[Refactor] (SelfTest): give every POST capability row a PASS/WARN/FAIL verdict and keep INFO for identity

This commit is contained in:
2026-08-22 08:59:03 -04:00
parent dcb568d445
commit 2f62970dd5
2 changed files with 302 additions and 163 deletions
+282 -158
View File
@@ -37,17 +37,19 @@
namespace MobileGL::MG_Util::SelfTest {
namespace {
// Display ranks for PostCheck::displayRank: within one backend section, FAIL
// rows render first, then WARN, PASS, INFO, then the device-driver identity
// rows render first, then WARN, then PASS, then the device-driver identity
// strings, and always last (regardless of status) the strings MobileGL itself
// reports to applications. Rows are stable-sorted, so relative order within a
// rank is preserved. Purely cosmetic: the verdict computation is unaffected.
//
// There is no rank between PASS and the identity blocks because there are no INFO
// capability rows any more - see the taxonomy on ReportBuilder below.
enum DisplayRank : Int {
RankFail = 0,
RankWarn = 1,
RankPass = 2,
RankInfo = 3,
RankDriverReported = 4,
RankMobileGLReported = 5,
RankDriverReported = 3,
RankMobileGLReported = 4,
};
// Both backends' fp64 rows end the same way, and the sentence they end with depends on
@@ -68,6 +70,28 @@ namespace MobileGL::MG_Util::SelfTest {
"to advertise it anyway";
}
// ===================== THE ROW VERDICT TAXONOMY =====================
//
// EVERY CAPABILITY ROW IS PASS, WARN OR FAIL. INFO IS FOR IDENTITY ONLY - renderer
// names, version strings, driver strings - and there is deliberately no way to emit an
// INFO capability row from here: the only INFO emitters are the two identity helpers at
// the bottom of this struct. A row that says "not supported; no impact today" tells a
// reader nothing about whether their application will work, which is the one question
// the screen exists to answer.
//
// PASS - the backend supports the capability directly.
// WARN - the backend does NOT support it directly, but a MobileGL quirk substitutes
// and the application still sees correct behaviour. The detail names the
// substitute and whatever it costs.
// FAIL - unsupported, with no substitute: an application that uses it gets wrong
// output, a failed draw, or nothing at all. The detail says what breaks.
//
// FAIL comes in two flavours, and the difference is about the BACKEND, not the row.
// Fail() is for a capability the backend cannot start without, and it drives the
// backend summary to UNSUPPORTED. FailOptional() is for a capability that is just as
// unusable but that the backend runs fine without, so the summary stays DEGRADED - a
// device with no dual-source blend still plays Minecraft, and reporting the whole
// backend as unusable because of it would be a lie in the other direction.
struct ReportBuilder {
BackendPostReport report;
Bool fatalFailed = false;
@@ -77,20 +101,27 @@ namespace MobileGL::MG_Util::SelfTest {
report.checks.push_back({Move(name), "PASS", Move(detail), RankPass});
}
// FAIL on a capability the backend cannot run without: the backend summary becomes
// UNSUPPORTED.
void Fail(String name, String detail) {
fatalFailed = true;
report.checks.push_back({Move(name), "FAIL", Move(detail), RankFail});
}
// FAIL on a capability with no substitute that the backend can nonetheless run
// without. The row is as red as any other FAIL - an application using it does not
// work - but the backend summary degrades rather than declaring the whole backend
// unusable.
void FailOptional(String name, String detail) {
warnUnmet = true;
report.checks.push_back({Move(name), "FAIL", Move(detail), RankFail});
}
void Warn(String name, String detail) {
warnUnmet = true;
report.checks.push_back({Move(name), "WARN", Move(detail), RankWarn});
}
void Info(String name, String detail) {
report.checks.push_back({Move(name), "INFO", Move(detail), RankInfo});
}
// A "Backend driver reported ..." identity string straight from the device
// driver; rendered after the regular rows.
void DriverReported(String name, String detail) {
@@ -158,17 +189,19 @@ namespace MobileGL::MG_Util::SelfTest {
// applications DO, not just what they can do: with the extension advertised, Iris
// and Sodium batch their pipeline compiles and poll GL_COMPLETION_STATUS_KHR.
//
// PASS when it is on (the intended configuration once the default flips), INFO when
// it is off - "off" is a supported configuration, not a degradation, so it must not
// colour the verdict. Either way the row names MOBILEGL_ASYNC_SHADER_COMPILE, so a
// user reading a POST page can tell which side of the switch they are on and how to
// change it.
// PASS when it is on (the intended configuration once the default flips), WARN when it
// is off: the capability is not advertised, and what stands in for it - compiling on
// the calling thread - produces exactly the same programs, just without the overlap.
