right. Completeness is required at every count, exactly as
// the renderbuffer walk requires it; the caller only reaches here once the one-sample
// probe has already succeeded, so 1 terminates the list without being re-probed.
Vector<Int> ProbeTextureSampleCounts(const MG_External::GLESFunctionsTable& gl, TextureTarget target,
GLenum internalFormat, GLenum imageFormat, GLenum imageType,
TextureInternalFormat logicalFormat, Int maxSamples) {
Vector<Int> sampleCounts;
for (Int samples = std::max(maxSamples, 1); samples > 1; samples >>= 1) {
Bool renderable = false;
const Bool created = ProbeTexture(gl, target, internalFormat, imageFormat, imageType, logicalFormat,
&renderable, samples);
if (created && renderable) {
sampleCounts.push_back(samples);
}
}
sampleCounts.push_back(1);
return sampleCounts;
}
void PopulateFormatCapabilitiesImpl(const MG_External::GLESFunctionsTable& gl,
const MG_External::GLESCapabilities& capabilities,
FormatCapabilityCache& cache) {
cache.Clear();
const Flags<PixelFormatNormalizeOptionBit> forcedOptions =
GetForcedPixelFormatNormalizeOptions(capabilities);
const Flags<PixelFormatNormalizeOptionBit> driverOptions =
GetDriverPixelFormatNormalizeOptions(capabilities);
for (SizeT formatIndex = 0; formatIndex < kFormatCapabilityFormatCount; ++formatIndex) {
const auto logicalFormat = static_cast<TextureInternalFormat>(formatIndex);
GLenum requestedInternalFormat = MG_Util::ConvertTextureInternalFormatToGLEnum(logicalFormat);
if (requestedInternalFormat == GL_UNKNOWN_MGL) {
continue;
}
const GLESProbeFormatInfo nativeInfo = BuildNativeProbeFormatInfo(requestedInternalFormat);
GLESProbeFormatInfo outerFallbackInfo;
const Bool outerHasForcedFallback =
BuildFallbackProbeFormatInfo(requestedInternalFormat, forcedOptions, true, outerFallbackInfo);
if (!outerHasForcedFallback) {
BuildFallbackProbeFormatInfo(requestedInternalFormat, driverOptions, false, outerFallbackInfo);
}
for (SizeT targetIndex = 0; targetIndex < kFormatCapabilityTextureTargetCount; ++targetIndex) {
const auto target = static_cast<TextureTarget>(targetIndex);
// Colour-attachable targets need a colour-renderable fallback; the ordinary
// fallback for a three-channel format is another three-channel one, which ES
// accepts as a texture but never as an attachment. Recompute the fallback per
// target so those formats get widened where the target demands it.
const Flags<PixelFormatNormalizeOptionBit> renderTargetOptions =
TextureImpl::GetRenderTargetNormalizeOptions(capabilities, targetIndex);
// Multisample storage has no three-channel form on ES at all, so its widening
// is unconditional and skips the native probe (which cannot succeed). Every
// other target keeps the widening on the DRIVER branch, behind the native
// probe: `shouldProbeFallback = !nativeCreated || !nativeRenderable` below is
// what makes the substitution conditional on the driver actually refusing, so
// a driver that does render to a three-channel image keeps allocating it byte
// for byte. That is a per-format runtime answer, NOT a desktop-vs-device
// split: llvmpipe renders to GL_RGB16F but refuses GL_RGB8_SNORM, GL_SRGB8,
// GL_RGB32F and the RGB integer formats, so the CI driver widens those eight
// too. Re-run the retrace fixtures and the glcts suites on any change here.
const Bool widenUnconditionally = IsGLESProbeMultisampleTarget(target);
GLESProbeFormatInfo fallbackInfo = outerFallbackInfo;
Bool hasForcedFallback = outerHasForcedFallback;
if (renderTargetOptions) {
// Folded into the forced options only when a forced fallback already
// applies, so the render-target bits never *create* one: ANGLE's forced
// GL_RGB8_SNORM -> GL_RGB16F is still three-channel and still needs
// widening, but a non-ANGLE driver must not lose its native probe.
const Flags<PixelFormatNormalizeOptionBit> forcedProbeOptions =
(outerHasForcedFallback || widenUnconditionally) ? forcedOptions | renderTargetOptions
: forcedOptions;
hasForcedFallback =
BuildFallbackProbeFormatInfo(requestedInternalFormat, forcedProbeOptions, true,
fallbackInfo);
if (!hasForcedFallback) {
BuildFallbackProbeFormatInfo(requestedInternalFormat,
driverOptions | renderTargetOptions, false, fallbackInfo);
}
// HONEST STATUS OF THE FORCED PATH. A forced fallback is only ever built
// for ANGLE (GetForcedPixelFormatNormalizeOptions returns nothing for any
// other renderer), and it SKIPS the native probe entirely - the widened
// format is asserted rather than measured on this device. That assertion
// is validated on exactly one configuration, the android-angle retrace
// golden; it is NOT covered by the headless llvmpipe suites, which take
// the driver branch below and prove nothing about ANGLE's answers. So log
// the choice at INFO rather than the usual MGLOG_D caveat: on any other
// ANGLE device the device report is the only evidence there is of which
// storage format the image really got. Once per format on the ordinary 2D
// target - repeating it for all ten targets would bury the report.
if (hasForcedFallback && target == TextureTarget::Texture2D &&
(MG_Util::TextureFormatProcessor::GetApplicablePixelFormatNormalizeOptions(
requestedInternalFormat, renderTargetOptions) &
PixelFormatNormalizeOptionBit::NoThreeChannelRenderTarget)) {
MGLOG_I("Three-channel widening (FORCED path, no native probe): %s stored as %s. "
"Reason: %s. Device-validated on the android-angle golden only.",
MG_Util::ConvertTextureInternalFormatToString(logicalFormat).c_str(),
ConvertFallbackInternalFormatToString(fallbackInfo.InternalFormat).c_str(),
fallbackInfo.Reason.c_str());
}
}
// 1D, 1D-array and rectangle textures live on an ES target (see
// TextureImpl::MapToBackendTextureTarget), so they have to be probed there too -
// probing the desktop-only target itself always failed, which left those slots
// of the cache empty and stopped any fallback format from being selected for
// them (a GL_DEPTH_COMPONENT32 1D texture then got no storage at all).
const TextureTarget probeTarget = TextureImpl::MapToBackendTextureTarget(target);
Bool shouldProbeFallback = hasForcedFallback;
if (!hasForcedFallback) {
Bool nativeRenderable = false;
const Bool nativeCreated =
ProbeTexture(gl, probeTarget, nativeInfo.InternalFormat, nativeInfo.ImageFormat,
nativeInfo.ImageType, logicalFormat, &nativeRenderable);
if (nativeCreated) {
AddFullFormatCaps(cache, targetIndex, formatIndex,
BuildTextureCapsFromProbe(logicalFormat, target, nativeRenderable));
if (IsGLESProbeMultisampleTarget(target)) {
const Int maxSamples =
GetGLESFormatMaxSamples(capabilities, logicalFormat, nativeInfo.ImageFormat);
cache.SampleCounts[targetIndex][formatIndex] = ProbeTextureSampleCounts(
gl, probeTarget, nativeInfo.InternalFormat, nativeInfo.ImageFormat,
nativeInfo.ImageType, logicalFormat, maxSamples);
}
}
shouldProbeFallback = !nativeCreated || !nativeRenderable;
}
if (shouldProbeFallback && fallbackInfo.InternalFormat != GL_UNKNOWN_MGL) {
Bool fallbackRenderable = false;
const Bool fallbackCreated =
ProbeTexture(gl, probeTarget, fallbackInfo.InternalFormat, fallbackInfo.ImageFormat,
fallbackInfo.ImageType, logicalFormat, &fallbackRenderable);
if (fallbackCreated) {
if (AddCaveatFormatCaps(
cache, targetIndex, formatIndex,
BuildTextureCapsFromProbe(logicalFormat, target, fallbackRenderable))) {
LogGLESFormatCaveat(logicalFormat, targetIndex, fallbackInfo);
}
if (IsGLESProbeMultisampleTarget(target)) {
const Int maxSamples =
GetGLESFormatMaxSamples(capabilities, logicalFormat, fallbackInfo.ImageFormat);
cache.SampleCounts[targetIndex][formatIndex] = ProbeTextureSampleCounts(
gl, probeTarget, fallbackInfo.InternalFormat, fallbackInfo.ImageFormat,
fallbackInfo.ImageType, logicalFormat, maxSamples);
}
}
}
}
const SizeT renderbufferTargetIndex = GetRenderbufferFormatCapabilityTargetIndex();
// A renderbuffer exists only to be attached, so it needs the same three-channel
// widening the colour-attachable texture targets get - and on the same terms: the
// native storage is probed first, so a driver that renders to it keeps it.
