[Test] (MG_IntegrationTest): pin the two shipped memo bugs with rendered pixels

Both d7976326 bugs passed every unit test while corrupting real frames -
state-level assertions cannot see them. This module renders and reads
back.

A headless EGL-pbuffer harness (no window, no GLFW) linking MobileGL_s
directly, registered once per backend under the ctest label
integration-gpu, behind the default-OFF option
MOBILEGL_BUILD_INTEGRATION_TEST. The platform pre-flight runs the ENTIRE
bring-up in a forked child first - MobileGL aborts rather than returning
errors on an unusable platform, and the child dying on any signal turns
into a clean GTEST_SKIP instead of taking the test binary down.
MOBILEGL_ITEST_REQUIRE_GPU makes the label falsifiable: with it set, an
unusable harness (or a context that lands on a software rasterizer) is a
FAILURE - without it, a CI runner whose driver pinning silently broke
reports the same green as one that rendered every frame. Configure-time
detection pins the EGL vendor and Vulkan ICD jsons, preferring hardware
vendors and never selecting llvmpipe/lavapipe.

Scenarios assert on glReadPixels with whole-region pixel counts (a
2x2 quadrant pattern whose signature distinguishes all eight square
symmetries; every region predicate reports the first offending pixel):
- OrientationScenario: default -> FBO -> default, pinning the
  transform-flags memo key. Keying GetBaseTransformFlagsRaw on the
  pre-transform alone fails exactly 3 entries.
- StreamedArenaScenario: an untouched streamed vertex buffer must
  survive transient-arena recycling. Re-enabling only the cross-frame
  vertex revalidation fails exactly this entry.
- CrossFrameBufferScenario + ResidentIndexScenario: cross-frame
  mutation matrix (SubData, map/unmap, persistent+flush, coherent
  persistent, orphan, CopyBufferSubData; vertex and index) plus six
  adversarial resident-EBO constructions. Instrumentation showed the
  cross-frame EBO memo cannot be made to serve wrong bytes from GL
  level on this stack (89 entries, 81 accepts, zero divergent slices) -
  these cases are freshness tripwires, documented as such in-file; the
  EBO half of d7976326 remains unpinned by a failing test.

At the buggy commit 72ee7c43 the suite fails 4 entries (3 orientation +
1 streamed-arena); at d7976326 all 52 pass, 5 consecutive runs, zero
flakes, and the default build is bit-for-bit unaffected (unit suite
unchanged). Adversarially verified twice, including hostile-platform
sweeps (26 configurations, all clean skips) and hand-edits of each
production hole in isolation.
This commit is contained in:
BZLZHH
2026-08-07 03:30:18 -04:00
parent d7976326fa
commit 313b75a7c0
10 changed files with 2768 additions and 0 deletions
+11
View File
@@ -4,6 +4,11 @@ project("MobileGL")
option(MOBILEGL_BUILD_TEST "Build MobileGL tests" ON )
option(MOBILEGL_BUILD_BENCHMARK "Build MobileGL benchmarks" ON )
# Headless end-to-end GPU scenarios (MobileGL/MG_IntegrationTest). They need a
# real GPU/ICD to do anything, so they are off by default for CI; every scenario
# skips cleanly where there is none. Registered under the `integration-gpu`
# ctest label so a run can select or exclude them.
option(MOBILEGL_BUILD_INTEGRATION_TEST "Build MobileGL headless GPU integration tests" OFF)
option(MOBILEGL_FORCE_RELEASE_OPT "Enable Release optimization flags in Debug build" ON )
option(MOBILEGL_ENABLE_TRACY "Enable tracy for profiling" OFF)
option(MOBILEGL_BUILD_TRACE_REPLAY "Build desktop apitrace replay runner" OFF)
@@ -538,6 +543,12 @@ if (NOT ANDROID)
add_subdirectory(MobileGL/MG_Test)
endif()
# After MG_Test so googletest is already available when the unit tests are
# built; the module fetches its own copy when they are not.
if (MOBILEGL_BUILD_INTEGRATION_TEST)
add_subdirectory(MobileGL/MG_IntegrationTest)
endif()
if (MOBILEGL_BUILD_BENCHMARK)
add_subdirectory(MobileGL/MG_Benchmark)
endif()
+243
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@@ -0,0 +1,243 @@
cmake_minimum_required(VERSION 3.24)
# MobileGL headless GPU integration tests.
#
# These are not unit tests: each scenario brings up a real EGL context on a
# pbuffer, renders real frames through a real backend and asserts on
# glReadPixels output. They need a GPU, so the module is OFF by default
# (MOBILEGL_BUILD_INTEGRATION_TEST) and every scenario skips cleanly - never
# fails, never hangs - on a machine without one. "Cleanly" is not a hope: the
# harness runs the whole bring-up in a forked child first, because MobileGL
# ABORTS rather than returning an error on an unusable platform (HeadlessGL.cpp).
#
# A clean skip is also indistinguishable from a pass, so set
# MOBILEGL_ITEST_REQUIRE_GPU wherever the machine is supposed to have a GPU.
#
# Backend selection is latched at initialization from MOBILEGL_BACKEND_TYPE, so
# one process is one backend: the same binary is registered twice, once per
# backend, under the `integration-gpu` label.
message(STATUS "Generating build files for MobileGL Integration Test...")
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(MGL_ITEST_ROOT ${CMAKE_CURRENT_LIST_DIR}/../..)
# Only meaningful where MobileGL_s exists (i.e. not Android).
if (NOT TARGET MobileGL_s)
message(STATUS "MobileGL_s is not available; skipping the integration test module")
return()
endif()
# MG_Test already pulls googletest in when MOBILEGL_BUILD_TEST is ON. Stand on
# our own feet when it is not, so this module can be built by itself.
if (NOT TARGET GTest::gtest)
include(FetchContent)
FetchContent_Declare(
googletest
GIT_REPOSITORY https://github.com/google/googletest.git
GIT_TAG v1.17.0
)
set(gtest_force_shared_crt ON CACHE BOOL "" FORCE)
FetchContent_MakeAvailable(googletest)
endif()
add_executable(MobileGLIntegrationTest
Main.cpp
Harness/HeadlessGL.cpp
Scenarios/OrientationScenario.cpp
Scenarios/CrossFrameBufferScenario.cpp
Scenarios/ResidentIndexScenario.cpp
)
target_include_directories(MobileGLIntegrationTest PRIVATE
${MGL_ITEST_ROOT}/include
${MGL_ITEST_ROOT}/MobileGL
)
# gtest, not gtest_main: Main.cpp installs the harness banner itself.
target_link_libraries(MobileGLIntegrationTest PRIVATE
GTest::gtest
MobileGL_s
)
if (MSVC)
# Same reason as MG_Test/Backend/DirectVulkan: the GLES headers declare gl*
# as dllimport on Windows, so the in-library GL entry-point definitions only
# resolve if the whole static library is part of the link.
target_link_options(MobileGLIntegrationTest PRIVATE /WHOLEARCHIVE:MobileGL_s)
endif()
target_compile_definitions(MobileGLIntegrationTest PRIVATE -DNOMINMAX)
# --- ctest wiring --------------------------------------------------------
# A bare libEGL on a glvnd box resolves to whatever vendor comes first, which is
# usually Mesa/llvmpipe - a software rasteriser silently replacing the GPU under
# a GPU test. Pin the vendor/ICD json the same way MG_Benchmark's
# run_driver_bench.sh does.
#
# Leaving these empty is not a neutral default, it is the failure mode: an
# unpinned libEGL lands on llvmpipe and the suite goes green having tested a
# software rasteriser. So they are DETECTED here rather than defaulted to empty,
# and an empty result is a loud warning.
#
# mgl_itest_find_driver_json(<outVar> <description> <glob> [<glob>...])
# Picks the first json a real hardware vendor owns, in preference order, and
# never picks a software rasteriser (llvmpipe / lavapipe / swrast) - landing on
# one of those silently is the exact accident this pinning exists to prevent.
function(mgl_itest_find_driver_json outVar)
set(candidates "")
foreach(pattern IN LISTS ARGN)
file(GLOB matches "${pattern}")
list(APPEND candidates ${matches})
endforeach()
list(SORT candidates)
# Vendors ship an i686 json beside the x86_64 one and it sorts first. Pinning
# the wrong word size is worse than not pinning at all - the loader finds no
# driver and the whole suite skips - so drop the mismatched ones outright.
if (CMAKE_SIZEOF_VOID_P EQUAL 8)
list(FILTER candidates EXCLUDE REGEX "i686|i386")
else()
list(FILTER candidates EXCLUDE REGEX "x86_64|aarch64")
endif()
set(software "")
foreach(vendor IN ITEMS nvidia amdgpu amd radeon intel_hasvk intel broadcom freedreno panfrost)
foreach(candidate IN LISTS candidates)
get_filename_component(leaf "${candidate}" NAME)
string(TOLOWER "${leaf}" leaf)
if (leaf MATCHES "${vendor}")
set(${outVar} "${candidate}" PARENT_SCOPE)
return()
endif()
endforeach()
endforeach()
# Nothing recognised as hardware. Report the first non-software entry if there
# is one; otherwise report nothing, so the warning below fires.
foreach(candidate IN LISTS candidates)
get_filename_component(leaf "${candidate}" NAME)
string(TOLOWER "${leaf}" leaf)
if (NOT leaf MATCHES "lvp|llvmpipe|lavapipe|swrast|softpipe")
set(${outVar} "${candidate}" PARENT_SCOPE)
return()
endif()
set(software "${candidate}")
endforeach()
set(${outVar} "" PARENT_SCOPE)
endfunction()
set(MGL_ITEST_DETECTED_EGL_VENDOR "")
set(MGL_ITEST_DETECTED_VK_ICD "")
if (UNIX AND NOT APPLE AND NOT ANDROID)
mgl_itest_find_driver_json(MGL_ITEST_DETECTED_EGL_VENDOR
"/usr/share/glvnd/egl_vendor.d/*.json"
"/etc/glvnd/egl_vendor.d/*.json")
mgl_itest_find_driver_json(MGL_ITEST_DETECTED_VK_ICD
"/usr/share/vulkan/icd.d/*.json"
"/etc/vulkan/icd.d/*.json")
endif()
set(MOBILEGL_ITEST_EGL_VENDOR "${MGL_ITEST_DETECTED_EGL_VENDOR}" CACHE FILEPATH
"glvnd EGL vendor json to pin for the integration tests (empty: leave the loader alone)")
set(MOBILEGL_ITEST_VK_ICD "${MGL_ITEST_DETECTED_VK_ICD}" CACHE FILEPATH
"Vulkan ICD json to pin for the DirectVulkan integration tests (empty: leave the loader alone)")
if (MOBILEGL_ITEST_EGL_VENDOR)
message(STATUS "Integration tests: pinning EGL vendor ${MOBILEGL_ITEST_EGL_VENDOR}")
else()
message(WARNING
"Integration tests: no EGL vendor json found or configured (MOBILEGL_ITEST_EGL_VENDOR is empty). "
"An unpinned libEGL on a glvnd system resolves to whichever vendor comes first, which is usually "
"Mesa/llvmpipe - the scenarios would then go green against a software rasteriser instead of the GPU. "
"Set -DMOBILEGL_ITEST_EGL_VENDOR=/usr/share/glvnd/egl_vendor.d/<vendor>.json.")