// Either way the row names MOBILEGL_ASYNC_SHADER_COMPILE, so a user reading a POST page
// can tell which side of the switch they are on and how to change it.
void AppendAsyncShaderCompileRow(ReportBuilder& builder) {
constexpr const char* rowName = "Asynchronous shader compilation";
if (!MG_Util::Async::AsyncShaderCompileEnabled()) {
builder.Info(rowName,
"off; glCompileShader and glLinkProgram run on the calling thread and "
"GL_KHR_parallel_shader_compile is not advertised (set environment variable "
builder.Warn(rowName,
"off; GL_KHR_parallel_shader_compile is not advertised and "
"glCompileShader/glLinkProgram run on the calling thread instead. The "
"programs are identical - only the overlap is lost, so a shaderpack load "
"takes as long as its compiles do (set environment variable "
"MOBILEGL_ASYNC_SHADER_COMPILE=1 to enable it)");
return;
}
@@ -301,22 +334,30 @@ namespace MobileGL::MG_Util::SelfTest {
builder.Pass("Polygon mode",
"glPolygonMode GL_LINE/GL_POINT available via GL_NV/ANGLE_polygon_mode");
} else {
builder.Warn("Polygon mode",
"no GL_NV/ANGLE_polygon_mode; glPolygonMode GL_LINE/GL_POINT falls back to GL_FILL");
builder.FailOptional("Polygon mode",
"no GL_NV/ANGLE_polygon_mode; glPolygonMode GL_LINE/GL_POINT silently "
"falls back to GL_FILL. There is no substitute - wireframe and point "
"rasterization would have to be rebuilt out of line/point primitives - "
"so an application asking for either gets solid triangles instead");
}
if (caps.SupportsIndexedColorMask) {
builder.Pass("Indexed color mask",
"per-draw-buffer glColorMaski available (ES 3.2 core or draw_buffers_indexed)");
} else {
builder.Warn("Indexed color mask",
"no indexed glColorMaski; per-draw-buffer color masks fall back to draw buffer 0");
builder.FailOptional("Indexed color mask",
"no indexed glColorMaski; every per-draw-buffer colour mask collapses "
"onto draw buffer 0's, so an MRT pass that masks its attachments "
"differently writes the wrong channels to all but one of them, with "
"nothing to substitute");
}
if (caps.SupportsDualSourceBlend) {
builder.Pass("Dual-source blend",
"GL_SRC1_* dual-source blend factors available via GL_EXT_blend_func_extended");
} else {
builder.Warn("Dual-source blend",
"no GL_EXT_blend_func_extended; GL_SRC1_* dual-source blend factors hard-fail at draw");
builder.FailOptional("Dual-source blend",
"no GL_EXT_blend_func_extended; a draw using a GL_SRC1_* blend factor "
"hard-fails, and a second fragment output cannot be produced any other "
"way");
}
if (es31) {
@@ -328,10 +369,13 @@ namespace MobileGL::MG_Util::SelfTest {
builder.Pass("Vertex shader storage blocks",
format("GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS = {}", maxVertexSsboBlocks));
} else {
builder.Warn("Vertex shader storage blocks",
format("GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS = {}; the Flywheel/Create indirect draw "
"machinery cannot read indirect command buffers from the vertex stage",
maxVertexSsboBlocks));
builder.FailOptional(
"Vertex shader storage blocks",
format("GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS = {}; the vertex stage cannot read a "
"storage buffer at all, and there is nothing to read one with instead - the "
"Flywheel/Create indirect draw machinery, which fetches its per-instance data "
"from a vertex-stage SSBO, cannot run",
maxVertexSsboBlocks));
}
if (caps.MaxShaderStorageBufferBindings >= 8) {
@@ -350,14 +394,15 @@ namespace MobileGL::MG_Util::SelfTest {
if (caps.SupportsPersistentMapping) {
builder.Pass("GL_EXT_buffer_storage", "supported (persistent buffer mapping)");
} else {
builder.Info("GL_EXT_buffer_storage",
"not supported; no impact today: the frontend fully emulates persistent "
"mapping regardless of this extension");
builder.Warn("GL_EXT_buffer_storage",
"not supported; the frontend emulates persistent mapping with its own "
"shadow storage instead, so glBufferStorage and a GL_MAP_PERSISTENT_BIT "
"mapping behave correctly - at the cost of the shadow copy");
}
if (caps.SupportsBaseInstance) {
builder.Pass("GL_EXT_base_instance", "supported (native baseInstance draws)");
} else {
builder.Info("GL_EXT_base_instance",
builder.Warn("GL_EXT_base_instance",
"not supported; direct baseInstance draws are emulated by shifting the "
"instanced arrays' attribute offsets, and gl_BaseInstance by a uniform. "
"The one gap is an INDIRECT draw whose command carries a non-zero "
@@ -366,15 +411,17 @@ namespace MobileGL::MG_Util::SelfTest {
// Both multi-draw rows gate on the capability flags, not the entry-point pointers:
// eglGetProcAddress may hand back a non-NULL stub for these on drivers without the
// extension (NVIDIA ES does, and its glMultiDrawElementsBaseVertexEXT stub silently
// drops every draw), so the pointers prove nothing. Absence is INFO in both cases
// because MobileGL falls back to an equivalent per-draw loop.
// drops every draw), so the pointers prove nothing. Absence is WARN in both cases:
// MobileGL falls back to an equivalent per-draw loop, so the output is identical and
// only the command count changes.