const Flags<PixelFormatNormalizeOptionBit> renderbufferOptions =
TextureImpl::GetRenderTargetNormalizeOptions(capabilities, renderbufferTargetIndex);
GLESProbeFormatInfo renderbufferFallbackInfo = outerFallbackInfo;
Bool renderbufferHasForcedFallback = outerHasForcedFallback;
if (renderbufferOptions) {
const Flags<PixelFormatNormalizeOptionBit> forcedProbeOptions =
outerHasForcedFallback ? forcedOptions | renderbufferOptions : forcedOptions;
renderbufferHasForcedFallback = BuildFallbackProbeFormatInfo(
requestedInternalFormat, forcedProbeOptions, true, renderbufferFallbackInfo);
if (!renderbufferHasForcedFallback) {
BuildFallbackProbeFormatInfo(requestedInternalFormat, driverOptions | renderbufferOptions,
false, renderbufferFallbackInfo);
}
}
Bool shouldProbeFallbackRenderbuffer = renderbufferHasForcedFallback;
if (!renderbufferHasForcedFallback) {
const Bool nativeRenderbufferComplete =
ProbeRenderbuffer(gl, nativeInfo.InternalFormat, logicalFormat, false, 1);
if (nativeRenderbufferComplete) {
AddFullFormatCaps(cache, renderbufferTargetIndex, formatIndex,
GetRenderbufferFeatureCaps(logicalFormat));
const Int maxSamples =
GetGLESRenderbufferFormatMaxSamples(capabilities, nativeInfo.ImageFormat);
cache.SampleCounts[renderbufferTargetIndex][formatIndex] =
ProbeRenderbufferSampleCounts(gl, nativeInfo.InternalFormat, logicalFormat, maxSamples);
} else {
shouldProbeFallbackRenderbuffer = true;
}
}
if (shouldProbeFallbackRenderbuffer && renderbufferFallbackInfo.InternalFormat != GL_UNKNOWN_MGL &&
ProbeRenderbuffer(gl, renderbufferFallbackInfo.InternalFormat, logicalFormat, false, 1)) {
if (AddCaveatFormatCaps(cache, renderbufferTargetIndex, formatIndex,
GetRenderbufferFeatureCaps(logicalFormat))) {
LogGLESFormatCaveat(logicalFormat, renderbufferTargetIndex, renderbufferFallbackInfo);
}
const Int maxSamples =
GetGLESRenderbufferFormatMaxSamples(capabilities, renderbufferFallbackInfo.ImageFormat);
cache.SampleCounts[renderbufferTargetIndex][formatIndex] = ProbeRenderbufferSampleCounts(
gl, renderbufferFallbackInfo.InternalFormat, logicalFormat, maxSamples);
}
}
}
// The advertised renderer info must be mutable after its first use:
// E_GL_ARB_timer_query can only be decided once the ES capabilities
// are known, long after the list is first read (see
// UpdateAdvertisedTimerQueryExtension below).
RendererInfo& MutableRendererInfo() {
static RendererInfo rendererInfo = {
.RendererName = "Espryt", // Renderer Name
.BackendName = "Direct (OpenGL ES)", // Backend Name
.ExtraVendor = Nullopt, // Extra vendor
.RendererGLInfo =
{
.TargetGLVersion = {4, 6, 0}, // GL target version
.TargetGLSLVersion = {4, 6, 0}, // Target Shading Language Version
// Baseline advertisement (no runtime capabilities yet); reconciled once
// the ES capabilities exist, see UpdateAdvertisedCapabilityExtensions.
.Extensions = BuildAdvertisedExtensions(false, false, false, false, false, false),
.IsCompatibilityProfile = false // Is Compatibility Profile
},
.StaticBackendCapability = {.AllowVSOnlyPrograms = false} // Backend Capability
};
return rendererInfo;
}
// GL_ARB_timer_query gates MC's F3 GPU% (LWJGL checks the extension
// string via glGetStringi plus non-null glQueryCounter and
// glGetQueryObject(u)i64v entries). GetRendererInfo is first invoked
// from LogBackendInfo() during MG_Backend::Init, BEFORE any ES
// context or capabilities exist, so the advertisement cannot be baked
// into the static initializer above; it is reconciled here at the end
// of InitCapabilities instead (mirroring DirectVulkan's mutable
// m_rendererInfo + UpdateAdvertisedExtensions). InitCapabilities
// completes inside the first MakeEGLCurrent on a context, so an app
// thread can only observe the extension string after the
// advertisement for its context has settled; rebuilding the whole
// list keeps the re-run after a context recreation idempotent.
void UpdateAdvertisedCapabilityExtensions(const MG_External::GLESCapabilities& capabilities) {
MutableRendererInfo().RendererGLInfo.Extensions = BuildAdvertisedExtensions(
AreTimerQueriesSupported(), capabilities.SupportsTextureFilterAnisotropy,
capabilities.SupportsDrawIndirect,
capabilities.SupportsDrawIndirect && capabilities.SupportsBaseInstance,
capabilities.SupportsTextureView, capabilities.SupportsTextureCubeMapArray);
}
} // namespace
void PopulateFormatCapabilities(const MG_External::GLESFunctionsTable& gl,
const MG_External::GLESCapabilities& capabilities, FormatCapabilityCache& cache) {
PopulateFormatCapabilitiesImpl(gl, capabilities, cache);
}
Int ClampSamplesToBackendSupport(SizeT targetIndex, TextureInternalFormat logicalFormat, GLenum imageFormat,
Int samples) {
if (samples <= 1) {
return samples;
}
Int maxSamples = 0;
const SizeT formatIndex = static_cast<SizeT>(logicalFormat);
if (pActiveBackendObject && targetIndex < kFormatCapabilityTargetCount &&
formatIndex < kFormatCapabilityFormatCount) {
// Descending, so the head is the largest count this device actually allocated.
const Vector<Int>& probedCounts =
pActiveBackendObject->GetFormatCapabilities().SampleCounts[targetIndex][formatIndex];
if (!probedCounts.empty()) {
maxSamples = probedCounts.front();
}
}
if (maxSamples <= 0) {
maxSamples = GetGLESFormatMaxSamples(g_GLESCapabilities, logicalFormat, imageFormat);
}
return std::min(samples, std::max(maxSamples, 1));
}
BackendObject_DirectGLES::~BackendObject_DirectGLES() {
DestroyEGLContext();
}
Bool BackendObject_DirectGLES::InitWindowSurface() {
// Only use EGL for now
auto nativeWindow = reinterpret_cast<NativeWindowType>(m_windowHandle.Handle);
if (!DirectGLES::InitWindowSurface(nativeWindow)) {
MGLOG_E("Failed to initialize window surface for DirectGLES backend");
return false;
}
return true;
}
void BackendObject_DirectGLES::Initialize() {
MG_Util::BackendLoader::AcquireEGLFunctions(m_EGLFunctions);
MG_Util::BackendLoader::AcquireGLESFunctions(m_GLESFunctions, m_EGLFunctions.eglGetProcAddress);
DirectGLES::SetEGLFuncsTable(m_EGLFunctions);
DirectGLES::SetGLESFuncsTable(m_GLESFunctions);
BufferImpl::RegisterBufferBackendOps();
m_initialized = true;
}
Bool BackendObject_DirectGLES::InitCapabilities() {
if (!m_initialized) {
MGLOG_E("DirectGLES backend not initialized");
return false;
}
if (!MG_Util::BackendLoader::FillInGLESCapabilities(m_GLESCapabilities, m_GLESFunctions)) {
MGLOG_E("Failed to fill in GLES capabilities for DirectGLES backend");
return false;
}
DirectGLES::SetGLESCapabilities(m_GLESCapabilities);
// Now that g_GLESCapabilities knows the host extensions, entry points, and ES version,
// reconcile every runtime-gated advertisement (see the comment on
// UpdateAdvertisedCapabilityExtensions for why this cannot happen when the list is first
// built).