endif()
if (MOBILEGL_ITEST_VK_ICD)
message(STATUS "Integration tests: pinning Vulkan ICD ${MOBILEGL_ITEST_VK_ICD}")
else()
message(WARNING
"Integration tests: no Vulkan ICD json found or configured (MOBILEGL_ITEST_VK_ICD is empty). "
"DirectVulkan would then load whichever ICD the loader enumerates first, quite possibly lavapipe. "
"Set -DMOBILEGL_ITEST_VK_ICD=/usr/share/vulkan/icd.d/<vendor>.json.")
endif()
# Turns "no usable GPU" from a clean skip into a failure - see ScenarioFixture.h.
# Without it the integration-gpu label is unfalsifiable: a run that skipped every
# scenario and a run that passed every scenario are the same green in ctest.
option(MOBILEGL_ITEST_REQUIRE_GPU
"Fail (rather than skip) the integration scenarios when the headless harness is unusable" OFF)
# DirectGLES asks the system EGL for a pbuffer config, and on Mesa the default
# platform is not X11 unless it is said out loud (run_driver_bench.sh sets the
# same variable). Wrong platform here is not a soft failure: eglCreatePbuffer
# fails and every scenario skips.
if (UNIX AND NOT APPLE AND NOT ANDROID)
set(MOBILEGL_ITEST_EGL_PLATFORM "x11" CACHE STRING
"EGL_PLATFORM for the integration tests (empty: leave the loader alone)")
else()
set(MOBILEGL_ITEST_EGL_PLATFORM "" CACHE STRING
"EGL_PLATFORM for the integration tests (empty: leave the loader alone)")
endif()
set(MGL_ITEST_COMMON_ENV "")
if (MOBILEGL_ITEST_EGL_VENDOR)
list(APPEND MGL_ITEST_COMMON_ENV "__EGL_VENDOR_LIBRARY_FILENAMES=${MOBILEGL_ITEST_EGL_VENDOR}")
endif()
if (MOBILEGL_ITEST_EGL_PLATFORM)
list(APPEND MGL_ITEST_COMMON_ENV "EGL_PLATFORM=${MOBILEGL_ITEST_EGL_PLATFORM}")
endif()
if (MOBILEGL_ITEST_REQUIRE_GPU)
list(APPEND MGL_ITEST_COMMON_ENV "MOBILEGL_ITEST_REQUIRE_GPU=1")
endif()
set(MGL_ITEST_VULKAN_ENV ${MGL_ITEST_COMMON_ENV})
if (MOBILEGL_ITEST_VK_ICD)
list(APPEND MGL_ITEST_VULKAN_ENV "VK_ICD_FILENAMES=${MOBILEGL_ITEST_VK_ICD}")
endif()
# The ENVIRONMENT test property is itself a `;`-list, and gtest_discover_tests
# forwards PROPERTIES as a flat list - so a plain `;`-joined value arrives as
# four separate arguments and everything after the first is silently read as
# another property name. Escaping the separators keeps the whole thing one list
# element until set_tests_properties expands it back. Without this only
# MOBILEGL_BACKEND_TYPE reaches the test and the vendor/ICD pinning is lost.
function(mgl_itest_join_environment outVar)
set(joined "")
foreach(entry IN LISTS ARGN)
if (joined)
string(APPEND joined "\\;${entry}")
else()
set(joined "${entry}")
endif()
endforeach()
set(${outVar} "${joined}" PARENT_SCOPE)
endfunction()
mgl_itest_join_environment(MGL_ITEST_GLES_ENVIRONMENT
"MOBILEGL_BACKEND_TYPE=DirectGLES" ${MGL_ITEST_COMMON_ENV})
mgl_itest_join_environment(MGL_ITEST_VULKAN_ENVIRONMENT
"MOBILEGL_BACKEND_TYPE=DirectVulkan" ${MGL_ITEST_VULKAN_ENV})
# TIMEOUT on every entry: a GPU test that wedges must fail the run, not hang it.
set(MGL_ITEST_TIMEOUT 120)
include(GoogleTest)
# Discovery runs `--gtest_list_tests`, which does not construct the harness and
# so needs no GPU. One registration per backend; TEST_PREFIX keeps the two sets
# of ctest names apart.
gtest_discover_tests(MobileGLIntegrationTest
TEST_PREFIX "DirectGLES."
DISCOVERY_TIMEOUT 30
PROPERTIES
LABELS integration-gpu
TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${MGL_ITEST_GLES_ENVIRONMENT}"
)
gtest_discover_tests(MobileGLIntegrationTest
TEST_PREFIX "DirectVulkan."
DISCOVERY_TIMEOUT 30
PROPERTIES
LABELS integration-gpu
TIMEOUT ${MGL_ITEST_TIMEOUT}
ENVIRONMENT "${MGL_ITEST_VULKAN_ENVIRONMENT}"
)
@@ -0,0 +1,587 @@
// MobileGL - MobileGL/MG_IntegrationTest/Harness/HeadlessGL.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 "HeadlessGL.h"
#include <algorithm>
#include <cstdio>
#include <cstdlib>
#include <cstring>
#include <ostream>
#include <sstream>
// MobileGL's own headers, in the order MobileGL/Includes.h uses them: GL/gl.h
// first, then glcorearb.h for the 3.x+ entry points. This binary links
// MobileGL_s, so every gl*/egl* below binds to MobileGL's implementation, not
// to a system loader.
#ifdef GLAPI
#undef GLAPI
#endif
#include <EGL/egl.h>
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
// The pre-flight below runs the whole EGL bring-up in a forked child, which is
// the only construction that is actually predictive here: MobileGL ABORTS
// (MOBILEGL_ASSERT -> SIGTRAP) rather than returning an error on an unusable
// platform, so nothing the parent can call in-process is allowed to be wrong.
#if !defined(_WIN32) && !defined(__APPLE__) && __has_include(<sys/wait.h>)
#define MGITEST_HAVE_FORK_PREFLIGHT 1
#include <csignal>
#include <ctime>
#include <sys/resource.h>
#include <sys/types.h>
#include <sys/wait.h>
#include <unistd.h>
#else
#define MGITEST_HAVE_FORK_PREFLIGHT 0
#endif
namespace MGITest {
namespace {
// Small enough that a readback is cheap, big enough that "top third" and
// "bottom third" are unambiguous. Non-square on purpose: a transposing
// bug cannot hide behind a square.
constexpr int kSurfaceWidth = 128;
constexpr int kSurfaceHeight = 96;
std::string EnvOr(const char* name, const char* fallback) {
const char* value = std::getenv(name);
return (value != nullptr && value[0] != '\0') ? std::string(value) : std::string(fallback);
}
// A skip reason is only useful if it says which call failed AND why, so
// every bring-up step reports the EGL error it left behind.
std::string WithEglError(const char* what) {
std::ostringstream out;
out << what << " (eglGetError=0x" << std::hex << eglGetError() << ")";
return out.str();
}
// The EGL objects one bring-up produces.
struct EglBringUp {
void* display = nullptr;
void* surface = nullptr;
void* context = nullptr;
std::string renderer;
};
// THE bring-up, in one function so the pre-flight child and the parent run
// literally the same sequence - a pre-flight that tests something narrower
// than what the parent will do is exactly the kind of "predictive" check
// that is not.
//
// Returns 0 on success, or the 1-based index of the step that failed, and
// fills outReason either way.
int RunEglBringUp(EglBringUp& out, std::string& outReason) {
EGLDisplay display = eglGetDisplay(EGL_DEFAULT_DISPLAY);
if (display == EGL_NO_DISPLAY) {
outReason = WithEglError("eglGetDisplay(EGL_DEFAULT_DISPLAY) returned EGL_NO_DISPLAY");
return 1;
}
EGLint major = 0, minor = 0;
if (eglInitialize(display, &major, &minor) != EGL_TRUE) {
outReason = WithEglError("eglInitialize failed: no usable display/driver on this machine");
return 2;
}
if (eglBindAPI(EGL_OPENGL_API) != EGL_TRUE) {
outReason = WithEglError("eglBindAPI(EGL_OPENGL_API) failed");
return 3;
}
const EGLint configAttribs[] = {EGL_SURFACE_TYPE,
EGL_PBUFFER_BIT,
EGL_RED_SIZE,
8,
EGL_GREEN_SIZE,
8,
EGL_BLUE_SIZE,
8,
EGL_ALPHA_SIZE,
8,
EGL_DEPTH_SIZE,
24,
EGL_RENDERABLE_TYPE,
EGL_OPENGL_BIT,
EGL_NONE};
EGLConfig config = nullptr;
EGLint configCount = 0;
if (eglChooseConfig(display, configAttribs, &config, 1, &configCount) != EGL_TRUE || configCount < 1) {
outReason = WithEglError("eglChooseConfig found no pbuffer-capable RGBA8/D24 config");
return 4;
}
const EGLint contextAttribs[] = {EGL_CONTEXT_MAJOR_VERSION, 3, EGL_CONTEXT_MINOR_VERSION, 3, EGL_NONE};
EGLContext context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs);
if (context == EGL_NO_CONTEXT) {
context = eglCreateContext(display, config, EGL_NO_CONTEXT, nullptr);
}
if (context == EGL_NO_CONTEXT) {
outReason = WithEglError("eglCreateContext failed: no desktop-GL context available");
return 5;
}
const EGLint pbufferAttribs[] = {EGL_WIDTH, kSurfaceWidth, EGL_HEIGHT, kSurfaceHeight, EGL_NONE};
EGLSurface surface = eglCreatePbufferSurface(display, config, pbufferAttribs);
if (surface == EGL_NO_SURFACE) {
outReason = WithEglError("eglCreatePbufferSurface failed");
return 6;
}
// The step that brings the whole backend up (DirectVulkan creates its
// instance, device and surface in here) and therefore the step that
// aborts instead of returning an error on an unusable platform.
if (eglMakeCurrent(display, surface, surface, context) != EGL_TRUE) {
outReason = WithEglError("eglMakeCurrent failed");
return 7;
}
const GLubyte* renderer = glGetString(GL_RENDERER);
if (renderer == nullptr) {
outReason = "glGetString(GL_RENDERER) returned null after eglMakeCurrent";
return 8;
}
out.display = display;
out.surface = surface;
out.context = context;
out.renderer = reinterpret_cast<const char*>(renderer);
outReason.clear();
return 0;
}
// Platform pre-flight, and the reason this module can claim to skip
// cleanly rather than merely hope to.
//
// MobileGL does not return errors when the platform is unusable - it
// ABORTS. MOBILEGL_ASSERT raises SIGTRAP, and the DirectVulkan bring-up
// asserts its way through instance, physical-device and surface creation
// inside eglMakeCurrent. So there is no in-process question the harness
// can ask that is guaranteed to be survivable, and the old form (dlopen
// the Vulkan loader, count physical devices, look for
// VK_EXT_headless_surface) was a guess at the abort conditions rather
// than a test of them: it named three of the ways bring-up can die and
// was silent about every other one, including every DirectGLES one.