if (caps.SupportsMultiDrawIndirect) {
builder.Pass("Multi-draw indirect",
"glMultiDrawArrays/ElementsIndirectEXT available via GL_EXT_multi_draw_indirect");
} else {
builder.Info("Multi-draw indirect",
"GL_EXT_multi_draw_indirect not supported; no impact today: multi-draw "
"indirect is decomposed into per-command indirect draws regardless");
builder.Warn("Multi-draw indirect",
"GL_EXT_multi_draw_indirect not supported; MobileGL decomposes a multi-draw "
"indirect batch into per-command indirect draws, which renders the same "
"thing for one driver call per command instead of one per batch");
}
if (caps.SupportsMultiDrawElementsBaseVertex) {
builder.Pass("Multi-draw base vertex",
@@ -382,7 +429,7 @@ namespace MobileGL::MG_Util::SelfTest {
"with GL_EXT_multi_draw_arrays); glMultiDrawElementsBaseVertex batches into one "
"driver call");
} else {
builder.Info("Multi-draw base vertex",
builder.Warn("Multi-draw base vertex",
"glMultiDrawElementsBaseVertexEXT not supported (needs EXT/OES_"
"draw_elements_base_vertex plus GL_EXT_multi_draw_arrays); the batch "
"takes the next emulation tier instead, with identical output - see "
@@ -407,9 +454,12 @@ namespace MobileGL::MG_Util::SelfTest {
"available (ES 3.1 core); the opt-in \"compute\" multi-draw tier can flatten a "
"whole batch into one draw");
} else {
builder.Info("Compute shaders",
"not available (pre-ES 3.1); no impact on the default multi-draw tiers, which "
"never use compute");
builder.FailOptional("Compute shaders",
"not available (pre-ES 3.1); MobileGL advertises "
"GL_ARB_compute_shader on an OpenGL 4.x context and there is no way to "
"run a glDispatchCompute without the ES counterpart, so a program with "
"a compute shader cannot be built at all. The default multi-draw tiers "
"never use compute, so nothing else is lost");
}
{
// The same resolution the backend runs, over the capabilities probed here.
@@ -420,45 +470,58 @@ namespace MobileGL::MG_Util::SelfTest {
// was consulted.
using MG_Backend::DirectGLES::MultiDrawImpl::ResolveTier;
String resolution;
ResolveTier(caps, glesFuncs, MG_Config::Features.EsprytMultiDrawMode, &resolution);
builder.Info("Multi-draw elements tier",
"glMultiDrawElements(BaseVertex) emulation: " + resolution +
"; override with MOBILEGL_ESPRYT_MULTIDRAW_MODE");
const MG_Config::GLESMultiDrawMode tier =
ResolveTier(caps, glesFuncs, MG_Config::Features.EsprytMultiDrawMode, &resolution);
const String detail = "glMultiDrawElements(BaseVertex) emulation: " + resolution +
"; override with MOBILEGL_ESPRYT_MULTIDRAW_MODE";
// PASS only on the tier that hands the whole batch to the driver in one call.
// Every other tier is a MobileGL substitute: the output is identical, the
// command count is not.
if (tier == MG_Config::GLESMultiDrawMode::Ext) {
builder.Pass("Multi-draw elements tier", detail);
} else {
builder.Warn("Multi-draw elements tier",
detail + " - the batch is replayed rather than handed over whole, "
"which renders the same thing for more driver calls");
}
}
if (caps.SupportsTextureBorderClamp) {
builder.Pass("Texture border clamp",
"supported (GL_TEXTURE_BORDER_COLOR reaches the driver, so "
"GL_CLAMP_TO_BORDER samples the colour the application set)");
} else {
builder.Warn("Texture border clamp",
"not supported (pre-ES 3.2 without GL_EXT/OES_texture_border_clamp); "
"GL_TEXTURE_BORDER_COLOR is not synced to the driver at all, so anything "
"sampling outside a GL_CLAMP_TO_BORDER texture reads the driver's default "
"border instead of the requested colour");
builder.FailOptional(
"Texture border clamp",
"not supported (pre-ES 3.2 without GL_EXT/OES_texture_border_clamp); "
"GL_TEXTURE_BORDER_COLOR is not synced to the driver at all, so anything "
"sampling outside a GL_CLAMP_TO_BORDER texture reads the driver's default "
"border instead of the requested colour, and no wrap mode substitutes for it");
}
if (caps.SupportsTextureCubeMapArray) {
builder.Pass("Texture cube map array",
"supported (GL_TEXTURE_CUBE_MAP_ARRAY textures get real storage and can be "
"attached to a framebuffer)");
} else {
builder.Warn("Texture cube map array",
"not supported (pre-ES 3.2 without GL_EXT/OES_texture_cube_map_array); a cube "
"map array texture gets no driver storage at all, so sampling one reads nothing "
"and rendering to one does not reach the screen");
builder.FailOptional(
"Texture cube map array",
"not supported (pre-ES 3.2 without GL_EXT/OES_texture_cube_map_array); a cube "
"map array texture gets no driver storage at all, so sampling one reads nothing "
"and rendering to one does not reach the screen. Nothing substitutes: the "
"shaders that declare a samplerCubeArray do not compile either");
}
// WARN, not FAIL, and the choice is deliberate. The consequence is severe - buffer
// textures are CORE in OpenGL 3.1 and MobileGL advertises a 4.x context, so an
// application may use one without asking, and nothing degrades gracefully: the
// texture gets no driver storage, and every shader declaring a samplerBuffer fails
// to compile outright, because SPIRV-Cross emits `#extension GL_EXT_texture_buffer :
// require` for it below ESSL 320, so the program never links and every draw using it
// silently draws nothing. That is how Minecraft 26.3, whose cloud layer is built
// entirely from gl_VertexID plus texelFetch on a GL_R8I buffer texture, loses its
// clouds. But FAIL means "this backend cannot run on this driver", and that is not
// true: such a device runs everything that does not touch a buffer texture. It is
// also exactly the shape of the "Texture cube map array" row above, which loses its
// shaders to the same SPIRV-Cross `: require` mechanism and is a WARN - two adjacent
// rows with one consequence must not carry two severities.