UpdateAdvertisedCapabilityExtensions(m_GLESCapabilities);
UpdateDynamicBackendParameters();
PopulateFormatCapabilities(m_GLESFunctions, m_GLESCapabilities, MutableFormatCapabilities());
PrintFormatCapabilities(GetFormatCapabilities());
return true;
}
Bool BackendObject_DirectGLES::InitializeEGLDisplay(EGLDisplay dpy, EGLint* major, EGLint* minor) {
if (!m_initialized) {
MGLOG_E("DirectGLES backend not initialized");
return false;
}
return BackendObject::InitializeEGLDisplay(dpy, major, minor);
}
Bool BackendObject_DirectGLES::CreateEGLWindowSurface(EGLSurface surface, const WindowHandle& handle) {
const std::lock_guard<std::recursive_mutex> lock(m_eglStateMutex);
if (!m_initialized) {
MGLOG_E("DirectGLES backend not initialized");
return false;
}
if ((handle.Backend != WindowBackend::Android && handle.Backend != WindowBackend::X11 &&
handle.Backend != WindowBackend::MetalLayer && handle.Backend != WindowBackend::Win32) ||
!handle.Handle) {
MGLOG_E("DirectGLES backend only supports Android, X11, CAMetalLayer, and Win32 native windows");
return false;
}
const Bool sameHandle = m_eglSurfaceInitialized && m_eglSurface == surface &&
m_eglSurfaceKind == SurfaceKind::Window && m_windowHandle.Backend == handle.Backend &&
m_windowHandle.Handle == handle.Handle;
if (sameHandle) {
return true;
}
if (m_eglSurfaceInitialized) {
DestroyEGLContext();
ResetEGLRuntimeState();
}
return BackendObject::CreateEGLWindowSurface(surface, handle);
}
Bool BackendObject_DirectGLES::CreateEGLPbufferSurface(EGLSurface surface, EGLint width, EGLint height) {
const std::lock_guard<std::recursive_mutex> lock(m_eglStateMutex);
if (!m_initialized) {
MGLOG_E("DirectGLES backend not initialized");
return false;
}
if (m_eglSurfaceInitialized && m_eglSurface == surface && m_eglSurfaceKind == SurfaceKind::Pbuffer) {
return true;
}
if (m_eglSurfaceInitialized) {
DestroyEGLContext();
ResetEGLRuntimeState();
}
return BackendObject::CreateEGLPbufferSurface(surface, width, height);
}
Bool BackendObject_DirectGLES::InitPbufferSurface(EGLint width, EGLint height) {
return DirectGLES::InitPbufferSurface(width, height);
}
Bool BackendObject_DirectGLES::MakeEGLCurrent(EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx) {
const std::lock_guard<std::recursive_mutex> lock(m_eglStateMutex);
if (IsReleaseCurrentRequest(dpy, draw, read, ctx)) {
if (!DirectGLES::ReleaseCurrent()) {
return false;
}
return BackendObject::MakeEGLCurrent(dpy, draw, read, ctx);
}
if (!m_initialized) {
MGLOG_E("DirectGLES backend not initialized");
return false;
}
if (!m_eglDisplayInitialized || m_eglDisplay != dpy) {
MGLOG_E("MakeEGLCurrent failed: EGL display mismatch or not initialized");
return false;
}
if (!m_eglSurfaceInitialized) {
MGLOG_E("MakeEGLCurrent failed: EGL surface is not initialized");
return false;
}
if (draw == EGL_NO_SURFACE || read == EGL_NO_SURFACE || ctx == EGL_NO_CONTEXT) {
MGLOG_E("MakeEGLCurrent failed: draw/read/context is invalid");
return false;
}
if (!DirectGLES::MakeCurrent()) {
return false;
}
if (!BackendObject::MakeEGLCurrent(dpy, draw, read, ctx)) {
(void)DirectGLES::ReleaseCurrent();
return false;
}
return true;
}
Bool BackendObject_DirectGLES::SwapEGLBuffers(EGLDisplay dpy, EGLSurface draw) {
return BackendObject::SwapEGLBuffers(dpy, draw);
}
void BackendObject_DirectGLES::ReleaseEGLSurface(EGLSurface surface) {
const std::lock_guard<std::recursive_mutex> lock(m_eglStateMutex);
BackendObject::ReleaseEGLSurface(surface);
}
void BackendObject_DirectGLES::ReleaseEGLResources() {
const std::lock_guard<std::recursive_mutex> lock(m_eglStateMutex);
DestroyEGLContext();
BackendObject::ReleaseEGLResources();
}
void BackendObject_DirectGLES::OnEGLSurfaceReleased(EGLSurface surface) {
(void)surface;
DestroyEGLContext();
}
const RendererInfo& BackendObject_DirectGLES::GetRendererInfo() const {
return MutableRendererInfo();
}
String BackendObject_DirectGLES::GetBackendAPIVersionString() const {
if (!m_initialized) {
return "<uninitialized DirectGLES backend>";
}
return FormatBackendAPIVersionString(m_GLESCapabilities.GLESRendererString,
m_GLESCapabilities.GLESVersion.Major,
m_GLESCapabilities.GLESVersion.Minor);
}
const RendererInfo& GetRendererIdentity() {
return MutableRendererInfo();
}
Vector<GLExtension> BuildAdvertisedExtensions(Bool timerQueriesSupported, Bool anisotropicFilteringSupported,
Bool drawIndirectSupported,
Bool nonZeroIndirectBaseInstanceSupported,
Bool textureViewSupported, Bool cubeMapArraySupported) {
Vector<GLExtension> extensions = {
// The version tokens have to reach the version the backend actually claims:
// TargetGLVersion is {4,6,0}, and a list that stopped at OpenGL40 told an
// application feature-detecting off these tokens the opposite of what
// GL_MAJOR_VERSION / GL_MINOR_VERSION told it.
V_OpenGL30, V_OpenGL31, V_OpenGL32, V_OpenGL33, V_OpenGL40, V_OpenGL41, V_OpenGL42, V_OpenGL43,
V_OpenGL44, V_OpenGL45, V_OpenGL46,
E_GL_ARB_draw_buffers_blend,
E_GL_ARB_compute_shader, E_GL_ARB_shader_storage_buffer_object, E_GL_ARB_shader_image_load_store,
E_GL_ARB_clear_buffer_object, E_GL_ARB_program_interface_query, E_GL_ARB_framebuffer_object, E_GL_EXT_framebuffer_object,
E_GL_ARB_depth_texture, E_GL_ARB_buffer_storage, E_GL_ARB_texture_storage,
E_GL_ARB_texture_storage_multisample, E_GL_ARB_clear_texture, E_GL_ARB_direct_state_access,
E_GL_ARB_multi_draw_indirect, E_GL_ARB_indirect_parameters, E_GL_ARB_shader_draw_parameters,
E_GL_ARB_gpu_shader5, E_GL_ARB_multi_bind, E_GL_ARB_shading_language_420pack,
E_GL_ARB_vertex_attrib_binding,
// Both are core from GL 3.2/3.3 on and implemented here for
// every advertised version, but an app targeting 3.0/3.1
// only reaches them through the extension string - the CTS
// picks a whole different shader for draw_buffers without
// explicit_attrib_location. DirectVulkan advertises both.