//
// What is actually predictive is to run the bring-up itself somewhere a
// SIGTRAP is a datum instead of a crash. fork() gives exactly that: the
// child performs the identical sequence and _exit(0)s on success, and
// ANY non-zero exit or ANY signal in the parent's waitpid() means "this
// platform is unusable" - whatever the reason, including reasons nobody
// has thought of. Only then does the parent do the real bring-up.
//
// Returns an empty string when the platform survived a full bring-up.
std::string PreflightBringUp() {
#if !MGITEST_HAVE_FORK_PREFLIGHT
// No fork(): let the in-process bring-up speak for itself, which is
// what this module did before. Windows/macOS are not CI targets for
// the headless scenarios.
return {};
#else
int channel[2] = {-1, -1};
if (pipe(channel) != 0) {
return {}; // cannot pre-flight; fall through to the in-process attempt
}
// The child inherits our stdio buffers; flush so nothing is printed twice.
std::fflush(nullptr);
const pid_t child = fork();
if (child < 0) {
close(channel[0]);
close(channel[1]);
return {};
}
if (child == 0) {
close(channel[0]);
// The child is EXPECTED to die on a signal on an unusable
// platform; that is the measurement. Do not let each such
// measurement drop a core file next to the test binary.
const rlimit noCore{0, 0};
setrlimit(RLIMIT_CORE, &noCore);
std::fprintf(stderr, "[itest] pre-flight child: attempting a full EGL bring-up\n");
EglBringUp local;
std::string reason;
const int step = RunEglBringUp(local, reason);
if (!reason.empty()) {
const std::size_t bytes = std::min<std::size_t>(reason.size(), 480);
const ssize_t written = write(channel[1], reason.data(), bytes);
(void)written;
}
close(channel[1]);
// _exit, never exit(): every atexit handler and static destructor
// in this address space belongs to the parent's copy of the world,
// and the child is holding a live context it must not tear down.
_exit(step);
}
close(channel[1]);
// Reap first, read after: the message is bounded well below the pipe
// buffer so the child can never block writing it, and polling the exit
// status is what lets a wedged child be killed instead of hanging the
// parent on a read that will never return.
constexpr int kPreflightTimeoutMs = 30000;
int status = 0;
int waitedMs = 0;
for (;;) {
const pid_t reaped = waitpid(child, &status, WNOHANG);
if (reaped == child) break;
if (reaped < 0) {
close(channel[0]);
return "waitpid on the EGL bring-up pre-flight child failed";
}
if (waitedMs >= kPreflightTimeoutMs) {
kill(child, SIGKILL);
(void)waitpid(child, &status, 0);
close(channel[0]);
std::ostringstream out;
out << "the EGL bring-up wedged: a forked pre-flight child made no progress in "
<< kPreflightTimeoutMs / 1000 << "s and was killed";
return out.str();
}
timespec nap{0, 10 * 1000 * 1000};
nanosleep(&nap, nullptr);
waitedMs += 10;
}
std::string childSays;
char buffer[512];
for (;;) {
const ssize_t got = read(channel[0], buffer, sizeof(buffer));
if (got <= 0) break;
childSays.append(buffer, static_cast<std::size_t>(got));
}
close(channel[0]);
if (WIFSIGNALED(status)) {
const int signalNumber = WTERMSIG(status);
const char* signalName = strsignal(signalNumber);
std::ostringstream out;
out << "the EGL bring-up ABORTS on this platform: a forked pre-flight child died on signal "
<< signalNumber << " (" << (signalName != nullptr ? signalName : "?") << ")";
if (!childSays.empty()) out << " after: " << childSays;
out << ". MobileGL asserts rather than returning an error here, so the scenarios would "
"have taken the whole test binary down with them";
return out.str();
}
if (!WIFEXITED(status)) {
return "the EGL bring-up pre-flight child neither exited nor was signalled";
}
const int exitStatus = WEXITSTATUS(status);
if (exitStatus != 0) {
std::ostringstream out;
out << (childSays.empty() ? "the EGL bring-up failed" : childSays)
<< " (forked pre-flight child exit status " << exitStatus << ")";
return out.str();
}
return {};
#endif
}
} // namespace
bool RequireGpu() {
const char* value = std::getenv("MOBILEGL_ITEST_REQUIRE_GPU");
return value != nullptr && value[0] != '\0' && std::strcmp(value, "0") != 0;
}
std::ostream& operator<<(std::ostream& os, const Rgba8& c) {
os << "rgba(" << int(c.r) << "," << int(c.g) << "," << int(c.b) << "," << int(c.a) << ")";
return os;
}
Rgba8 Image::At(int x, int y) const {
if (x < 0 || y < 0 || x >= m_width || y >= m_height) {
return Rgba8{};
}
const std::size_t index = (static_cast<std::size_t>(y) * m_width + x) * 4;
return Rgba8{m_pixels[index], m_pixels[index + 1], m_pixels[index + 2], m_pixels[index + 3]};
}
const char* Image::ColorName(int x, int y) const {
const Rgba8 c = At(x, y);
const bool r = c.r > 160, g = c.g > 160, b = c.b > 160;
const bool nr = c.r < 96, ng = c.g < 96, nb = c.b < 96;
if (nr && ng && nb) return "black";
if (r && g && b) return "white";
if (r && ng && nb) return "red";
if (nr && g && nb) return "green";
if (nr && ng && b) return "blue";
if (r && g && nb) return "yellow";
return "other";
}
std::size_t Image::ByteDiffCount(const Image& other) const {
if (m_width != other.m_width || m_height != other.m_height) {
return std::max(m_pixels.size(), other.m_pixels.size());
}
std::size_t differing = 0;
for (std::size_t i = 0; i < m_pixels.size(); ++i) {
if (m_pixels[i] != other.m_pixels[i]) ++differing;
}
return differing;
}
std::string Image::QuadrantSignature() const {
if (m_width < 2 || m_height < 2) return "<empty>";
// Quadrant CENTRES, so a one-pixel rounding difference at a quadrant edge
// never decides the answer. Order is fixed and load-bearing: bottom-left,
// bottom-right, top-left, top-right.
const int leftX = m_width / 4;
const int rightX = m_width * 3 / 4;
const int bottomY = m_height / 4;
const int topY = m_height * 3 / 4;
std::ostringstream out;
out << ColorName(leftX, bottomY) << "," << ColorName(rightX, bottomY) << "," << ColorName(leftX, topY) << ","
<< ColorName(rightX, topY);
return out.str();
}
RegionScan ScanRegion(const Image& image, int x0, int x1, int y0, int y1, const char* expectedColor) {
RegionScan scan;
x0 = std::max(x0, 0);
y0 = std::max(y0, 0);
x1 = std::min(x1, image.Width() - 1);
y1 = std::min(y1, image.Height() - 1);
for (int y = y0; y <= y1; ++y) {
for (int x = x0; x <= x1; ++x) {
++scan.total;
const char* name = image.ColorName(x, y);
if (std::strcmp(name, expectedColor) == 0) continue;
++scan.offenders;
if (scan.firstX < 0) {
scan.firstX = x;
scan.firstY = y;
scan.firstColor = image.At(x, y);
scan.firstColorName = name;
}
}
}
return scan;
}
::testing::AssertionResult RegionIsMostly(const Image& image, int x0, int x1, int y0, int y1,
const char* expectedColor, double tolerance,
const std::string& when) {
const RegionScan scan = ScanRegion(image, x0, x1, y0, y1, expectedColor);
if (scan.total == 0) {
return ::testing::AssertionFailure()
<< when << ": region x[" << x0 << "," << x1 << "] y[" << y0 << "," << y1
<< "] is empty against a " << image.Width() << "x" << image.Height() << " readback";
}
const double offendingFraction = static_cast<double>(scan.offenders) / scan.total;
if (offendingFraction <= tolerance) {
return ::testing::AssertionSuccess();
}
return ::testing::AssertionFailure()
<< when << ": region x[" << x0 << "," << x1 << "] y[" << y0 << "," << y1 << "] should be all "
<< expectedColor << ", but " << scan.offenders << " of " << scan.total << " pixels ("
<< static_cast<int>(offendingFraction * 100.0 + 0.5) << "%) are not; first offender at (" << scan.firstX
<< "," << scan.firstY << ") is " << scan.firstColorName << " " << scan.firstColor;
}
HeadlessGL& HeadlessGL::Get() {
static HeadlessGL instance;
return instance;
}
HeadlessGL::HeadlessGL() {
m_backendName = EnvOr("MOBILEGL_BACKEND_TYPE", "<unset>");
m_usable = BringUp();
}
bool HeadlessGL::BringUp() {
// Ask a disposable copy of this process first. Only if it survived does
// the real one try - see PreflightBringUp for why nothing weaker is
// predictive against a stack that aborts instead of returning errors.
const std::string preflightProblem = PreflightBringUp();
if (!preflightProblem.empty()) {
m_skipReason = preflightProblem;
return false;
}
// Same shape as DriverBench's boot_egl(), minus the dlopen: the provider
// is this binary. A pbuffer needs no window system, but MobileGL's own
// loader still has to reach a real driver underneath - and the child
// above just proved it can.
EglBringUp brought;
std::string reason;
if (RunEglBringUp(brought, reason) != 0) {
// The pre-flight passed and the parent's identical attempt did not.
// That is a real result, not a machine without a GPU, so say so: it
// means something is different between the two attempts (a leaked
// exclusive device, an environment the child did not have).
m_skipReason = reason + " - although an identical bring-up in a forked pre-flight child succeeded";
return false;
}
m_display = brought.display;
m_surface = brought.surface;
m_context = brought.context;
m_width = kSurfaceWidth;
m_height = kSurfaceHeight;
m_renderer = std::move(brought.renderer);
return true;
}
void HeadlessGL::EndFrame() {
if (!m_usable) return;
eglSwapBuffers(static_cast<EGLDisplay>(m_display), static_cast<EGLSurface>(m_surface));
++m_frameIndex;
}
void HeadlessGL::ShutDown() {
if (!m_usable) return;
EGLDisplay display = static_cast<EGLDisplay>(m_display);
eglMakeCurrent(display, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT);
if (m_context != nullptr) eglDestroyContext(display, static_cast<EGLContext>(m_context));
if (m_surface != nullptr) eglDestroySurface(display, static_cast<EGLSurface>(m_surface));
eglTerminate(display);
m_context = nullptr;
m_surface = nullptr;
m_display = nullptr;
m_usable = false;
m_skipReason = "the headless context has already been torn down";
}
// ---- scenario vocabulary ------------------------------------------------
namespace {
unsigned int CompileStage(GLenum stage, const char* source, std::string* outError) {
const GLuint shader = glCreateShader(stage);
glShaderSource(shader, 1, &source, nullptr);
glCompileShader(shader);
GLint compiled = 0;
glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled);
if (compiled == GL_FALSE) {
char log[2048] = {};
GLsizei length = 0;
glGetShaderInfoLog(shader, sizeof(log) - 1, &length, log);
if (outError != nullptr) {
*outError = std::string(stage == GL_VERTEX_SHADER ? "vertex" : "fragment") +
" shader failed to compile: " + log;
}
glDeleteShader(shader);
return 0;
}
return shader;
}
} // namespace
unsigned int CompileProgram(const char* vertexSource, const char* fragmentSource, std::string* outError) {
const GLuint vs = CompileStage(GL_VERTEX_SHADER, vertexSource, outError);
if (vs == 0) return 0;
const GLuint fs = CompileStage(GL_FRAGMENT_SHADER, fragmentSource, outError);
if (fs == 0) {
glDeleteShader(vs);
return 0;
}
const GLuint program = glCreateProgram();
glAttachShader(program, vs);
glAttachShader(program, fs);
// Pinned rather than queried so the scenarios can set up a VAO without a
// round trip, and so a driver that reorders attributes cannot change what
// the test means.