// FAIL, and specifically FailOptional. The consequence is severe - buffer textures
// are CORE in OpenGL 3.1 and MobileGL advertises a 4.x context, so an application
// may use one without asking, and nothing degrades gracefully: the texture gets no
// driver storage, and every shader declaring a samplerBuffer fails to compile
// outright, because SPIRV-Cross emits `#extension GL_EXT_texture_buffer : require`
// for it below ESSL 320, so the program never links and every draw using it silently
// draws nothing. That is how Minecraft 26.3, whose cloud layer is built entirely
// from gl_VertexID plus texelFetch on a GL_R8I buffer texture, loses its clouds.
// There is no substitute, which is what makes the row FAIL; the backend still RUNS
// everything that does not touch a buffer texture, which is what keeps the failure
// out of the backend summary. It is exactly the shape of the "Texture cube map
// array" row above, which loses its shaders to the same SPIRV-Cross `: require`
// mechanism - two adjacent rows with one consequence must carry one severity.
// The limit is stated on every tier because it is the one number an application can
// read, and on the None tier it is knowingly a fiction (see below).
{
@@ -495,16 +558,17 @@ namespace MobileGL::MG_Util::SelfTest {
break;
case Tier::None:
default:
builder.Warn("Buffer textures",
format("not supported (pre-ES 3.2 without GL_EXT/OES_texture_buffer); "
"glTexBuffer does not exist, so a buffer texture gets no storage, "
"and any shader declaring a samplerBuffer fails to compile and "
"leaves its program unlinked - every draw using it is a silent "
"no-op. MobileGL still reports GL_MAX_TEXTURE_BUFFER_SIZE = {}: "
"the value is a floor it cannot honour, kept because an OpenGL "
"4.x context may not answer 0 and GL has no way to say that a "
"core feature is missing",
advertisedLimit));
builder.FailOptional(
"Buffer textures",
format("not supported (pre-ES 3.2 without GL_EXT/OES_texture_buffer); "
"glTexBuffer does not exist, so a buffer texture gets no storage, "
"and any shader declaring a samplerBuffer fails to compile and "
"leaves its program unlinked - every draw using it is a silent "
"no-op. MobileGL still reports GL_MAX_TEXTURE_BUFFER_SIZE = {}: "
"the value is a floor it cannot honour, kept because an OpenGL "
"4.x context may not answer 0 and GL has no way to say that a "
"core feature is missing",
advertisedLimit));
break;
}
}
@@ -513,7 +577,10 @@ namespace MobileGL::MG_Util::SelfTest {
// either answer, and the rows exist so the two halves of the loss are named at
// startup instead of discovered as a shader that will not compile or an
// unexplained GL_INVALID_OPERATION at draw setup.
builder.Pass("fp64", AppendFp64AdvertisementNote(
// WARN, not PASS: ESSL has no 64-bit float type, so this backend does not support
// fp64 directly at all. What it has is a complete substitute - the shaders build and
// run - which is exactly what WARN means.
builder.Warn("fp64", AppendFp64AdvertisementNote(
"demoted to fp32 - ESSL has no 64-bit float type, so every double / "
"dvec / dmat in a shader is narrowed to 32 bits before transpilation "
"(DemoteFloat64Pass). Such shaders COMPILE AND RUN, at single "
@@ -531,10 +598,11 @@ namespace MobileGL::MG_Util::SelfTest {
builder.Pass("Tessellation patch parameters",
"glPatchParameteri present (GL_PATCH_VERTICES reaches the driver)");
} else {
builder.Warn("Tessellation patch parameters",
"glPatchParameteri missing (pre-ES 3.2 without GL_EXT_tessellation_shader); "
"GL_PATCH_VERTICES stays at the driver default of 3 and a patch draw of any "
"other size renders nothing");
builder.FailOptional("Tessellation patch parameters",
"glPatchParameteri missing (pre-ES 3.2 without "
"GL_EXT_tessellation_shader); GL_PATCH_VERTICES stays at the driver "
"default of 3 and a patch draw of any other size renders nothing - "
"the patch size cannot be communicated any other way");
}
if (glesFuncs.glGenTransformFeedbacks != nullptr && glesFuncs.glBindTransformFeedback != nullptr &&
glesFuncs.glPauseTransformFeedback != nullptr && glesFuncs.glResumeTransformFeedback != nullptr) {
@@ -550,7 +618,9 @@ namespace MobileGL::MG_Util::SelfTest {
builder.Pass("GL_EXT_texture_norm16", "supported");
} else {
builder.Warn("GL_EXT_texture_norm16",
"not supported; 16-bit normalized texture formats need emulation");
"not supported; MobileGL substitutes a wider format for every 16-bit "
"normalized texture, so the texels are still readable at their declared "
"precision at the cost of the extra storage");
}
if (caps.SupportsRenderSnorm) {
builder.Pass("GL_EXT_render_snorm",
@@ -583,23 +653,31 @@ namespace MobileGL::MG_Util::SelfTest {
"render targets (Iris reports GL_FRAMEBUFFER_UNSUPPORTED and refuses to load)");
}
// INFO, never WARN: this is the HOST driver's ability to compile its own ESSL on
// its own threads, and MobileGL's asynchronous compilation does not depend on it
// in the slightest - the pool parallelises GLSL -> SPIR-V -> ESSL translation,
// which is where a shaderpack load actually spends its time, and it does that on
// a driver that has never heard of the extension. The row exists so that the day
// the driver-side half is overlapped too, the POST already says which devices can.