E_GL_ARB_explicit_attrib_location, E_GL_ARB_texture_multisample, E_GL_ARB_shader_image_size,
// Core since GL 3.1 and implemented for every version advertised here. The string
// matters because applications gate the ENTRY POINTS on it rather than on the
// version: a caller that finds the extension missing never resolves
// glGetUniformBlockIndex / glUniformBlockBinding, and one that then uses uniform
// blocks anyway calls through a null pointer.
E_GL_ARB_uniform_buffer_object,
// Sampling the stencil aspect through DEPTH_STENCIL_TEXTURE_MODE. Core from 4.3,
// so on a 4.0 context the string is the only way to reach it. The host ES driver
// has had the same texture parameter since ES 3.1, which every device MobileGL
// runs on provides.
E_GL_ARB_stencil_texturing,
// Core since 3.2 and implemented here on both backends - glDrawElementsBaseVertex,
// glDrawRangeElementsBaseVertex, glDrawElementsInstancedBaseVertex and
// glMultiDrawElementsBaseVertex all reach real per-draw vertex rebasing. The string
// was simply never emitted, which left KHR-GL4*.draw_elements_base_vertex_tests
// NotSupported on a feature that works.
E_GL_ARB_draw_elements_base_vertex,
// The whole sync-object family is real and core since 3.2: glFenceSync, glIsSync,
// glDeleteSync, glClientWaitSync, glWaitSync and glGetSynciv all live in GLImpl over a
// backend fence (a host GLsync here, a VkFence on DirectVulkan), and glGetInteger64v
// answers GL_MAX_SERVER_WAIT_TIMEOUT. The string matters for the same reason
// ARB_uniform_buffer_object's does: LWJGL builds GLCapabilities from the extension
// list, and a caller that finds GL_ARB_sync missing never resolves the entry points -
// then calls through null if it uses fences anyway. Nothing in the CTS gates on this
// string, so it is advertised on the strength of the implementation, not a test unlock.
E_GL_ARB_sync,
// Atomic counters, core since 4.2. glGetActiveAtomicCounterBufferiv and the whole
// GL_ATOMIC_COUNTER_BUFFER_* query family are real in GLImpl, and SyncAtomicCounterBuffers
// re-issues the counter buffer as an SSBO binding in the range reserved at the top of
// the ES driver's shader-storage points, so a counter dispatch reads and writes the
// buffer the application bound. DirectVulkan reaches the same place through its own
// descriptor resolution, so the string is symmetric.
E_GL_ARB_shader_atomic_counters,
// glVertexAttribDivisor, core since 3.3 and real on both backends. Applications
// (Better Clouds' GLCompat among them) accept the extension string as an
// ALTERNATIVE to a 3.3 context when deciding whether instanced rendering is
// available, so withholding it makes MobileGL look less capable than it is.
E_GL_ARB_instanced_arrays,
// The whole of KHR_debug lives in GLImpl - the message log, the group stack and the
// object-label table are MobileGL's own state, not the host driver's - so it is as
// available here as it is on DirectVulkan, which has advertised it all along.
E_GL_KHR_debug,
// Core GL 3.0-4.3 plumbing that has been real here for as long as the backend has
// existed, and that was simply never named. None of these unlocks a single CTS case -
// the conformance suite reaches all of them through the version - so they are
// advertised for the OTHER consumer of this list: LWJGL builds GLCapabilities from the
// string set, and an application that gates its ENTRY POINTS on the string rather than
// on the version never resolves them and then calls through null. Each is backed by
// the entry points named beside it.
//
// glBindVertexArray / glGenVertexArrays / glDeleteVertexArrays / glIsVertexArray.
E_GL_ARB_vertex_array_object,
// The 14 glSamplerParameter* / glGetSamplerParameter* entry points, including the
// integer-valued Iiv/Iuiv forms.
E_GL_ARB_sampler_objects,
// glMapBufferRange + glFlushMappedBufferRange, which ARB_buffer_storage's persistent
// maps are already built on top of.
E_GL_ARB_map_buffer_range,
// glCopyBufferSubData plus the GL_COPY_READ_BUFFER / GL_COPY_WRITE_BUFFER targets.
E_GL_ARB_copy_buffer,
// glCopyImageSubData, wired to a real backend hook on both backends.
E_GL_ARB_copy_image,
// GL_TEXTURE_SWIZZLE_{R,G,B,A,RGBA}, which this backend syncs through to the ES
// driver's identical parameters.
E_GL_ARB_texture_swizzle,
// GL_INT_2_10_10_10_REV / GL_UNSIGNED_INT_2_10_10_10_REV on glVertexAttribPointer plus
// the eight glVertexAttribP* entry points.
E_GL_ARB_vertex_type_2_10_10_10_rev,
// The R/RG internal formats. Named separately from the float ones because an
// application may check either.
E_GL_ARB_texture_rg,
// GL_DEPTH_COMPONENT32F and GL_DEPTH32F_STENCIL8.
E_GL_ARB_depth_buffer_float,
// The floating-point colour formats. Unlike the rest of this block this string DOES
// gate CTS cases - KHR-GL4*.internalformat.texture2d.*{16f,32f} is keyed on it with no
// core-version fallback, so eight cases per version list were NotSupported on formats
// the backend has always had.
E_GL_ARB_texture_float,
// glViewportArrayv / glViewportIndexedf{,v} / glScissorArrayv / glScissorIndexed{,v} /
// glDepthRangeArrayv / glDepthRangeIndexed / glGetFloati_v / glGetDoublei_v, over the
// 16 viewports GL_MAX_VIEWPORTS reports and the per-viewport routing emulation.
E_GL_ARB_viewport_array,
// Advertised with GL_NUM_PROGRAM_BINARY_FORMATS = 0, which the
// extension explicitly permits. It is also the only thing that
// exposes glProgramParameteri before GL 4.1.
E_GL_ARB_get_program_binary};
// Minecraft 26.3 checks this prerequisite before it even considers
// GL_ARB_multi_draw_indirect. ES 3.1 supplies both single-draw entry points; the loader
// folds the version and pointer checks into SupportsDrawIndirect.
if (drawIndirectSupported) {
extensions.push_back(E_GL_ARB_draw_indirect);
}
// ARB_base_instance also defines the last word of an indirect command. Direct calls are
// emulated on every Espryt device, but without host GL_EXT_base_instance a native indirect
// draw cannot shift divisor attributes by a GPU-authored non-zero value, so do not promise
// that incomplete case.
if (drawIndirectSupported && nonZeroIndirectBaseInstanceSupported) {
extensions.push_back(E_GL_ARB_base_instance);
}
// GL_KHR_parallel_shader_compile is MobileGL's own capability, not the host ES
// driver's: the compiler threads are MobileGL's, and glCompileShader/glLinkProgram
// are serviced entirely inside the frontend. Whether the device driver advertises
// the string is irrelevant here (the POST reports it separately, for the day the
// driver-side link is what gets parallelised).