glBindAttribLocation(program, 0, "aPos");
glBindAttribLocation(program, 1, "aColor");
glLinkProgram(program);
glDeleteShader(vs);
glDeleteShader(fs);
GLint linked = 0;
glGetProgramiv(program, GL_LINK_STATUS, &linked);
if (linked == GL_FALSE) {
char log[2048] = {};
GLsizei length = 0;
glGetProgramInfoLog(program, sizeof(log) - 1, &length, log);
if (outError != nullptr) *outError = std::string("program failed to link: ") + log;
glDeleteProgram(program);
return 0;
}
return program;
}
ColorFbo MakeColorFbo(int width, int height) {
ColorFbo target;
target.width = width;
target.height = height;
glGenTextures(1, &target.texture);
glBindTexture(GL_TEXTURE_2D, target.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &target.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, target.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target.texture, 0);
const GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
if (status != GL_FRAMEBUFFER_COMPLETE) {
DestroyColorFbo(target);
}
return target;
}
void DestroyColorFbo(ColorFbo& target) {
if (target.fbo != 0) glDeleteFramebuffers(1, &target.fbo);
if (target.texture != 0) glDeleteTextures(1, &target.texture);
target.fbo = 0;
target.texture = 0;
}
void BindDefaultFramebuffer() {
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, HeadlessGL::Get().Width(), HeadlessGL::Get().Height());
}
void BindFbo(const ColorFbo& target) {
glBindFramebuffer(GL_FRAMEBUFFER, target.fbo);
glViewport(0, 0, target.width, target.height);
}
void ClearTo(float r, float g, float b, float a) {
glClearColor(r, g, b, a);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
Image ReadPixels(int width, int height) {
Image image(width, height);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, image.Data());
return image;
}
unsigned int FirstGLError() {
const GLenum first = glGetError();
if (first == GL_NO_ERROR) return GL_NO_ERROR;
// Drain, bounded: a broken stack must not turn an error check into a hang.
for (int i = 0; i < 64 && glGetError() != GL_NO_ERROR; ++i) {}
return first;
}
const char* GLErrorName(unsigned int error) {
switch (error) {
case GL_NO_ERROR:
return "GL_NO_ERROR";
case GL_INVALID_ENUM:
return "GL_INVALID_ENUM";
case GL_INVALID_VALUE:
return "GL_INVALID_VALUE";
case GL_INVALID_OPERATION:
return "GL_INVALID_OPERATION";
case GL_OUT_OF_MEMORY:
return "GL_OUT_OF_MEMORY";
case GL_INVALID_FRAMEBUFFER_OPERATION:
return "GL_INVALID_FRAMEBUFFER_OPERATION";
default:
return "GL_<unknown>";
}
}
} // namespace MGITest
@@ -0,0 +1,218 @@
// MobileGL - MobileGL/MG_IntegrationTest/Harness/HeadlessGL.h
// 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
//
// A headless GL context and the small vocabulary the scenarios are written in.
//
// The scenarios in this module are end-to-end: they drive MobileGL's own GL and
// EGL entry points (this binary links MobileGL_s, so gl*/egl* resolve straight
// into the implementation) and assert on glReadPixels output. Nothing here
// inspects backend state - both bugs this module pins were invisible to
// state-level assertions and visible only in pixels.
//
// Headless by construction, following MG_Benchmark/Driver/DriverBench.c: an EGL
// context on a PBUFFER surface. No window, no window manager, no human. Unlike
// DriverBench the scenarios do draw to the DEFAULT framebuffer (that is where
// the Y-flip lives) and do call eglSwapBuffers (that is the frame boundary the
// cross-frame scenarios need to be real).
//
// One process is one backend: MOBILEGL_BACKEND_TYPE is latched at
// initialization, so the CMake wiring runs this binary once per backend rather
// than trying to switch in-process.
#pragma once
#include <gtest/gtest.h>
#include <cstdint>
#include <string>
#include <vector>
namespace MGITest {
// True when MOBILEGL_ITEST_REQUIRE_GPU is set in the environment: the runner
// is asserting that this machine HAS a usable GPU, so "no GPU" stops being a
// clean skip and becomes a failure. Without it the integration-gpu label is
// unfalsifiable - a CI job that ran nothing reports exactly the same green as
// a job that ran everything.
bool RequireGpu();
struct Rgba8 {
std::uint8_t r = 0, g = 0, b = 0, a = 0;
bool operator==(const Rgba8& other) const {
return r == other.r && g == other.g && b == other.b && a == other.a;
}
bool operator!=(const Rgba8& other) const { return !(*this == other); }
};
// Prints as "rgba(255,0,0,255)" so a gtest failure names the colour it saw.
std::ostream& operator<<(std::ostream& os, const Rgba8& c);
// An RGBA8 readback. Row 0 is the BOTTOM row: that is GL's convention for
// glReadPixels and it is what "correctly oriented" means everywhere below.
class Image {
public:
Image() = default;
Image(int width, int height)
: m_width(width), m_height(height), m_pixels(static_cast<std::size_t>(width) * height * 4, 0) {}
int Width() const { return m_width; }
int Height() const { return m_height; }
bool Empty() const { return m_pixels.empty(); }
std::uint8_t* Data() { return m_pixels.data(); }
const std::uint8_t* Data() const { return m_pixels.data(); }
Rgba8 At(int x, int y) const;
// Nearest of {black, red, green, blue, white, other} - the scenarios only
// ever draw those, so this turns a pixel into something readable.
const char* ColorName(int x, int y) const;
bool operator==(const Image& other) const {
return m_width == other.m_width && m_height == other.m_height && m_pixels == other.m_pixels;
}
// Count of differing bytes, for a failure message that says how wrong.
std::size_t ByteDiffCount(const Image& other) const;
// The four quadrant centres, in the fixed order
// bottom-left, bottom-right, top-left, top-right.
//
// This replaces the old VerticalSignature(bandCount), which read three
// full-width horizontal stripes down the centre line and was therefore
// blind to an X flip, to a transpose, and to a 180 rotation composed with
// a Y flip - all of those left the stripe order alone. Four quadrant
// colours are asymmetric in BOTH axes, so each of the eight square
// symmetries produces a different string (see OrientationScenario, which
// spells all eight out).
std::string QuadrantSignature() const;
private:
int m_width = 0;
int m_height = 0;
std::vector<std::uint8_t> m_pixels;
};
// The process-wide headless context. Brought up lazily on the first Get() so
// that `--gtest_list_tests` (which CMake runs at build time to discover the
// cases) never touches a GPU.
class HeadlessGL {
public:
static HeadlessGL& Get();
// False on a machine with no usable GPU/display/ICD. SkipReason() then
// says which step failed; every fixture turns that into GTEST_SKIP().
bool Usable() const { return m_usable; }
const std::string& SkipReason() const { return m_skipReason; }
// Backend actually in use, as reported by MOBILEGL_BACKEND_TYPE.
const std::string& BackendName() const { return m_backendName; }
const std::string& RendererString() const { return m_renderer; }
int Width() const { return m_width; }
int Height() const { return m_height; }
// THE frame boundary. eglSwapBuffers is what retires a frame in the
// renderer, and the cross-frame scenarios are meaningless without it.
void EndFrame();
// Frames completed so far, for failure messages.
int FrameIndex() const { return m_frameIndex; }
// Releases the context and surface and terminates the display. Called
// once, after the last scenario: MobileGL frees its backend objects
// through eglTerminate, and letting a process simply exit on top of a
// live context leaves those objects to be torn down from a static
// destructor with no driver left underneath.
void ShutDown();
private:
HeadlessGL();
HeadlessGL(const HeadlessGL&) = delete;
HeadlessGL& operator=(const HeadlessGL&) = delete;
bool BringUp();
bool m_usable = false;
std::string m_skipReason;
std::string m_backendName;
std::string m_renderer;
int m_width = 0;
int m_height = 0;
int m_frameIndex = 0;
void* m_display = nullptr;
void* m_surface = nullptr;
void* m_context = nullptr;
};
// ---- the scenario vocabulary -------------------------------------------
// Deliberately tiny. A scenario should read like a story; anything that
// needs a comment about GL mechanics belongs here instead.
// Compiles and links vs+fs, pinning attribute 0 to "aPos" and 1 to "aColor".
// Returns 0 and fills outError on failure.
unsigned int CompileProgram(const char* vertexSource, const char* fragmentSource, std::string* outError);
struct ColorFbo {
unsigned int fbo = 0;
unsigned int texture = 0;
int width = 0;
int height = 0;
};
// A complete RGBA8 render target. Returns fbo==0 on failure.
ColorFbo MakeColorFbo(int width, int height);
void DestroyColorFbo(ColorFbo& target);
// Binds a target and sets the viewport to match. Passing fbo 0 means the
// default (presentable) framebuffer.
void BindDefaultFramebuffer();
void BindFbo(const ColorFbo& target);
void ClearTo(float r, float g, float b, float a);
// Reads back the whole currently bound READ framebuffer. width/height must
// be the target's full size - DirectVulkan's default-framebuffer readback
// only re-orients a full-extent read.
Image ReadPixels(int width, int height);
// Drains any GL error queue and returns the first error, or 0.
unsigned int FirstGLError();
const char* GLErrorName(unsigned int error);
// ---- whole-region readback predicates ----------------------------------
// The scenarios used to assert on two or three individual pixels, which is
// provably too weak: a draw in which 3 of a quad's 4 vertices carry stale
// data still paints the sampled centre the expected colour (that exact case
// is a standing negative-control test - see CrossFrameBufferScenario). The
// readback is already fully in memory, so counting every pixel in a region
// costs nothing and turns "the middle looks right" into "all of it is right".
// Everything a caller needs to say what was wrong and where.
struct RegionScan {
int total = 0; // pixels examined
int offenders = 0; // pixels whose ColorName() != expected
int firstX = -1; // first offender in bottom-to-top, left-to-right order
int firstY = -1;
Rgba8 firstColor{};
std::string firstColorName;
};
// Inclusive pixel bounds, clamped to the image. Row 0 is the bottom row.
RegionScan ScanRegion(const Image& image, int x0, int x1, int y0, int y1, const char* expectedColor);
// gtest predicate wrapper: EXPECT_TRUE(RegionIsMostly(...)) reports the
// offender count, the offender fraction and the FIRST offending pixel's
// coordinates and colour. `tolerance` is the fraction of the region allowed
// to disagree; pass 0.0 to demand every pixel (which is what the scenarios
// do - they inset their regions away from primitive edges so exactness is
// achievable).