builder.Info("Driver GL_KHR_parallel_shader_compile",
caps.SupportsParallelShaderCompile
? "supported; the device driver can also compile the translated ESSL off-thread"
: "not supported; the device driver compiles the translated ESSL on the calling "
"thread (MobileGL's own compile pool is unaffected)");
// WARN and never FAIL when it is absent: this is the HOST driver's ability to
// compile its own ESSL on its own threads, and MobileGL's own compile pool stands in
// for all of it that matters - the pool parallelises GLSL -> SPIR-V -> ESSL
// translation, which is where a shaderpack load actually spends its time, and it
// does that on a driver that has never heard of the extension. The row exists so
// that the day the driver-side half is overlapped too, the POST already says which
// devices can.
if (caps.SupportsParallelShaderCompile) {
builder.Pass("Driver GL_KHR_parallel_shader_compile",
"supported; the device driver can also compile the translated ESSL off-thread");
} else {
builder.Warn("Driver GL_KHR_parallel_shader_compile",
"not supported; the device driver compiles the translated ESSL on the calling "
"thread. MobileGL's own compile pool substitutes for the expensive half of the "
"work (GLSL -> SPIR-V -> ESSL) and is unaffected, so loads still overlap");
}
builder.Info("Indirect gl_InstanceID semantics",
caps.IndirectDrawInstanceIdIncludesBaseInstance
? "includes baseInstance (ANGLE-style; MobileGL's shader rewrite keeps gl_InstanceID "
"zero-based)"
: "conforming (zero-based)");
if (caps.IndirectDrawInstanceIdIncludesBaseInstance) {
builder.Warn("Indirect gl_InstanceID semantics",
"includes baseInstance (ANGLE-style), which is not what GL promises; "
"MobileGL's shader rewrite subtracts it back out so gl_InstanceID stays "
"zero-based and instanced indirect draws index their arrays correctly");
} else {
builder.Pass("Indirect gl_InstanceID semantics", "conforming (zero-based)");
}
builder.DriverReported("Backend driver reported GL_VENDOR", caps.GLESVendorString);
builder.DriverReported("Backend driver reported GL_RENDERER", caps.GLESRendererString);
@@ -614,10 +692,11 @@ namespace MobileGL::MG_Util::SelfTest {
const MG_External::GLESFunctionsTable& glesFuncs) {
const String disabledNote = TimerQueryDisabledNote();
if (!caps.SupportsDisjointTimerQuery) {
builder.Warn("Timer queries",
"GL_EXT_disjoint_timer_query not supported; timer queries unavailable; "
"Minecraft F3 GPU% will not show" +
disabledNote);
builder.FailOptional("Timer queries",
"GL_EXT_disjoint_timer_query not supported; there is no way to time "
"GPU work from the client, so glBeginQuery(GL_TIME_ELAPSED) has "
"nothing to stand in for it and Minecraft's F3 GPU% will not show" +
disabledNote);
return;
}
// Every emit carries the extension-presence fact the old standalone
@@ -1505,7 +1584,13 @@ namespace MobileGL::MG_Util::SelfTest {
const IterationRPWitnessEligibilityResult eligibility = EvaluateIterationRPWitnessEligibility(limits);
if (eligibility.eligibility == IterationRPWitnessEligibility::SkipUnsupportedNativeFeatureSet) {
builder.Info(RowName, eligibility.detail);
// WARN, not FAIL: there is nothing to witness on a device with no native
// subgroup contract, and the renderer takes its non-subgroup iteration path,
// which produces the same image.
builder.Warn(RowName,
eligibility.detail +
"; the renderer takes its non-subgroup iteration path instead, which "
"renders the same thing without the first-reduction shortcut");
return;
}
if (eligibility.eligibility == IterationRPWitnessEligibility::FailInadequateLimits) {
@@ -2204,20 +2289,23 @@ namespace MobileGL::MG_Util::SelfTest {
if (features.multiDrawIndirect == VK_TRUE) {
builder.Pass("multiDrawIndirect", "indirect multi-draw batches run as single native commands");
} else {
builder.Info("multiDrawIndirect",
"unsupported; multi-draw batches fall back to one draw per command (tier "
"\"indirect\" of the multi-draw dispatch is unavailable)");
builder.Warn("multiDrawIndirect",
"unsupported; MobileGL unrolls a multi-draw batch into one draw per command "
"(tier \"indirect\" of the multi-draw dispatch is unavailable), which renders "
"the same thing for more commands");
}
if (features.drawIndirectFirstInstance == VK_TRUE) {
builder.Pass("drawIndirectFirstInstance", "indirect commands may carry a non-zero firstInstance");
} else {
builder.Warn("drawIndirectFirstInstance",
"unsupported; indirect commands with a non-zero baseInstance cannot run natively");
builder.FailOptional("drawIndirectFirstInstance",
"unsupported; an indirect command carrying a non-zero baseInstance "
"cannot run, and the offset cannot be folded into the command from the "
"CPU because the command is on the GPU");
}
// Multi-draw dispatch tiers (ext -> indirect -> unroll). INFO on the missing
// pieces: every tier has a fallback, nothing is lost, only batched into more
// commands. The renderer resolves the same chain at device creation, clamped
// by MOBILEGL_MAGMA_MULTIDRAW_MODE.