//
// Gated on the async flag deliberately, and this is the whole reason the gate
// exists. Advertising the string is the one part of asynchronous compilation that a
// recorded trace can never cover: Iris and Sodium change their SUBMISSION SCHEDULE
// the moment they see it - they enqueue whole pipeline batches and poll
// GL_COMPLETION_STATUS_KHR instead of compiling one program at a time - so
// MOBILEGL_ASYNC_SHADER_COMPILE=0 has to withdraw the application-visible behaviour
// change as well as the threading, or the kill switch would only be half a switch.
if (MG_Util::Async::AsyncShaderCompileEnabled()) {
extensions.push_back(E_GL_KHR_parallel_shader_compile);
}
// GL_ARB_gpu_shader_fp64 is opt-in (MOBILEGL_ADVERTISE_FP64). Every `double` in a
// shader compiles and runs already - it is narrowed to 32 bits before the module
// reaches this backend - so an application that simply uses doubles needs nothing
// advertised. What the extension additionally promises is 64-bit PRECISION, which no
// mobile GPU has and the narrowing cannot fake, so advertising it by default would
// make an application that checks the string take a path MobileGL cannot honour.
if (MG_Config::Features.AdvertiseFp64) {
extensions.push_back(E_GL_ARB_gpu_shader_fp64);
}
// Only advertised when the device driver actually has usable timer queries
// (GL_EXT_disjoint_timer_query plus its entry points) and the
// MOBILEGL_DISABLE_TIMERQUERY escape hatch is off.
if (timerQueriesSupported && !MG_Config::Features.DisableTimerQuery) {
extensions.push_back(E_GL_ARB_timer_query);
}
// Cube map arrays are core from GL 4.0 and from ES 3.2, but on a pre-ES-3.2 driver without
// EXT/OES_texture_cube_map_array there is nothing underneath: the texture gets no storage
// and a samplerCubeArray shader does not even compile, which is exactly what the POST
// reports. So the string follows the host capability rather than the version.
//
// Named for the application's benefit rather than the suite's: measured on Adreno 830,
// KHR-GL43.texture_gather.plain-gather-*-cube-array already passed without the string, so
// this unlocks no conformance case. It is advertised because the feature is real and
// because an application that feature-detects cube map arrays off the string (rather than
// off the 4.0 version) would otherwise decline a path this backend serves.
if (cubeMapArraySupported) {
extensions.push_back(E_GL_ARB_texture_cube_map_array);
}
// Only advertised when the host ES driver has EXT/OES_texture_view. ES has no core
// texture views at any version and no honest emulation exists: a view is a SECOND NAME
// over the SAME storage, so that writes through either are visible through the other and
// the two carry independent per-texture parameters at the same time - which is exactly
// what applications use it for (Better Clouds samples one D24S8 through its own name with
// DEPTH_STENCIL_TEXTURE_MODE = STENCIL_INDEX and through a view with DEPTH_COMPONENT, in
// a single shading pass). A copy-based fallback satisfies neither half, and fails
// silently; withholding the string and answering glTextureView with INVALID_OPERATION is
// the only behaviour that cannot be mistaken for success.
//
// The host extension is necessary and NOT sufficient, which is why this second gate
// exists. Adreno 830 has EXT_texture_view, and on it the whole functional half of
// KHR-GL4{2,3}.texture_view fails: base_and_max_levels, reference_counting and
// view_sampling Fail and view_classes crashes, while only the two pure-API cases
// (errors, gettexparameter - neither of which touches the host view) pass. The cause is
// known and is MobileGL's, not the driver's: SyncTextureViewToBackend normalizes the
// VIEW's ES internalformat independently of the storage it aliases, so whenever the two
// land on different renderability carriers the host rejects the pair, the error is
// swallowed, and the view is left as a storage-less name that samples as zeros.
// DirectVulkan builds the view as a second VkImageView over one VkImage and has no such
// seam - it passes 5 of the 7 cases on the same device - so the string stays there.
//
// Until that reconciliation exists, advertising here would be the same lie the comment
// above refuses to tell, just with an extra prerequisite met. Set
// MOBILEGL_ESPRYT_ENABLE_TEXTURE_VIEW=1 to re-enable it for that work.
if (textureViewSupported && MG_Config::Features.EsprytEnableTextureView) {
extensions.push_back(E_GL_ARB_texture_view);
}
// Only advertised when the host ES driver actually filters anisotropically: the sampler
// state is accepted regardless, but forwarding it would be a no-op without the extension,
// and an app that trusts the string (LWJGL builds GLCapabilities from it) would silently
// get plain trilinear.
if (anisotropicFilteringSupported) {
extensions.push_back(E_GL_EXT_texture_filter_anisotropic);
extensions.push_back(E_GL_ARB_texture_filter_anisotropic);
}
return extensions;
}
String FormatBackendAPIVersionString(const String& glesRendererString, Int glesMajor, Int glesMinor) {
// Format:
// <OpenGL ES Renderer>, OpenGL ES <OpenGL ES Version>
return std::format("{}, OpenGL ES {}.{}", glesRendererString, glesMajor, glesMinor);
}
BackendType BackendObject_DirectGLES::GetBackendType() const {
return BackendType::DirectGLES;
}
const GlobalBackendFunctionsTable& BackendObject_DirectGLES::GetBackendFunctions() const {
static GlobalBackendFunctionsTable funcsTable;
static Bool funcsTableInitialized = false;
if (!funcsTableInitialized) {
funcsTable.Present = DirectGLES::Present;
funcsTable.SetSwapInterval = DirectGLES::SetSwapInterval;
funcsTable.GL.DrawArrays = DrawArrays;
funcsTable.GL.DrawElements = DrawElements;
funcsTable.GL.DrawElementsBaseVertex = DrawElementsBaseVertex;
funcsTable.GL.MultiDrawArrays = MultiDrawArrays;
funcsTable.GL.MultiDrawElements = MultiDrawElements;
funcsTable.GL.MultiDrawElementsBaseVertex = MultiDrawElementsBaseVertex;
funcsTable.GL.MultiDrawElementsIndirect = MultiDrawElementsIndirect;
funcsTable.GL.MultiDrawElementsIndirectCount = MultiDrawElementsIndirectCount;
funcsTable.GL.MultiDrawArraysIndirect = MultiDrawArraysIndirect;
funcsTable.GL.MultiDrawArraysIndirectCount = MultiDrawArraysIndirectCount;
funcsTable.GL.DrawRangeElementsBaseVertex = DrawRangeElementsBaseVertex;
funcsTable.GL.DrawRangeElements = DrawRangeElements;
funcsTable.GL.DrawElementsInstancedBaseVertexBaseInstance = DrawElementsInstancedBaseVertexBaseInstance;
funcsTable.GL.DrawElementsInstancedBaseVertex = DrawElementsInstancedBaseVertex;
funcsTable.GL.DrawElementsInstancedBaseInstance = DrawElementsInstancedBaseInstance;
funcsTable.GL.DrawElementsInstanced = DrawElementsInstanced;
funcsTable.GL.DrawArraysInstancedBaseInstance = DrawArraysInstancedBaseInstance;
funcsTable.GL.DrawArraysInstanced = DrawArraysInstanced;
funcsTable.GL.DrawElementsIndirect = DrawElementsIndirect;
funcsTable.GL.DrawArraysIndirect = DrawArraysIndirect;
funcsTable.GL.DispatchCompute = DispatchCompute;
funcsTable.GL.DispatchComputeIndirect = DispatchComputeIndirect;
funcsTable.GL.MemoryBarrier = MemoryBarrier;
funcsTable.GL.MemoryBarrierByRegion = MemoryBarrierByRegion;
funcsTable.GL.BindImageTexture = BindImageTexture;
funcsTable.GL.GetIntegeri_v = GetIntegeri_v;
funcsTable.GL.GetInteger64i_v = GetInteger64i_v;
funcsTable.GL.GetProgramiv = GetProgramiv;
funcsTable.GL.ShaderStorageBlockBinding = ShaderStorageBlockBinding;
funcsTable.GL.Clear = Clear;
funcsTable.GL.ClearBufferfi = ClearBufferfi;
funcsTable.GL.ClearBufferfv = ClearBufferfv;
funcsTable.GL.ClearBufferuiv = ClearBufferuiv;
funcsTable.GL.ClearBufferiv = ClearBufferiv;
funcsTable.GL.ClearNamedFramebufferfv = ClearNamedFramebufferfv;
funcsTable.GL.ClearNamedFramebufferiv = ClearNamedFramebufferiv;
funcsTable.GL.ClearNamedFramebufferuiv = ClearNamedFramebufferuiv;
funcsTable.GL.ClearNamedFramebufferfi = ClearNamedFramebufferfi;
funcsTable.GL.BlitFramebuffer = BlitFramebuffer;
funcsTable.GL.BlitNamedFramebuffer = BlitNamedFramebuffer;
funcsTable.GL.CopyTexImage2D = CopyTexImage2D;
funcsTable.GL.CopyTexSubImage2D = CopyTexSubImage2D;
funcsTable.GL.CopyImageSubData = CopyImageSubData;
funcsTable.GL.GenerateMipmap = GenerateMipmap;
funcsTable.GL.ReadPixels = ReadPixels;
funcsTable.GL.GetTexImage = GetTexImage;
funcsTable.GL.FenceSync = FenceSync;
funcsTable.GL.ClientWaitSync = ClientWaitSync;
funcsTable.GL.WaitSync = WaitSync;
funcsTable.GL.DeleteSync = DeleteSync;
funcsTable.GL.GetSyncStatus = GetSyncStatus;
// Optional timer-query group: left null (the frontend then falls
// back) when disabled via MOBILEGL_DISABLE_TIMERQUERY. The hooks
// themselves additionally degrade to null handles / zero results
// when GL_EXT_disjoint_timer_query or its entry points are
// missing, or when the calling thread does not own the ES
// context.