::testing::AssertionResult RegionIsMostly(const Image& image, int x0, int x1, int y0, int y1,
const char* expectedColor, double tolerance,
const std::string& when);
} // namespace MGITest
@@ -0,0 +1,84 @@
// MobileGL - MobileGL/MG_IntegrationTest/Harness/ScenarioFixture.h
// 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
//
// The base fixture every scenario derives from. Its only jobs are to bring the
// headless context up once per process and to decide what "this machine has no
// usable GPU" means.
//
// By default it means a clean GTEST_SKIP() - never a failure, never a hang -
// because a developer box or a container without a GPU should not fail a run it
// was never able to perform. But a skip is indistinguishable from a pass in
// every CI summary, so the `integration-gpu` label on its own is unfalsifiable:
// a runner whose driver pinning silently broke reports the same green as one
// that rendered every frame. MOBILEGL_ITEST_REQUIRE_GPU is the caller saying
// "this machine HAS a GPU and I am relying on these scenarios actually running";
// with it set, an unusable harness is a FAILURE carrying the pre-flight's reason.
#pragma once
#include <gtest/gtest.h>
#include "HeadlessGL.h"
namespace MGITest {
class ScenarioTest : public ::testing::Test {
protected:
void SetUp() override {
m_ready = false;
HeadlessGL& gl = HeadlessGL::Get();
if (!gl.Usable()) {
if (RequireGpu()) {
// FAIL() is a FATAL failure but does NOT mark the test skipped,
// so a derived SetUp that guards on IsSkipped() alone would run
// straight into GL calls with no current context and SIGSEGV -
// that exact crash shipped from the first version of this guard.
// Derived fixtures must gate on Ready() (below), which is false
// on BOTH the skip path and this failure path.
FAIL() << "MOBILEGL_ITEST_REQUIRE_GPU is set, so an unusable harness is a failure, not a skip. "
<< "Backend " << gl.BackendName() << " could not be brought up: " << gl.SkipReason();
}
GTEST_SKIP() << "no usable GPU/display/ICD for backend " << gl.BackendName() << ": " << gl.SkipReason();
}
if (RequireGpu() && LooksLikeSoftwareRasterizer(gl.RendererString())) {
// "Ran on llvmpipe" must not be able to pass as "ran on the GPU":
// a misconfigured vendor pin silently lands on the software
// rasterizer, and REQUIRE_GPU exists precisely to make that loud.
FAIL() << "MOBILEGL_ITEST_REQUIRE_GPU is set but the context landed on a software rasterizer: "
<< gl.RendererString();
}
// A scenario starts from a clean slate but shares the context (and so
// the renderer's memos) with every other scenario in this process -
// which is exactly the situation both shipped bugs needed.
RecordProperty("backend", gl.BackendName());
RecordProperty("renderer", gl.RendererString());
m_ready = true;
}
// The ONLY gate a derived SetUp/TearDown may use: `if (!Ready()) return;`.
// True only when the base SetUp brought the context up and neither skipped
// nor failed. IsSkipped() alone is WRONG here (see the comment at FAIL()).
bool Ready() const { return m_ready; }
static HeadlessGL& Gl() { return HeadlessGL::Get(); }
private:
static bool LooksLikeSoftwareRasterizer(const std::string& renderer) {
static const char* kNames[] = {"llvmpipe", "lavapipe", "softpipe", "SwiftShader", "swrast"};
for (const char* name : kNames) {
if (renderer.find(name) != std::string::npos) {
return true;
}
}
return false;
}
bool m_ready = false;
};
} // namespace MGITest
+53
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@@ -0,0 +1,53 @@
// MobileGL - MobileGL/MG_IntegrationTest/Main.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
//
// Entry point for the headless GPU integration scenarios.
//
// The banner lives in a gtest Environment rather than in main() on purpose:
// Environment::SetUp does not run for `--gtest_list_tests`, which is what CMake
// invokes at build time to discover the cases. Discovery therefore never brings
// up EGL, never needs a GPU and cannot hang.
#include <gtest/gtest.h>
#include <cstdio>
#include "Harness/HeadlessGL.h"
namespace {
class HarnessBanner : public ::testing::Environment {
public:
void SetUp() override {
const MGITest::HeadlessGL& gl = MGITest::HeadlessGL::Get();
std::fprintf(stderr, "MobileGL integration scenarios: backend=%s\n", gl.BackendName().c_str());
if (gl.Usable()) {
std::fprintf(stderr, " renderer: %s\n surface: %dx%d pbuffer (headless)\n",
gl.RendererString().c_str(), gl.Width(), gl.Height());
} else if (MGITest::RequireGpu()) {
std::fprintf(stderr,
" FAILING every scenario (MOBILEGL_ITEST_REQUIRE_GPU is set): %s\n",
gl.SkipReason().c_str());
} else {
std::fprintf(stderr,
" SKIPPING every scenario: %s\n"
" (set MOBILEGL_ITEST_REQUIRE_GPU=1 to make this a failure instead - a run that\n"
" skipped everything is otherwise indistinguishable from one that passed)\n",
gl.SkipReason().c_str());
}
}
void TearDown() override { MGITest::HeadlessGL::Get().ShutDown(); }
};
} // namespace
int main(int argc, char** argv) {
::testing::InitGoogleTest(&argc, argv);
::testing::AddGlobalTestEnvironment(new HarnessBanner());
return RUN_ALL_TESTS();
}
@@ -0,0 +1,761 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/CrossFrameBufferScenario.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
//
// Scenario B - "the draw rendered last frame's buffer".
//
// The shipped bug (DirectVulkan, TryBindResolvedVertexBindings and the EBO
// memo in UploadAndBindIndexBuffer): both memos revalidated themselves ACROSS a
// frame boundary by comparing recorded per-buffer slice epochs, and on a match
// skipped the per-frame buffer acquire. The acquire is the frame's content-sync
// point; skipping it trusted the BumpSliceEpoch call-site inventory to cover
// every way a buffer's GPU copy can go stale, and at least one path escaped it.
// Result: a draw in a later frame renders from a STALE buffer slice - random
// triangles in Minecraft/Sodium on Adreno, corrupted journeymap and
// common-mods retraces.
//
// What pins it: mutate a buffer AFTER a frame boundary and BEFORE the next
// draw, then prove the pixels show the NEW content. Every mutation API gets its
// own test case, so a failure names the culprit rather than saying "buffers".
// The index buffer is covered too: the EBO memo had exactly the same hole.
//
// The scene is deliberately trivial and entirely buffer-driven:
//
// vertices 0..3 left half of the viewport, RED
// vertices 4..7 right half of the viewport, GREEN
// indices A {0,1,2, 0,2,3} -> the left, red quad
// indices B {4,5,6, 4,6,7} -> the right, green quad
//
// A vertex-buffer test rewrites the left quad's colour red -> green and expects
// the left half to turn green. An index-buffer test rewrites the indices
// A -> B and expects the picture to jump from a red left half to a green right
// half. Either way "stale" and "fresh" are different colours in different
// places; no thresholds, no interpretation.
//
// Two families of scenario live here, and they catch different halves of the
// same rule:
//
// CrossFrameBufferScenario - one case per buffer-mutation API. Every one of
// these APIs is supposed to retire the memo; today they all do (each notify
// path bumps the slice epoch), so these pass on the buggy revision too.
// They are the standing statement of the contract: whatever a future memo
// keys on, a write through ANY of these APIs must reach the next frame's
// draw. They are also where a coherent persistent write - the one shape
// that changes a buffer with no GL call at all - is pinned.
//
// StreamedArenaScenario - the case that actually caught the shipped bug. It
// attacks the other half of the rule: a buffer nobody wrote at all, whose
// GPU-side bytes moved out from under the memo anyway.
#include <cstdio>
#include <cstring>
#include <functional>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr const char* kVertexSource = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() {
vColor = aColor;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}
)";
struct Vertex {
float x, y;
float r, g, b;
};
constexpr int kLeftQuadFirstVertex = 0;
constexpr int kLeftQuadVertexCount = 4;
constexpr int kIndexCount = 6;
// Enough consecutive frames drawing the same VAO that any per-(VAO, frame)
// memo is fully armed before the mutation lands.
constexpr int kWarmupFrames = 3;
std::vector<Vertex> SceneVertices(bool leftQuadIsGreen) {
const float lr = leftQuadIsGreen ? 0.0f : 1.0f;
const float lg = leftQuadIsGreen ? 1.0f : 0.0f;
return {
// 0..3: left half
{-1.0f, -1.0f, lr, lg, 0.0f},
{0.0f, -1.0f, lr, lg, 0.0f},
{0.0f, 1.0f, lr, lg, 0.0f},
{-1.0f, 1.0f, lr, lg, 0.0f},
// 4..7: right half
{0.0f, -1.0f, 0.0f, 1.0f, 0.0f},
{1.0f, -1.0f, 0.0f, 1.0f, 0.0f},
{1.0f, 1.0f, 0.0f, 1.0f, 0.0f},
{0.0f, 1.0f, 0.0f, 1.0f, 0.0f},
};
}
const GLuint kIndicesLeftQuad[kIndexCount] = {0, 1, 2, 0, 2, 3};
const GLuint kIndicesRightQuad[kIndexCount] = {4, 5, 6, 4, 6, 7};
// How far inside each half the whole-region checks start. The two quads
// meet on a pixel boundary, so a couple of pixels of margin makes "every
// single pixel in the region" an achievable demand.
constexpr int kHalfInset = 2;
// Asserts the left and right halves of the viewport, with a message that
// says what the app had asked GL to draw by then.
//
// This counts EVERY pixel in each half rather than sampling its centre.