// Multi-draw dispatch tiers (ext -> indirect -> unroll). WARN on the missing
// pieces: every tier has a fallback that renders the same thing, only batched
// into more commands. The renderer resolves the same chain at device creation,
// clamped by MOBILEGL_MAGMA_MULTIDRAW_MODE.
{
Bool multiDrawExtUsable = false;
if (HasVkExtension(deviceExtensions, VK_EXT_MULTI_DRAW_EXTENSION_NAME) &&
@@ -2234,8 +2322,9 @@ namespace MobileGL::MG_Util::SelfTest {
builder.Pass("VK_EXT_multi_draw",
"supported; a glMultiDraw* batch runs as one vkCmdDrawMulti(Indexed)EXT");
} else {
builder.Info("VK_EXT_multi_draw",
"unsupported; glMultiDraw* batches use the indirect or unrolled tier");
builder.Warn("VK_EXT_multi_draw",
"unsupported; glMultiDraw* batches take the indirect or unrolled tier "
"instead, with identical output");
}
const char* resolvedTier = multiDrawExtUsable ? "ext"
: features.multiDrawIndirect == VK_TRUE ? "indirect"
@@ -2248,32 +2337,46 @@ namespace MobileGL::MG_Util::SelfTest {
: multiDrawMode == MG_Config::MultiDrawMode::Indirect ? "indirect"
: "unroll");
}
builder.Info("Multi-draw dispatch tier", tierDetail);
// PASS only on the tier that hands the whole batch to the driver in one command.
if (multiDrawExtUsable) {
builder.Pass("Multi-draw dispatch tier", tierDetail);
} else {
builder.Warn("Multi-draw dispatch tier",
tierDetail + "; the batch is replayed rather than handed over whole, which "
"renders the same thing for more commands");
}
}
if (features.vertexPipelineStoresAndAtomics == VK_TRUE) {
builder.Pass("vertexPipelineStoresAndAtomics",
"supported by driver (not currently enabled by the DirectVulkan backend)");
} else {
builder.Warn("vertexPipelineStoresAndAtomics",
"unsupported; shaders that write storage buffers from the vertex stage will not work");
builder.FailOptional("vertexPipelineStoresAndAtomics",
"unsupported; a shader that writes a storage buffer or runs an atomic "
"from the vertex stage cannot build a pipeline, and the write cannot be "
"moved to another stage without changing what the shader does");
}
if (features.fillModeNonSolid == VK_TRUE) {
builder.Pass("fillModeNonSolid", "glPolygonMode GL_LINE/GL_POINT rasterization supported");
} else {
builder.Warn("fillModeNonSolid",
"unsupported; glPolygonMode GL_LINE/GL_POINT falls back to GL_FILL (no wireframe/point "
"rasterization)");
builder.FailOptional("fillModeNonSolid",
"unsupported; glPolygonMode GL_LINE/GL_POINT silently falls back to "
"GL_FILL, and wireframe/point rasterization cannot be rebuilt out of "
"the triangle pipeline");
}
if (features.independentBlend == VK_TRUE) {
builder.Pass("independentBlend", "per-draw-buffer glColorMaski and indexed blend state supported");
} else {
builder.Warn("independentBlend",
"unsupported; per-draw-buffer glColorMaski falls back to draw buffer 0 for all attachments");
builder.FailOptional("independentBlend",
"unsupported; every attachment takes draw buffer 0's colour mask and "
"blend state, so an MRT pass that configures them separately writes the "
"wrong channels to all but one attachment");
}
if (features.dualSrcBlend == VK_TRUE) {
builder.Pass("dualSrcBlend", "GL_SRC1_* dual-source blend factors supported");
} else {
builder.Warn("dualSrcBlend", "unsupported; GL_SRC1_* dual-source blend factors hard-fail at draw");
builder.FailOptional("dualSrcBlend",
"unsupported; a draw using a GL_SRC1_* blend factor hard-fails, and a "
"second fragment output cannot be produced any other way");
}
// The Magma counterpart of the GLES "Buffer textures" row, so the two sections can be
// read side by side. Vulkan has no optional-feature bit here: a uniform texel buffer is
@@ -2313,10 +2416,11 @@ namespace MobileGL::MG_Util::SelfTest {
"back on its own; a format that refuses the flag is detected at image "
"creation and declines per-slice attachment)");
} else {
builder.Warn("2D-array-compatible 3D images",
"VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT unavailable for colour attachments; "
"glFramebufferTextureLayer on a GL_TEXTURE_3D texture is declined for every "
"slice past the first");
builder.FailOptional("2D-array-compatible 3D images",
"VK_IMAGE_CREATE_2D_ARRAY_COMPATIBLE_BIT unavailable for colour "
"attachments; glFramebufferTextureLayer on a GL_TEXTURE_3D texture "
"is declined for every slice past the first, and a 3D slice cannot "
"be rendered into any other way");
}
}
if (features.imageCubeArray == VK_TRUE) {
@@ -2324,9 +2428,10 @@ namespace MobileGL::MG_Util::SelfTest {
"GL_TEXTURE_CUBE_MAP_ARRAY textures get a Vulkan image and can be sampled and "
"attached to a framebuffer per layer");
} else {
builder.Warn("imageCubeArray",
"unsupported; a GL_TEXTURE_CUBE_MAP_ARRAY texture gets no image at all, so sampling "
"one reads nothing and glFramebufferTextureLayer on one is declined");
builder.FailOptional("imageCubeArray",
"unsupported; a GL_TEXTURE_CUBE_MAP_ARRAY texture gets no image at all, "
"so sampling one reads nothing and glFramebufferTextureLayer on one is "
"declined - there is no substitute image type");
}
// MobileGL follows the device here: shaderFloat64 decides whether a module keeps its
// 64-bit floats or has them narrowed before pipeline creation (DemoteFloat64Pass). Adreno
@@ -2341,7 +2446,10 @@ namespace MobileGL::MG_Util::SelfTest {
"FETCH here, so such a program is narrowed whole exactly as it would be on a "
"device without the feature"));
} else {
builder.Pass("fp64", AppendFp64AdvertisementNote(
// WARN rather than PASS: the device does not support fp64 at all here, and what
// stands in for it is a MobileGL pass that narrows the shader. It runs, at single
// precision - the definition of a substitute.