if (!MG_Config::Features.DisableTimerQuery) {
// AreTimerQueriesSupported is a pure capability read (no
// current ES context required, false until the caps are
// filled in), which is exactly the dynamic support check
// the frontend wants from IsTimerQuerySupported.
funcsTable.GL.IsTimerQuerySupported = AreTimerQueriesSupported;
funcsTable.GL.BeginTimeElapsedQuery = BeginTimeElapsedQuery;
funcsTable.GL.EndTimeElapsedQuery = EndTimeElapsedQuery;
funcsTable.GL.QueryCounterTimestamp = QueryCounterTimestamp;
funcsTable.GL.GetGpuTimestampNs = GetGpuTimestampNs;
}
// Occlusion queries are core ES3 (independent of MOBILEGL_DISABLE_TIMERQUERY)
// and share the handle-based result/delete entries, which must exist even
// when the timer-query group above is disabled.
funcsTable.GL.BeginOcclusionQuery = BeginOcclusionQuery;
funcsTable.GL.EndOcclusionQuery = EndOcclusionQuery;
// Real driver primitive counters: the frontend's CPU accounting cannot see a
// geometry shader's amplification.
funcsTable.GL.BeginXfbPrimitivesQuery = BeginXfbPrimitivesQuery;
funcsTable.GL.EndXfbPrimitivesQuery = EndXfbPrimitivesQuery;
// ...but where it CAN see the whole capture - no geometry stage - the frontend's
// own count is the desktop-exact one and the ES driver's is only as good as the
// vendor made it (Adreno doubles PRIMITIVES_WRITTEN for a vertex-only capture that
// follows a large render pass). The query above stays installed: it is still what
// answers an amplifying span, and PRIMITIVES_GENERATED always.
funcsTable.GL.PrefersCpuXfbPrimitiveAccounting = true;
funcsTable.GL.IsQueryResultAvailable = IsQueryResultAvailable;
funcsTable.GL.GetQueryResult64 = GetQueryResult64;
funcsTable.GL.DeleteBackendQuery = DeleteBackendQuery;
// Transform feedback is captured by the real ES driver rather than
// reconstructed from the draw recording, so the frontend has to hand the
// span boundaries over.
funcsTable.GL.PatchParameteri = DirectGLES::PatchParameteri;
funcsTable.GL.BeginTransformFeedback = XfbImpl::BeginTransformFeedback;
funcsTable.GL.EndTransformFeedback = XfbImpl::EndTransformFeedback;
funcsTable.GL.PauseTransformFeedback = XfbImpl::PauseTransformFeedback;
funcsTable.GL.ResumeTransformFeedback = XfbImpl::ResumeTransformFeedback;
funcsTable.GL.BindTransformFeedback = XfbImpl::BindTransformFeedback;
funcsTable.GL.DeleteTransformFeedback = XfbImpl::DeleteTransformFeedback;
funcsTableInitialized = true;
}
return funcsTable;
}
const DynamicBackendParameters& BackendObject_DirectGLES::GetDynamicParameters() const {
return m_dynamicParameters;
}
void BackendObject_DirectGLES::ApplyGLESCapabilitiesForTesting(const MG_External::GLESCapabilities& capabilities) {
m_GLESCapabilities = capabilities;
UpdateDynamicBackendParameters();
}
void BackendObject_DirectGLES::UpdateDynamicBackendParameters() {
m_dynamicParameters.UniformBufferOffsetAlignment = m_GLESCapabilities.UniformBufferOffsetAlignment;
m_dynamicParameters.ShaderStorageBufferOffsetAlignment =
m_GLESCapabilities.ShaderStorageBufferOffsetAlignment;
m_dynamicParameters.MaxTextureMaxAnisotropy = m_GLESCapabilities.MaxTextureMaxAnisotropy;
m_dynamicParameters.AliasedLineWidthRangeMin = m_GLESCapabilities.AliasedLineWidthRangeMin;
m_dynamicParameters.AliasedLineWidthRangeMax = m_GLESCapabilities.AliasedLineWidthRangeMax;
m_dynamicParameters.SmoothLineWidthRangeMin = m_GLESCapabilities.SmoothLineWidthRangeMin;
m_dynamicParameters.SmoothLineWidthRangeMax = m_GLESCapabilities.SmoothLineWidthRangeMax;
m_dynamicParameters.SmoothLineWidthGranularity = m_GLESCapabilities.SmoothLineWidthGranularity;
m_dynamicParameters.PointSizeRangeMin = m_GLESCapabilities.PointSizeRangeMin;
m_dynamicParameters.PointSizeRangeMax = m_GLESCapabilities.PointSizeRangeMax;
m_dynamicParameters.PointSizeGranularity = m_GLESCapabilities.PointSizeGranularity;
m_dynamicParameters.Max3DTextureSize = m_GLESCapabilities.Max3DTextureSize;
m_dynamicParameters.MaxArrayTextureLayers = m_GLESCapabilities.MaxArrayTextureLayers;
m_dynamicParameters.MaxCubeMapTextureSize = m_GLESCapabilities.MaxCubeMapTextureSize;
m_dynamicParameters.MaxFramebufferWidth = m_GLESCapabilities.MaxFramebufferWidth;
m_dynamicParameters.MaxFramebufferHeight = m_GLESCapabilities.MaxFramebufferHeight;
m_dynamicParameters.MaxFramebufferLayers = m_GLESCapabilities.MaxFramebufferLayers;
m_dynamicParameters.MaxRenderbufferSize = m_GLESCapabilities.MaxRenderbufferSize;
m_dynamicParameters.MaxTextureSize = m_GLESCapabilities.MaxTextureSize;
m_dynamicParameters.MaxColorTextureSamples = m_GLESCapabilities.MaxColorTextureSamples;
m_dynamicParameters.MaxDepthTextureSamples = m_GLESCapabilities.MaxDepthTextureSamples;
m_dynamicParameters.MaxFramebufferSamples = m_GLESCapabilities.MaxFramebufferSamples;
m_dynamicParameters.MaxIntegerSamples = m_GLESCapabilities.MaxIntegerSamples;
m_dynamicParameters.MaxSamples = m_GLESCapabilities.MaxSamples;
m_dynamicParameters.MaxSampleMaskWords = m_GLESCapabilities.MaxSampleMaskWords;
m_dynamicParameters.MaxPatchVertices = m_GLESCapabilities.MaxPatchVertices;
m_dynamicParameters.MaxTessGenLevel = m_GLESCapabilities.MaxTessGenLevel;
m_dynamicParameters.MinProgramTextureGatherOffset = m_GLESCapabilities.MinProgramTextureGatherOffset;
m_dynamicParameters.MaxProgramTextureGatherOffset = m_GLESCapabilities.MaxProgramTextureGatherOffset;
// Clamp the advertised sampler limits the same way the DirectVulkan backend does: per-stage
// GL_MAX_TEXTURE_IMAGE_UNITS must never exceed host-side fixed arrays sized off it (e.g.