// Sampling two pixels was demonstrably too weak: a draw in which three of
// the left quad's four vertices still carry stale data paints a centre
// pixel of exactly the expected colour and passed the old assertion. That
// case is now a standing negative control - see
// PartialStalenessIsCaughtByWholeRegionChecks below, which constructs it
// deliberately and proves the region scan reports it.
void ExpectHalves(const Image& image, const char* expectedLeft, const char* expectedRight,
const std::string& when) {
const int w = image.Width();
const int h = image.Height();
EXPECT_TRUE(RegionIsMostly(image, kHalfInset, w / 2 - kHalfInset, kHalfInset, h - kHalfInset, expectedLeft,
0.0, when + " [left half]"));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + kHalfInset, w - kHalfInset, kHalfInset, h - kHalfInset,
expectedRight, 0.0, when + " [right half]"));
}
// How the app hands the new bytes to GL. Each is its own test case.
enum class Mutation {
SubData, // glBufferSubData
MapWriteUnmap, // glMapBufferRange(WRITE) + glUnmapBuffer
PersistentFlush, // write through a persistent map + glFlushMappedBufferRange
PersistentCoherent, // write through a COHERENT persistent map, no GL call at all
OrphanReupload, // glBufferData(NULL) then a full re-upload
CopySubData, // glCopyBufferSubData from a staging buffer
};
bool NeedsImmutableStorage(Mutation mutation) {
return mutation == Mutation::PersistentFlush || mutation == Mutation::PersistentCoherent;
}
// The coherent variant is the one shape in which an application changes a
// buffer's contents with NO GL call whatsoever - the write lands in the
// mapping and that is the end of it. Sodium's chunk streaming is written
// this way, and it is the case a per-buffer "has anything changed?" epoch
// cannot see on its own.
bool NeedsCoherentMapping(Mutation mutation) {
return mutation == Mutation::PersistentCoherent;
}
class CrossFrameBufferScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
ASSERT_NE(m_program, 0u) << error;
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "program setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
ReleaseBuffers();
if (m_program != 0) glDeleteProgram(m_program);
}
// Builds the VAO/VBO/EBO. `immutable` switches to glBufferStorage plus a
// persistent mapping of both buffers, which is the only shape in which the
// persistent-write mutation is legal.
void BuildScene(bool immutable, bool coherent = false) {
const std::vector<Vertex> vertices = SceneVertices(/*leftQuadIsGreen=*/false);
m_vertexBytes = GLsizeiptr(vertices.size() * sizeof(Vertex));
m_indexBytes = GLsizeiptr(sizeof(kIndicesLeftQuad));
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glGenBuffers(1, &m_ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
if (immutable) {
const GLbitfield storageFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_DYNAMIC_STORAGE_BIT |
(coherent ? GL_MAP_COHERENT_BIT : 0);
glBufferStorage(GL_ARRAY_BUFFER, m_vertexBytes, vertices.data(), storageFlags);
glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, m_indexBytes, kIndicesLeftQuad, storageFlags);
const GLenum storageError = FirstGLError();
if (storageError != GL_NO_ERROR) {
m_storageUnsupported = true;
m_storageError = storageError;
return;
}
const GLbitfield mapFlags = GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT |
(coherent ? GL_MAP_COHERENT_BIT : GL_MAP_FLUSH_EXPLICIT_BIT);
m_vertexMap =
static_cast<unsigned char*>(glMapBufferRange(GL_ARRAY_BUFFER, 0, m_vertexBytes, mapFlags));
m_indexMap = static_cast<unsigned char*>(
glMapBufferRange(GL_ELEMENT_ARRAY_BUFFER, 0, m_indexBytes, mapFlags));
if (m_vertexMap == nullptr || m_indexMap == nullptr) {
m_storageUnsupported = true;
m_storageError = FirstGLError();
return;
}
} else {
glBufferData(GL_ARRAY_BUFFER, m_vertexBytes, vertices.data(), GL_STATIC_DRAW);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, m_indexBytes, kIndicesLeftQuad, GL_STATIC_DRAW);
}
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
glGenBuffers(1, &m_staging);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
}
void ReleaseBuffers() {
if (m_vertexMap != nullptr || m_indexMap != nullptr) {
glBindVertexArray(m_vao);
if (m_vertexMap != nullptr) {
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glUnmapBuffer(GL_ARRAY_BUFFER);
}
if (m_indexMap != nullptr) {
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ebo);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
}
glBindVertexArray(0);
m_vertexMap = nullptr;
m_indexMap = nullptr;
}
if (m_staging != 0) glDeleteBuffers(1, &m_staging);
if (m_ebo != 0) glDeleteBuffers(1, &m_ebo);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
m_staging = m_ebo = m_vbo = m_vao = 0;
}
void DrawScene() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(m_vao);
glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
void BeginFrame() {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
}
Image ReadFrame() { return ReadPixels(Gl().Width(), Gl().Height()); }
// ---- the mutations ---------------------------------------------
// Each writes `newBytes` over the first `rangeBytes` of `buffer`;
// `wholeBytes`/`wholeSize` are the full contents an orphan+re-upload
// needs. `target` is the binding point the buffer normally lives at.
void ApplyMutation(Mutation mutation, GLenum target, GLuint buffer, unsigned char* persistentMap,
const void* newBytes, GLsizeiptr rangeBytes, const void* wholeBytes,
GLsizeiptr wholeSize) {
// The element-array binding is VAO state, so mutating the EBO happens
// with the scene's VAO bound - exactly as an application would.
glBindVertexArray(m_vao);
switch (mutation) {
case Mutation::SubData: {
glBindBuffer(target, buffer);
glBufferSubData(target, 0, rangeBytes, newBytes);
break;
}
case Mutation::MapWriteUnmap: {
glBindBuffer(target, buffer);
void* mapped =
glMapBufferRange(target, 0, rangeBytes, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_RANGE_BIT);
ASSERT_NE(mapped, nullptr) << "glMapBufferRange(WRITE) returned null";
std::memcpy(mapped, newBytes, std::size_t(rangeBytes));
ASSERT_EQ(glUnmapBuffer(target), GLboolean(GL_TRUE)) << "glUnmapBuffer reported data loss";
break;
}
case Mutation::PersistentFlush: {
ASSERT_NE(persistentMap, nullptr) << "no persistent mapping for this buffer";
std::memcpy(persistentMap, newBytes, std::size_t(rangeBytes));
glBindBuffer(target, buffer);
glFlushMappedBufferRange(target, 0, rangeBytes);
break;
}
case Mutation::PersistentCoherent: {
// Deliberately no GL call: a coherent persistent mapping is a
// promise that the write alone is enough.
ASSERT_NE(persistentMap, nullptr) << "no persistent mapping for this buffer";
std::memcpy(persistentMap, newBytes, std::size_t(rangeBytes));
break;
}
case Mutation::OrphanReupload: {
glBindBuffer(target, buffer);
glBufferData(target, wholeSize, nullptr, GL_STATIC_DRAW);
glBufferSubData(target, 0, wholeSize, wholeBytes);
break;
}
case Mutation::CopySubData: {
glBindBuffer(GL_COPY_READ_BUFFER, m_staging);
glBufferData(GL_COPY_READ_BUFFER, rangeBytes, newBytes, GL_STATIC_DRAW);
glBindBuffer(GL_COPY_WRITE_BUFFER, buffer);
glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, rangeBytes);
glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
glBindBuffer(GL_COPY_READ_BUFFER, 0);
break;
}
}
glBindVertexArray(0);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the mutation itself raised a GL error";
}
// ---- the story -------------------------------------------------
// Steady state for a few frames, one frame boundary, then the
// mutation, then the draw that must show the new content.
void RunAcrossFrameBoundary(Mutation mutation, const std::function<void()>& mutate,
const char* expectedLeftAfter, const char* expectedRightAfter) {
ASSERT_NO_FATAL_FAILURE(BuildScene(NeedsImmutableStorage(mutation), NeedsCoherentMapping(mutation)));
if (m_storageUnsupported) {
GTEST_SKIP() << "immutable/persistent buffer storage is unavailable on this stack ("
<< GLErrorName(m_storageError) << "); the persistent-map mutation cannot "
<< "be expressed here";
}
for (int frame = 0; frame < kWarmupFrames; ++frame) {
BeginFrame();
DrawScene();
Gl().EndFrame();
}
BeginFrame();
DrawScene();
const Image before = ReadFrame();
ExpectHalves(before, "red", "black", "steady state before the mutation");
ASSERT_FALSE(::testing::Test::HasFailure())
<< "the scenario never reached its steady state, so nothing after this means anything";
// >>> a genuine frame boundary. Everything below happens in the NEXT
// frame, which is the whole point: a mutation inside one frame proves
// nothing about a memo that revalidates itself across frames.
Gl().EndFrame();
BeginFrame();
ASSERT_NO_FATAL_FAILURE(mutate());
DrawScene();
const Image after = ReadFrame();
Gl().EndFrame();
ExpectHalves(after, expectedLeftAfter, expectedRightAfter,
"the draw after the mutation drew STALE buffer content");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The two things a scenario mutates.
void MutateVertexColorsToGreen(Mutation mutation) {
const std::vector<Vertex> updated = SceneVertices(/*leftQuadIsGreen=*/true);
const GLsizeiptr leftQuadBytes = GLsizeiptr(kLeftQuadVertexCount * sizeof(Vertex));
ApplyMutation(mutation, GL_ARRAY_BUFFER, m_vbo, m_vertexMap, updated.data() + kLeftQuadFirstVertex,
leftQuadBytes, updated.data(), m_vertexBytes);
}
void MutateIndicesToRightQuad(Mutation mutation) {
ApplyMutation(mutation, GL_ELEMENT_ARRAY_BUFFER, m_ebo, m_indexMap, kIndicesRightQuad, m_indexBytes,
kIndicesRightQuad, m_indexBytes);
}
unsigned int m_program = 0;
unsigned int m_vao = 0;
unsigned int m_vbo = 0;
unsigned int m_ebo = 0;
unsigned int m_staging = 0;
GLsizeiptr m_vertexBytes = 0;
GLsizeiptr m_indexBytes = 0;
unsigned char* m_vertexMap = nullptr;
unsigned char* m_indexMap = nullptr;
bool m_storageUnsupported = false;
unsigned int m_storageError = 0;
};
// ---- vertex buffer: the left quad must turn green ------------------
TEST_F(CrossFrameBufferScenario, VertexBufferSubData) {
RunAcrossFrameBoundary(
Mutation::SubData, [&] { MutateVertexColorsToGreen(Mutation::SubData); }, "green", "black");
}
TEST_F(CrossFrameBufferScenario, VertexMapWriteUnmap) {
RunAcrossFrameBoundary(
Mutation::MapWriteUnmap, [&] { MutateVertexColorsToGreen(Mutation::MapWriteUnmap); }, "green", "black");
}
TEST_F(CrossFrameBufferScenario, VertexPersistentMapFlush) {
RunAcrossFrameBoundary(
Mutation::PersistentFlush, [&] { MutateVertexColorsToGreen(Mutation::PersistentFlush); }, "green",
"black");
}
TEST_F(CrossFrameBufferScenario, VertexPersistentCoherentWrite) {
RunAcrossFrameBoundary(
Mutation::PersistentCoherent, [&] { MutateVertexColorsToGreen(Mutation::PersistentCoherent); }, "green",
"black");
}
TEST_F(CrossFrameBufferScenario, VertexOrphanAndReupload) {
RunAcrossFrameBoundary(
Mutation::OrphanReupload, [&] { MutateVertexColorsToGreen(Mutation::OrphanReupload); }, "green",
"black");
}
TEST_F(CrossFrameBufferScenario, VertexCopyBufferSubData) {
RunAcrossFrameBoundary(
Mutation::CopySubData, [&] { MutateVertexColorsToGreen(Mutation::CopySubData); }, "green", "black");
}
// ---- index buffer: the picture must jump to the right, green quad --
// The EBO memo had the same cross-frame hole as the vertex one, and no
// vertex-only test can see it.
TEST_F(CrossFrameBufferScenario, IndexBufferSubData) {
RunAcrossFrameBoundary(
Mutation::SubData, [&] { MutateIndicesToRightQuad(Mutation::SubData); }, "black", "green");
}
TEST_F(CrossFrameBufferScenario, IndexMapWriteUnmap) {
RunAcrossFrameBoundary(
Mutation::MapWriteUnmap, [&] { MutateIndicesToRightQuad(Mutation::MapWriteUnmap); }, "black", "green");
}
TEST_F(CrossFrameBufferScenario, IndexPersistentMapFlush) {
RunAcrossFrameBoundary(
Mutation::PersistentFlush, [&] { MutateIndicesToRightQuad(Mutation::PersistentFlush); }, "black",
"green");
}
// Kept, with its coverage stated exactly, because it is the one case in
// this file that is served a stale slice by the buggy revision and passes
// anyway - and a test that reads as coverage without being coverage is
// worse than no test.