builder.Warn("fp64", AppendFp64AdvertisementNote(
"demoted to fp32 (device shaderFloat64 = unsupported) - every double / dvec "
"/ dmat in a shader is narrowed to 32 bits before pipeline creation, so such "
"shaders BUILD AND RUN at single precision instead of failing to create a "
@@ -2374,8 +2482,10 @@ namespace MobileGL::MG_Util::SelfTest {
if (shaderDrawParameters) {
builder.Pass("shaderDrawParameters", "gl_DrawID/gl_BaseVertex/gl_BaseInstance shaders supported");
} else {
builder.Warn("shaderDrawParameters",
"unavailable; shaders using gl_DrawID/gl_BaseInstance will not work");
builder.FailOptional("shaderDrawParameters",
"unavailable; a shader reading gl_DrawID, gl_BaseVertex or "
"gl_BaseInstance has no SPIR-V builtin to read them from, so such "
"shaders do not work and nothing supplies the values instead");
}
summary.shaderDrawParametersSupported = shaderDrawParameters;
@@ -2412,10 +2522,12 @@ namespace MobileGL::MG_Util::SelfTest {
"supported; flat varyings take GL's last vertex and transform feedback records "
"strip/fan triangles in GL's vertex order");
} else {
builder.Warn("provokingVertexLast",
"unsupported; flat-shaded varyings take a primitive's first vertex instead of GL's "
"last, and transform feedback records TRIANGLE_STRIP/TRIANGLE_FAN triangles rotated "
"(e.g. 0,1,2 / 1,3,2 instead of 0,1,2 / 2,1,3)");
builder.FailOptional("provokingVertexLast",
"unsupported; flat-shaded varyings take a primitive's first vertex "
"instead of GL's last, and transform feedback records "
"TRIANGLE_STRIP/TRIANGLE_FAN triangles rotated (e.g. 0,1,2 / 1,3,2 "
"instead of 0,1,2 / 2,1,3). Rewriting the convention would mean "
"reordering every index buffer, which MobileGL does not do");
}
if (provokingVertexLast && !transformFeedbackPreservesProvokingVertex) {
builder.Warn("transformFeedbackPreservesProvokingVertex",
@@ -2444,9 +2556,10 @@ namespace MobileGL::MG_Util::SelfTest {
builder.Pass("primitiveTopologyListRestart",
"primitive restart supported on list topologies (GL_PRIMITIVE_RESTART)");
} else {
builder.Warn("primitiveTopologyListRestart",
"unsupported; primitive restart works on strip/fan topologies only, list-topology restart "
"hard-fails at draw");
builder.FailOptional("primitiveTopologyListRestart",
"unsupported; primitive restart works on strip/fan topologies only, and "
"a list-topology draw with GL_PRIMITIVE_RESTART enabled hard-fails - "
"splitting the index stream on the CPU is not done");
}
// Core 1.0 features the backend turns GL stages into pipeline stages with.