// Minecraft's 128-entry Blaze3D GlStateManager.TEXTURES[], iterated by Iris), and the combined
// limit must stay within our texture-unit state array capacity.
m_dynamicParameters.MaxTextureImageUnits =
std::min(m_GLESCapabilities.MaxTextureImageUnits,
static_cast<Int>(MG_State::GLState::TextureState::MAX_PER_STAGE_TEXTURE_IMAGE_UNITS));
m_dynamicParameters.MaxVertexTextureImageUnits =
std::min(m_GLESCapabilities.MaxVertexTextureImageUnits,
static_cast<Int>(MG_State::GLState::TextureState::MAX_PER_STAGE_TEXTURE_IMAGE_UNITS));
m_dynamicParameters.MaxComputeTextureImageUnits =
std::min(m_GLESCapabilities.MaxComputeTextureImageUnits,
static_cast<Int>(MG_State::GLState::TextureState::MAX_PER_STAGE_TEXTURE_IMAGE_UNITS));
m_dynamicParameters.MaxCombinedTextureImageUnits =
std::min(m_GLESCapabilities.MaxCombinedTextureImageUnits,
static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS));
// Never advertise more attributes than the state layer can store: the current-value array and
// the Uint32 attribute masks the draw path passes around are both bounded by MAX_VERTEX_ATTRIBS.
m_dynamicParameters.MaxVertexAttribs =
std::min(m_GLESCapabilities.MaxVertexAttribs,
static_cast<Int>(MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS));
m_dynamicParameters.MaxComputeShaderStorageBlocks = m_GLESCapabilities.MaxComputeShaderStorageBlocks;
m_dynamicParameters.MaxCombinedShaderStorageBlocks = m_GLESCapabilities.MaxCombinedShaderStorageBlocks;
// Per-stage storage-block counts, forwarded from the host driver rather than invented.
// A stage the driver cannot serve reports 0, which is a legal answer everywhere these
// limits appear (GL 4.6 table 23.64, ES 3.2 table 21.44 - the minimum is 0 for every
// graphics stage except fragment) and is the only answer that lets an application take
// its own fallback instead of building a program the driver will refuse to link. The
// stage limit cannot exceed the combined limit or the number of binding points there
// are to bind buffers to, so clamp to both.
const auto clampStageStorageBlocks = [this](Int stageLimit) {
return std::min({std::max(stageLimit, 0), std::max(m_dynamicParameters.MaxCombinedShaderStorageBlocks, 0),
std::max(m_dynamicParameters.MaxShaderStorageBufferBindings, 0)});
};
m_dynamicParameters.MaxShaderStorageBufferBindings = m_GLESCapabilities.MaxShaderStorageBufferBindings;
m_dynamicParameters.MaxVertexShaderStorageBlocks =
clampStageStorageBlocks(m_GLESCapabilities.MaxVertexShaderStorageBlocks);
m_dynamicParameters.MaxTessControlShaderStorageBlocks =
clampStageStorageBlocks(m_GLESCapabilities.MaxTessControlShaderStorageBlocks);
m_dynamicParameters.MaxTessEvaluationShaderStorageBlocks =
clampStageStorageBlocks(m_GLESCapabilities.MaxTessEvaluationShaderStorageBlocks);
m_dynamicParameters.MaxGeometryShaderStorageBlocks =
clampStageStorageBlocks(m_GLESCapabilities.MaxGeometryShaderStorageBlocks);
m_dynamicParameters.MaxFragmentShaderStorageBlocks =
clampStageStorageBlocks(m_GLESCapabilities.MaxFragmentShaderStorageBlocks);
m_dynamicParameters.MaxComputeUniformBlocks = m_GLESCapabilities.MaxComputeUniformBlocks;
m_dynamicParameters.MaxComputeWorkGroupInvocations = m_GLESCapabilities.MaxComputeWorkGroupInvocations;
// (MaxShaderStorageBufferBindings is assigned above, before the per-stage clamp reads it.)
// This is the number glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE) hands the application, and
// on a host without buffer textures it is knowingly a floor MobileGL cannot honour rather
// than a driver answer (m_GLESCapabilities.MaxTextureBufferSizeIsDriverReported says
// which). Reporting 0 instead was considered and rejected: MobileGL advertises an OpenGL
// 4.x context, where buffer textures are core and the limit has a spec minimum of 65536,
// so 0 is not a legal answer and applications are not written to survive it. GL offers no
// way to say "this core feature is missing", so the honesty is carried outside the limit:
// FillInGLESCapabilities logs the tier, glTexBuffer and the program build each name the
// missing capability at MGLOG_I, and the driver POST carries a "Buffer textures" row that
// FAILs on this tier.
m_dynamicParameters.MaxTextureBufferSize = m_GLESCapabilities.MaxTextureBufferSize;
m_dynamicParameters.TextureBufferOffsetAlignment = m_GLESCapabilities.TextureBufferOffsetAlignment;
m_dynamicParameters.MaxUniformBufferBindings = m_GLESCapabilities.MaxUniformBufferBindings;
m_dynamicParameters.MaxUniformBlockSize = m_GLESCapabilities.MaxUniformBlockSize;
const Int maxSupportedTextureUnits = static_cast<Int>(MG_State::GLState::TextureState::MAX_TEXTURE_IMAGE_UNITS);
m_dynamicParameters.MaxImageUnits =
std::max(std::min(m_GLESCapabilities.MaxImageUnits, maxSupportedTextureUnits), 0);
m_dynamicParameters.MaxCombinedImageUniforms = std::max(m_GLESCapabilities.MaxCombinedImageUniforms, 0);
const auto clampStageImageUniforms = [this](Int stageLimit) {
return std::min({std::max(stageLimit, 0), m_dynamicParameters.MaxImageUnits,
m_dynamicParameters.MaxCombinedImageUniforms});
};
m_dynamicParameters.MaxVertexImageUniforms = clampStageImageUniforms(m_GLESCapabilities.MaxVertexImageUniforms);
m_dynamicParameters.MaxGeometryImageUniforms =
clampStageImageUniforms(m_GLESCapabilities.MaxGeometryImageUniforms);
m_dynamicParameters.MaxFragmentImageUniforms =
clampStageImageUniforms(m_GLESCapabilities.MaxFragmentImageUniforms);
m_dynamicParameters.MaxComputeImageUniforms =
clampStageImageUniforms(m_GLESCapabilities.MaxComputeImageUniforms);
m_dynamicParameters.SupportsDistinctDepthStencilAttachments =
ProbeDistinctDepthStencilAttachments(DirectGLES::g_GLESFuncs);
// SyncAttachmentObject routes a layered upload target to glFramebufferTextureLayer with the
// attachment's layer passed through, so this backend really does render to the layer it was
// given - provided the driver resolved the entry point at all.