//
// COVERS: the coherent-persistent index contract - a write into a coherent
// persistent mapping, with no GL call at all, must reach the next frame's
// draw. That is a real contract and this is the only case that states it
// for indices.
//
// DOES NOT COVER: the EBO cross-frame memo. Instrumented against the
// re-enabled buggy path, it enters the cross-frame branch 4 times and is
// served its recorded slice all 4 times - and still passes, because the
// backend adopted the persistent map into that very storage
// (AcquirePersistentMap succeeded), so the application's writes landed in
// the bytes the "stale" slice names. It would only discriminate on a stack
// where that adoption is declined and the CPU shadow stays authoritative;
// measured over this whole module, 50 of 50 coherent persistent write maps
// were adopted. See ResidentIndexScenario.cpp for the full account.
TEST_F(CrossFrameBufferScenario, IndexPersistentCoherentWrite) {
RunAcrossFrameBoundary(
Mutation::PersistentCoherent, [&] { MutateIndicesToRightQuad(Mutation::PersistentCoherent); }, "black",
"green");
}
TEST_F(CrossFrameBufferScenario, IndexOrphanAndReupload) {
RunAcrossFrameBoundary(
Mutation::OrphanReupload, [&] { MutateIndicesToRightQuad(Mutation::OrphanReupload); }, "black",
"green");
}
TEST_F(CrossFrameBufferScenario, IndexCopyBufferSubData) {
RunAcrossFrameBoundary(
Mutation::CopySubData, [&] { MutateIndicesToRightQuad(Mutation::CopySubData); }, "black", "green");
}
// ---- a self-test of the assertions, not of MobileGL ------------------
//
// Every case above leans on ExpectHalves. ExpectHalves used to sample the
// centre pixel of each half - two pixels for a 12288-pixel readback - and
// that is measurably too weak to stand behind a claim about buffer
// freshness: a quad whose four vertices are only PARTLY updated still
// paints a sampled centre the expected colour, because the centre is a
// barycentric blend dominated by the vertices that DID update.
//
// So construct that case on purpose. Update the left quad's colour to
// green in the buffer but leave exactly one of its four vertices holding
// the old red, once for each vertex, and check two things:
//
// - the whole-region scan reports every one of the four (the tightening
// is real, and this test fails the moment someone loosens it back to
// sampling);
// - at least one of the four is invisible to a single centre sample
// (the blind spot was real, and this records which vertices it hid).
//
// Nothing here calls a memo path; it is the assertion itself under test.
TEST_F(CrossFrameBufferScenario, PartialStalenessIsCaughtByWholeRegionChecks) {
ASSERT_NO_FATAL_FAILURE(BuildScene(/*immutable=*/false));
const std::vector<Vertex> allGreen = SceneVertices(/*leftQuadIsGreen=*/true);
const std::vector<Vertex> allRed = SceneVertices(/*leftQuadIsGreen=*/false);
const GLsizeiptr leftQuadBytes = GLsizeiptr(kLeftQuadVertexCount * sizeof(Vertex));
int centreSampleMissed = 0;
std::string missedVertices;
for (int staleVertex = 0; staleVertex < kLeftQuadVertexCount; ++staleVertex) {
// Every left-quad vertex turns green except this one.
std::vector<Vertex> partial(allGreen.begin(), allGreen.begin() + kLeftQuadVertexCount);
partial[std::size_t(staleVertex)] = allRed[std::size_t(staleVertex)];
glBindVertexArray(m_vao);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, leftQuadBytes, partial.data());
glBindVertexArray(0);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "the partial update itself raised a GL error";
BeginFrame();
DrawScene();
const Image image = ReadFrame();
Gl().EndFrame();
const int w = image.Width();
const int h = image.Height();
const RegionScan scan =
ScanRegion(image, kHalfInset, w / 2 - kHalfInset, kHalfInset, h - kHalfInset, "green");
EXPECT_GT(scan.offenders, 0)
<< "vertex " << staleVertex << " of the left quad kept its stale red colour and the "
<< "whole-region scan saw nothing wrong across " << scan.total << " pixels - the assertion "
<< "is not tight enough to stand behind any freshness claim in this file";
// What the old two-pixel form of ExpectHalves would have concluded.
if (std::strcmp(image.ColorName(w / 4, h / 2), "green") == 0) {
++centreSampleMissed;
if (!missedVertices.empty()) missedVertices += ",";
missedVertices += std::to_string(staleVertex);
}
}
EXPECT_GT(centreSampleMissed, 0)
<< "no single-vertex staleness was invisible to a centre sample, so this negative control "
<< "is no longer demonstrating anything - re-derive it before trusting it";
if (centreSampleMissed > 0) {
RecordProperty("centre_sample_blind_to_stale_vertices", missedVertices);
std::fprintf(stderr,
"[itest] whole-region scan caught all %d single-stale-vertex cases; a centre "
"sample alone was blind to %d of them (vertices %s)\n",
kLeftQuadVertexCount, centreSampleMissed, missedVertices.c_str());
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// ---- the same bug, seen from the other side --------------------------
//
// The mutation cases above ask "did the new bytes reach the GPU?". This
// one asks the question a STREAMED buffer forces: "do the old bytes even
// still exist?".
//
// A GL_STREAM_DRAW / GL_DYNAMIC_DRAW buffer is not given permanent GPU
// storage. Every frame its contents are copied into that frame's
// transient upload arena, which is a bump allocator reset at the start of
// each frame slot - so a slice handed out in frame N names bytes that
// frame N+frames-in-flight hands to whoever uploads first. A memo that
// revalidates across a frame boundary and skips the acquire never
// re-uploads, so it keeps binding an offset the arena has since given
// away: the draw reads whatever the next tenant put there. That is the
// "random triangles" shape of this bug - the buffer nobody touched is the
// one that renders wrong.
//
// The scene makes the next tenant deterministic instead of arbitrary: a
// second streamed object of exactly the same size is uploaded and drawn
// FIRST in every frame, so it lands on precisely the bytes the memo still
// points at. A draw that renders the decoy's geometry instead of its own
// is unmissable.
class StreamedArenaScenario : public ScenarioTest {
protected:
static constexpr int kQuietFrames = 2; // frames in which only the subject draws
static constexpr int kChurnFrames = 8; // > frames-in-flight, so the ring wraps
struct StreamedObject {
unsigned int vao = 0;
unsigned int vbo = 0;
unsigned int ebo = 0;
};
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
ASSERT_NE(m_program, 0u) << error;
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
void TearDown() override {
if (!Ready()) return;
for (StreamedObject* object : {&m_subject, &m_decoy}) {
if (object->ebo != 0) glDeleteBuffers(1, &object->ebo);
if (object->vbo != 0) glDeleteBuffers(1, &object->vbo);
if (object->vao != 0) glDeleteVertexArrays(1, &object->vao);
*object = StreamedObject{};
}
if (m_program != 0) glDeleteProgram(m_program);
}
// GL_STREAM_DRAW is what puts a buffer on the transient arena
// (ShouldUseTransientVertexIndexBuffer) - and what Minecraft uses for
// exactly this kind of geometry.
void BuildStreamedObject(StreamedObject& object, const std::vector<Vertex>& vertices,
const GLuint (&indices)[kIndexCount]) {
glGenVertexArrays(1, &object.vao);
glBindVertexArray(object.vao);
glGenBuffers(1, &object.vbo);
glBindBuffer(GL_ARRAY_BUFFER, object.vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data(),
GL_STREAM_DRAW);
glGenBuffers(1, &object.ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, object.ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(indices)), indices, GL_STREAM_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
}
void Draw(const StreamedObject& object) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(object.vao);
glDrawElements(GL_TRIANGLES, kIndexCount, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
// Re-uploading the decoy is what forces it onto a fresh arena slice
// this frame - i.e. what makes it the arena's next tenant.
void RestreamDecoy(const std::vector<Vertex>& vertices, const GLuint (&indices)[kIndexCount]) {
glBindVertexArray(m_decoy.vao);
glBindBuffer(GL_ARRAY_BUFFER, m_decoy.vbo);
glBufferSubData(GL_ARRAY_BUFFER, 0, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data());
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_decoy.ebo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(indices)), indices);
glBindVertexArray(0);
}
unsigned int m_program = 0;
StreamedObject m_subject;
StreamedObject m_decoy;
};
// Vertex data. Subject and decoy differ in geometry AND colour, so a
// subject draw that reads the decoy's arena bytes paints the decoy's quad.
TEST_F(StreamedArenaScenario, StreamedVertexDataSurvivesArenaRecycling) {
const std::vector<Vertex> full = SceneVertices(/*leftQuadIsGreen=*/false);
const std::vector<Vertex> subjectVertices(full.begin(), full.begin() + 4); // left, red
const std::vector<Vertex> decoyVertices(full.begin() + 4, full.begin() + 8); // right, green
ASSERT_EQ(subjectVertices.size(), decoyVertices.size()); // same arena footprint
BuildStreamedObject(m_subject, subjectVertices, kIndicesLeftQuad);
BuildStreamedObject(m_decoy, decoyVertices, kIndicesLeftQuad);
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
// Quiet frames: the subject is the only thing uploading, so its data
// sits at the head of the arena and its memo records that offset.
for (int frame = 0; frame < kQuietFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
Draw(m_subject);
Gl().EndFrame();
}
// Churn frames: the decoy re-streams and draws first every frame. The
// subject is never touched again - it must still render itself.
for (int frame = 0; frame < kChurnFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
RestreamDecoy(decoyVertices, kIndicesLeftQuad);
Draw(m_decoy);
Draw(m_subject);
const Image image = ReadPixels(Gl().Width(), Gl().Height());
ExpectHalves(image, "red", "green",
"churn frame " + std::to_string(frame) +
": the untouched streamed vertex buffer rendered someone else's arena bytes");
Gl().EndFrame();
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// Index data. Both objects carry the SAME eight vertices, so only the
// element buffer can decide which half is drawn - this isolates the EBO
// memo, which had its own copy of the cross-frame hole.
//
// COVERS: that an untouched streamed index buffer still renders its own
// geometry after the arena it lives in has been recycled by another
// object - the index-side statement of the invariant the vertex case
// above actually catches.
//
// DOES NOT COVER: the EBO cross-frame memo. Instrumented against the
// re-enabled buggy path this case reaches that branch ZERO times: the memo
// is recorded only on the RESIDENT index path (UploadAndBindIndexBuffer
// stores it in the arm after AcquireResidentSlice), and a streamed EBO
// never gets there. So it passes on the buggy revision exactly as it does
// on the fixed one, and it is not evidence about the fix.
//
// It stays because it is the tripwire for the change that would make the
// EBO memo dangerous: memoise the streamed index path - the obvious next
// step for the same optimisation - and the reach stops being zero and this
// test fails on the first churn frame. See ResidentIndexScenario.cpp.