@@ -2456,9 +2569,10 @@ namespace MobileGL::MG_Util::SelfTest {
builder.Pass("tessellationShader",
"supported (GL_PATCHES draws run the tessellation control/evaluation stages)");
} else {
builder.Warn("tessellationShader",
"unsupported; a program with a tessellation control/evaluation shader cannot build a "
"pipeline, so GL_PATCHES draws render nothing");
builder.FailOptional("tessellationShader",
"unsupported; a program with a tessellation control/evaluation shader "
"cannot build a pipeline, so GL_PATCHES draws render nothing and there "
"is no stage to run the tessellation on instead");
}
Bool vertexAttributeInstanceRateDivisor = false;
@@ -2476,10 +2590,11 @@ namespace MobileGL::MG_Util::SelfTest {
builder.Pass("vertexAttributeInstanceRateDivisor",
"supported (glVertexAttribDivisor advances an attribute every N instances)");
} else {
builder.Warn("vertexAttributeInstanceRateDivisor",
"unsupported; Vulkan's instance input rate can only advance once per instance, so "
"every non-zero glVertexAttribDivisor behaves as 1 and instanced attributes meant to "
"change every N instances change every one");
builder.FailOptional("vertexAttributeInstanceRateDivisor",
"unsupported; Vulkan's instance input rate can only advance once per "
"instance, so every non-zero glVertexAttribDivisor behaves as 1 and "
"instanced attributes meant to change every N instances change every "
"one - silently wrong geometry, with no substitute fetch rate");
}
VkPhysicalDeviceSubgroupProperties subgroupProperties{};
@@ -2503,11 +2618,18 @@ namespace MobileGL::MG_Util::SelfTest {
format("basic subgroup operations in compute, subgroup size {}",
subgroupProperties.subgroupSize));
} else {
builder.Warn("Compute shader subgroup",
"basic subgroup operations are not usable from compute shaders");
builder.FailOptional("Compute shader subgroup",
"basic subgroup operations are not usable from compute shaders, so "
"MobileGL withholds GL_KHR_shader_subgroup and the subgroup "
"iteration-render-pass path cannot run; there is no scalar rewrite "
"that stands in for a subgroup reduction");
}
} else {
builder.Warn("Compute shader subgroup", "subgroup properties could not be queried");
builder.FailOptional("Compute shader subgroup",
"subgroup properties could not be queried (no "
"vkGetPhysicalDeviceProperties2, or a pre-1.1 device), so MobileGL "
"withholds GL_KHR_shader_subgroup and the subgroup paths are "
"unavailable whatever the hardware can actually do");
}
ProbeVulkanIterationRPWitness(builder, getInstanceProcAddr, instance, physicalDevice, computeQueueFamilyIndex,
@@ -2527,9 +2649,9 @@ namespace MobileGL::MG_Util::SelfTest {
if (indexTypeUint8) {
builder.Pass("Index type uint8", "supported (native GL_UNSIGNED_BYTE index buffers)");
} else {
builder.Warn("Index type uint8",
"not supported; GL_UNSIGNED_BYTE index buffers cannot be drawn (the backend "
"has no conversion fallback and asserts on uint8 index draws)");
builder.FailOptional("Index type uint8",
"not supported; a GL_UNSIGNED_BYTE index buffer cannot be drawn - the "
"backend has no widening conversion and asserts on uint8 index draws");
}
builder.DriverReported("Backend driver reported device", String(properties.deviceName));
builder.DriverReported("Backend driver reported driver version", driverVersionString + " (vendor-encoded)");
@@ -2547,12 +2669,14 @@ namespace MobileGL::MG_Util::SelfTest {
ProbeVulkanTimerQuery(builder, getInstanceProcAddr, instance, physicalDevice,
graphicsQueueFamilyIndex, graphicsQueueTimestampValidBits, timestampPeriod);
} else {
builder.Warn("Timer queries",
format("timestampValidBits = 0 on the graphics queue family; timestampPeriod = {} ns "
"per tick; timestamps unsupported on the graphics queue; timer queries "
"unavailable",
timestampPeriod) +
TimerQueryDisabledNote());
builder.FailOptional(
"Timer queries",
format("timestampValidBits = 0 on the graphics queue family; timestampPeriod = {} ns "
"per tick; the graphics queue cannot write a timestamp at all, so there is "
"nothing to time GPU work with and glBeginQuery(GL_TIME_ELAPSED) has no "
"substitute",
timestampPeriod) +
TimerQueryDisabledNote());
}
if (vkGetPhysicalDeviceFormatPropertiesFn != nullptr) {
MG_External::VulkanCapabilities formatProbeCapabilities{};
+20 -5
View File
@@ -14,21 +14,36 @@
namespace MobileGL::MG_Util::SelfTest {
// One row of a backend power-on self-test (POST) report.
//
// EVERY CAPABILITY ROW IS PASS, WARN OR FAIL; INFO IS FOR IDENTITY ONLY.
// PASS - the backend supports the capability directly.
// WARN - not directly, but a MobileGL quirk substitutes and the application still sees
// correct behaviour; the detail names the substitute and what it costs.
// FAIL - unsupported with no substitute; an application that uses it gets wrong output, a
// failed draw, or nothing.
// INFO - identity only: renderer name, API version, driver strings, and the strings
// MobileGL itself reports to applications. Never a capability answer.
// A FAIL row does not by itself mean the backend cannot run - see BackendPostReport::verdict.
struct PostCheck {
String name;
String status; // "PASS" | "WARN" | "FAIL" | "INFO"
String detail;
// Display ordering rank within a backend section (lower renders first): FAIL,
// WARN, PASS, INFO, then the device-driver identity strings, then the strings
// WARN, PASS, then the device-driver identity strings, then the strings
// MobileGL itself reports to applications. Rows are stable-sorted by this rank
// before the report is returned; it is not serialized to JSON.
Int displayRank = 0;
};
// Verdict for one backend's device driver.
// - UNSUPPORTED: a fatal check failed; the backend cannot run on this driver.
// - DEGRADED: every fatal check passed but at least one soft expectation is unmet.
// - OK: all expectations met.
// Verdict for one backend's device driver, derived from the rows.
// - UNSUPPORTED: a REQUIRED capability failed; the backend cannot run on this driver.
// - DEGRADED: every required capability is present, but at least one row is WARN or is a
// FAIL on an optional capability - the backend runs, and something an application might
// ask for is substituted or missing.
// - OK: every row passed.
// So a section can carry FAIL rows and still be DEGRADED rather than UNSUPPORTED: a device
// with no dual-source blend still runs. Which capabilities are required is decided at the
// row (ReportBuilder::Fail vs ReportBuilder::FailOptional in DriverPost.cpp).
// available is false when no probeable driver exists at all (library missing, display
// uninitializable, zero Vulkan physical devices, ...).
struct BackendPostReport {