// SyncAttachmentObject (Managers.cpp, the glFramebufferTextureLayer branch) routes exactly
// five upload targets to glFramebufferTextureLayer with the attachment's layer passed
// through, so this backend really does render to the layer it was given - provided the driver
// resolved the entry point at all. The cube map array is the one target that also needs
// ES-level support before it has any storage to attach.
m_dynamicParameters.PerLayerFramebufferAttachmentTargets = 0;
if (DirectGLES::g_GLESFuncs.glFramebufferTextureLayer != nullptr) {
using DynParams = MG_Backend::DynamicBackendParameters;
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture3D) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture1DArray) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture2DArray) |
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::Texture2DMultisampleArray);
if (m_GLESCapabilities.SupportsTextureCubeMapArray) {
m_dynamicParameters.PerLayerFramebufferAttachmentTargets |=
DynParams::PerLayerFramebufferAttachmentBit(TextureTarget::TextureCubeMapArray);
}
}
// Not a driver question and never will be: GLSL ES has no 64-bit float type in ANY version
// or extension, so SPIRV-Cross cannot emit one ("FP64 not supported in ES profile") and a
// module that still declared Float64 would never reach the driver at all. The demotion is
// mathematically mandatory here, on every device, forever - which is why this stays false
// regardless of what the driver underneath happens to support.
m_dynamicParameters.SupportsShaderFloat64 = false;
// Follows the line above, and must: OpenGL ES has no double-precision vertex format and no
// fp64 type to consume one with, so a 64-bit vertex attribute has nowhere to land here.
m_dynamicParameters.SupportsFloat64VertexAttributes = false;
// Whether a tessellation / geometry stage's ESSL may name gl_PointSize at all: the two
// extension pairs the loader probed, independently, because they really do come
// separately. False arms the shared phase-B demotion
// (ShaderCompiler::DemoteTessellationGeometryPointSizeForProgram), whose ESSL then
// never names the built-in in those stages and needs no extension.
// MOBILEGL_POINT_SIZE_DEMOTION=1 pretends both are absent so the demotion can be
// exercised on a healthy driver (the pinned integration lane); =0 restores the
// detected answer's declines.
m_dynamicParameters.SupportsTessellationPointSize =
m_GLESCapabilities.TessellationPointSizeSupport !=
MG_External::GLESCapabilities::PointSizeTier::None;
m_dynamicParameters.SupportsGeometryPointSize =
m_GLESCapabilities.GeometryPointSizeSupport !=
MG_External::GLESCapabilities::PointSizeTier::None;
switch (MG_Config::Features.PointSizeDemotion) {
case MG_Config::QuirkOverride::ForceOn:
MGLOG_I("DirectGLES: MOBILEGL_POINT_SIZE_DEMOTION=1 - treating tessellation/geometry "
"gl_PointSize as unhosted so the demotion runs on this driver");
m_dynamicParameters.SupportsTessellationPointSize = false;
m_dynamicParameters.SupportsGeometryPointSize = false;
break;
case MG_Config::QuirkOverride::ForceOff:
MGLOG_I("DirectGLES: MOBILEGL_POINT_SIZE_DEMOTION=0 - keeping the built-in and the "
"plain declines regardless of the driver's extensions");
m_dynamicParameters.SupportsTessellationPointSize = true;
m_dynamicParameters.SupportsGeometryPointSize = true;
break;
case MG_Config::QuirkOverride::Auto:
break;
}
m_dynamicParameters.MaxDrawBuffers = m_GLESCapabilities.MaxDrawBuffers;
m_dynamicParameters.MaxColorAttachments = m_GLESCapabilities.MaxColorAttachments;
m_dynamicParameters.MaxClipDistances = m_GLESCapabilities.MaxClipDistances;
// The loader already gated both on GL_EXT_clip_cull_distance and left 0 without it, which
// is the answer that keeps glslang from accepting a gl_CullDistance the ESSL compiler
// would reject.
m_dynamicParameters.MaxCullDistances = m_GLESCapabilities.MaxCullDistances;
m_dynamicParameters.MaxCombinedClipAndCullDistances = m_GLESCapabilities.MaxCombinedClipAndCullDistances;
m_dynamicParameters.MaxViewports = m_GLESCapabilities.MaxViewports;
// Whatever the driver said about which vertex supplies gl_Layer, and GL_UNDEFINED_VERTEX
// for gl_ViewportIndex on every driver without GL_OES_viewport_array - which is both test
// devices. That is not a shortfall being hidden: without the extension only viewport 0 is
// ever rasterized, so no vertex "selects" a viewport index and naming a convention would
// describe behaviour this backend does not implement.
m_dynamicParameters.LayerProvokingVertex = m_GLESCapabilities.LayerProvokingVertex;
m_dynamicParameters.ViewportIndexProvokingVertex = m_GLESCapabilities.ViewportIndexProvokingVertex;
m_dynamicParameters.MaxViewportWidth = m_GLESCapabilities.MaxViewportWidth;
m_dynamicParameters.MaxViewportHeight = m_GLESCapabilities.MaxViewportHeight;
m_dynamicParameters.ViewportBoundsRangeMin = m_GLESCapabilities.ViewportBoundsRangeMin;
m_dynamicParameters.ViewportBoundsRangeMax = m_GLESCapabilities.ViewportBoundsRangeMax;
m_dynamicParameters.ViewportSubpixelBits = m_GLESCapabilities.ViewportSubpixelBits;
m_dynamicParameters.MinFragmentInterpolationOffset =
std::isfinite(m_GLESCapabilities.MinFragmentInterpolationOffset) &&
m_GLESCapabilities.MinFragmentInterpolationOffset <= -0.5f
? m_GLESCapabilities.MinFragmentInterpolationOffset
: -0.5f;
m_dynamicParameters.MaxFragmentInterpolationOffset = 0.4375f;
m_dynamicParameters.FragmentInterpolationOffsetBits = 4;
if (m_GLESCapabilities.FragmentInterpolationOffsetBits >= 4 &&
std::isfinite(m_GLESCapabilities.MaxFragmentInterpolationOffset)) {
const Float requiredMaxOffset =
0.5f - std::ldexp(1.0f, -m_GLESCapabilities.FragmentInterpolationOffsetBits);
if (m_GLESCapabilities.MaxFragmentInterpolationOffset >= requiredMaxOffset) {
m_dynamicParameters.MaxFragmentInterpolationOffset = m_GLESCapabilities.MaxFragmentInterpolationOffset;
m_dynamicParameters.FragmentInterpolationOffsetBits =
m_GLESCapabilities.FragmentInterpolationOffsetBits;
}
}
m_dynamicParameters.SupportsWideLines =
m_GLESCapabilities.AliasedLineWidthRangeMax > 1.0f || m_GLESCapabilities.SmoothLineWidthRangeMax > 1.0f;
const auto containsAny = [](const String& haystack, std::initializer_list<const char*> needles) {
return std::any_of(needles.begin(), needles.end(),
[&](const char* needle) { return haystack.find(needle) != String::npos; });
};
const String vendorAndRenderer =
m_GLESCapabilities.GLESVendorString + " " + m_GLESCapabilities.GLESRendererString;
if (containsAny(vendorAndRenderer, {"llvmpipe", "SwiftShader", "softpipe"})) {
// Check software rasterizers first: ANGLE-on-llvmpipe reports both.
m_dynamicParameters.GpuVendor = GpuVendorKind::Software;
} else if (containsAny(vendorAndRenderer, {"Qualcomm", "Adreno"})) {
m_dynamicParameters.GpuVendor = GpuVendorKind::Qualcomm;
} else if (containsAny(vendorAndRenderer, {"Mali", "ARM"})) {
m_dynamicParameters.GpuVendor = GpuVendorKind::Arm;
} else if (containsAny(vendorAndRenderer, {"NVIDIA"})) {
m_dynamicParameters.GpuVendor = GpuVendorKind::Nvidia;
} else if (containsAny(vendorAndRenderer, {"AMD", "Radeon"})) {
m_dynamicParameters.GpuVendor = GpuVendorKind::Amd;
} else if (containsAny(vendorAndRenderer, {"Intel"})) {
m_dynamicParameters.GpuVendor = GpuVendorKind::Intel;
} else if (containsAny(vendorAndRenderer, {"Imagination", "PowerVR"})) {
m_dynamicParameters.GpuVendor = GpuVendorKind::ImgTec;
} else {
m_dynamicParameters.GpuVendor = GpuVendorKind::Unknown;
}
}
const MG_External::GLESFunctionsTable& BackendObject_DirectGLES::GetGLESFunctions() const {
return m_GLESFunctions;
}
const MG_External::EGLFunctionsTable& BackendObject_DirectGLES::GetEGLFunctions() const {
return m_EGLFunctions;
}
} // namespace MobileGL::MG_Backend::DirectGLES