TEST_F(StreamedArenaScenario, StreamedIndexDataSurvivesArenaRecycling) {
const std::vector<Vertex> shared = SceneVertices(/*leftQuadIsGreen=*/false);
BuildStreamedObject(m_subject, shared, kIndicesLeftQuad); // draws the left, red quad
BuildStreamedObject(m_decoy, shared, kIndicesRightQuad); // draws the right, green quad
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "scene setup left a GL error behind";
for (int frame = 0; frame < kQuietFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
Draw(m_subject);
Gl().EndFrame();
}
for (int frame = 0; frame < kChurnFrames; ++frame) {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
RestreamDecoy(shared, kIndicesRightQuad);
Draw(m_decoy);
Draw(m_subject);
const Image image = ReadPixels(Gl().Width(), Gl().Height());
ExpectHalves(image, "red", "green",
"churn frame " + std::to_string(frame) +
": the untouched streamed index buffer rendered someone else's arena bytes");
Gl().EndFrame();
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,381 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/OrientationScenario.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
//
// Scenario A - "the frame came out upside down".
//
// The shipped bug (DirectVulkan, GetBaseTransformFlagsRaw): the shader
// transform flags - the Y-flip and surface-rotation bits that apply ONLY when
// the bound draw framebuffer is the default one - were memoized on the
// swapchain pre-transform alone. The is-default-framebuffer input was not part
// of the key, so whichever kind of pass evaluated the memo first decided the
// orientation of every pass after it. In a real frame that meant: after any
// render-to-texture pass, the next default-framebuffer pass inherited the FBO's
// unflipped flags and the whole frame rendered upside down (retrace SSIM 0.052,
// deterministic; flickering clouds on device).
//
// What pins it: a pattern asymmetric in BOTH axes - four quadrants, coloured
//
// top-left RED | WHITE top-right
// bottom-left BLUE | GREEN bottom-right
//
// - drawn to a target, read back with glReadPixels, and reduced to the four
// quadrant-centre colours in the fixed order bottom-left, bottom-right,
// top-left, top-right.
//
// Four quadrants rather than the three horizontal stripes this scenario used to
// draw, because stripes only pin ONE axis. Stripes read down the centre line
// are unchanged by an X flip, by a transpose, and by a 180 rotation composed
// with a Y flip: all three of those bugs would have rendered a green stripe
// between a blue one and a red one and passed. Every one of the eight
// symmetries of the square now produces a different string:
//
// identity blue,green,red,white <- correct
// Y flip red,white,blue,green <- the shipped bug
// X flip green,blue,white,red
// 180 rotation white,red,green,blue
// transpose blue,red,green,white
// anti-transpose white,green,red,blue
// rotate 90 CCW red,blue,white,green
// rotate 90 CW green,white,blue,red
//
// The assertions then go further than the signature: every quadrant is checked
// pixel by pixel over its whole area (RegionIsMostly), so a partial or torn
// draw cannot pass by having the four sampled centres come out right.
//
// Both orderings are covered, because the memo is poisoned by whichever pass
// runs first and these tests share one process:
// - default -> FBO -> default (the FBO pass inherits the default's flip)
// - FBO -> default (the shipped symptom: the default pass
// inherits the FBO's lack of flip)
#include <algorithm>
#include <cstdint>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr const char* kVertexSource = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() {
vColor = aColor;
gl_Position = vec4(aPos, 0.0, 1.0);
}
)";
constexpr const char* kFragmentSource = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() {
oColor = vec4(vColor, 1.0);
}
)";
// The correctly-oriented answer, in glReadPixels order (row 0 is the
// bottom row) and in QuadrantSignature's order: bottom-left, bottom-right,
// top-left, top-right. Plain GL semantics; holds for every framebuffer,
// default or not.
constexpr const char* kUprightSignature = "blue,green,red,white";
// How far inside each quadrant the whole-region checks start. The quadrant
// seam sits on a pixel boundary, so one pixel of margin is enough to make
// "every single pixel" an achievable (and therefore useful) demand.
constexpr int kQuadrantInset = 2;
struct Vertex {
float x, y;
float r, g, b;
};
void AppendQuad(std::vector<Vertex>& out, float x0, float x1, float y0, float y1, float r, float g, float b) {
const Vertex bl{x0, y0, r, g, b};
const Vertex br{x1, y0, r, g, b};
const Vertex tr{x1, y1, r, g, b};
const Vertex tl{x0, y1, r, g, b};
out.insert(out.end(), {bl, br, tr, bl, tr, tl});
}
std::vector<Vertex> QuadrantGeometry() {
std::vector<Vertex> vertices;
vertices.reserve(24);
AppendQuad(vertices, -1.0f, 0.0f, -1.0f, 0.0f, 0.0f, 0.0f, 1.0f); // bottom-left: blue
AppendQuad(vertices, 0.0f, 1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 0.0f); // bottom-right: green
AppendQuad(vertices, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f); // top-left: red
AppendQuad(vertices, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f); // top-right: white
return vertices;
}
class OrientationScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string error;
m_program = CompileProgram(kVertexSource, kFragmentSource, &error);
ASSERT_NE(m_program, 0u) << error;
const std::vector<Vertex> vertices = QuadrantGeometry();
m_vertexCount = static_cast<int>(vertices.size());
glGenVertexArrays(1, &m_vao);
glBindVertexArray(m_vao);
glGenBuffers(1, &m_vbo);
glBindBuffer(GL_ARRAY_BUFFER, m_vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(Vertex)), vertices.data(),
GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), reinterpret_cast<void*>(8));
glBindVertexArray(0);
m_offscreen = MakeColorFbo(Gl().Width(), Gl().Height());
ASSERT_NE(m_offscreen.fbo, 0u) << "offscreen FBO is not framebuffer-complete";
ASSERT_EQ(FirstGLError(), GLenum(GL_NO_ERROR)) << "setup left a GL error behind";
}
void TearDown() override {
if (!Ready()) return;
DestroyColorFbo(m_offscreen);
if (m_vbo != 0) glDeleteBuffers(1, &m_vbo);
if (m_vao != 0) glDeleteVertexArrays(1, &m_vao);
if (m_program != 0) glDeleteProgram(m_program);
}
void DrawQuadrants() {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(m_vao);
glDrawArrays(GL_TRIANGLES, 0, m_vertexCount);
glBindVertexArray(0);
}
// One pass to the default (presentable) framebuffer.
Image DefaultFramebufferPass() {
BindDefaultFramebuffer();
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
return ReadPixels(Gl().Width(), Gl().Height());
}
// One render-to-texture pass. Real frames do this constantly
// (shadow maps, post-processing, Minecraft's main render target).
Image OffscreenPass() {
BindFbo(m_offscreen);
ClearTo(0.0f, 0.0f, 0.0f, 1.0f);
DrawQuadrants();
return ReadPixels(m_offscreen.width, m_offscreen.height);
}
// The signature says WHICH transform went wrong; this says the whole
// image is right, not merely its four sampled centres.
void ExpectUprightQuadrants(const Image& image, const std::string& when) {
const int w = image.Width();
const int h = image.Height();
const int inset = kQuadrantInset;
EXPECT_TRUE(RegionIsMostly(image, inset, w / 2 - inset, inset, h / 2 - inset, "blue", 0.0, when));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + inset, w - inset, inset, h / 2 - inset, "green", 0.0, when));
EXPECT_TRUE(RegionIsMostly(image, inset, w / 2 - inset, h / 2 + inset, h - inset, "red", 0.0, when));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + inset, w - inset, h / 2 + inset, h - inset, "white", 0.0,
when));
}
unsigned int m_program = 0;
unsigned int m_vao = 0;
unsigned int m_vbo = 0;
int m_vertexCount = 0;
ColorFbo m_offscreen;
};
// The plain statement of GL semantics that everything else leans on: an
// FBO pass is never flipped.
TEST_F(OrientationScenario, OffscreenPassRendersUpright) {
const Image offscreen = OffscreenPass();
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "a render-to-texture pass must render unflipped";
ExpectUprightQuadrants(offscreen, "render-to-texture pass");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The same for the default framebuffer: whatever the backend does with
// the swapchain internally, glReadPixels owes the caller GL orientation.
TEST_F(OrientationScenario, DefaultFramebufferPassRendersUpright) {
const Image presented = DefaultFramebufferPass();
EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
<< "a default-framebuffer pass must read back in GL orientation";
ExpectUprightQuadrants(presented, "default-framebuffer pass");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// Scenario A proper: default -> FBO -> default in one frame. The third
// pass must be pixel-identical to the first; the FBO pass in between
// must not have moved anything.
TEST_F(OrientationScenario, DefaultFramebufferSurvivesAnOffscreenPass) {
const Image before = DefaultFramebufferPass();
const Image offscreen = OffscreenPass();
const Image after = DefaultFramebufferPass();
EXPECT_EQ(before.QuadrantSignature(), kUprightSignature)
<< "first default-framebuffer pass is already misoriented";
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "the render-to-texture pass in the middle rendered flipped - the "
"default framebuffer's transform flags leaked into it";
EXPECT_EQ(after.QuadrantSignature(), kUprightSignature)
<< "the default-framebuffer pass AFTER a render-to-texture pass is "
"misoriented - it inherited the FBO's transform flags";
ExpectUprightQuadrants(after, "default-framebuffer pass after a render-to-texture pass");
EXPECT_TRUE(after == before) << "the third pass differs from the first in " << after.ByteDiffCount(before)
<< " bytes; first=" << before.QuadrantSignature()
<< " third=" << after.QuadrantSignature();
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// The shipped symptom, in its shipped order: an FBO pass, then the
// default framebuffer. This is the one that flipped whole Minecraft
// frames.
TEST_F(OrientationScenario, DefaultFramebufferAfterOffscreenIsNotFlipped) {
const Image offscreen = OffscreenPass();
const Image presented = DefaultFramebufferPass();
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "render-to-texture pass rendered flipped";
EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
<< "the default-framebuffer pass that follows a render-to-texture pass "
"rendered upside down";
ExpectUprightQuadrants(presented, "default-framebuffer pass following a render-to-texture pass");
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// And across a real frame boundary, which is how a game actually
// alternates the two kinds of pass.
TEST_F(OrientationScenario, OrientationIsStableAcrossFrames) {
const Image firstFrame = DefaultFramebufferPass();
ExpectUprightQuadrants(firstFrame, "frame 0");
Gl().EndFrame();
for (int frame = 0; frame < 3; ++frame) {
const Image offscreen = OffscreenPass();
EXPECT_EQ(offscreen.QuadrantSignature(), kUprightSignature)
<< "frame " << frame + 1 << "'s render-to-texture pass is misoriented";
const Image presented = DefaultFramebufferPass();
EXPECT_EQ(presented.QuadrantSignature(), kUprightSignature)
<< "frame " << frame + 1 << " of the alternating FBO/default loop is misoriented";
ExpectUprightQuadrants(presented, "frame " + std::to_string(frame + 1));
EXPECT_TRUE(presented == firstFrame) << "frame " << frame + 1 << " differs from frame 0 in "
<< presented.ByteDiffCount(firstFrame) << " bytes";
Gl().EndFrame();
}
EXPECT_EQ(FirstGLError(), GLenum(GL_NO_ERROR));
}
// A standing self-test of the signature, not of MobileGL: it proves the
// four-quadrant reduction really does separate all eight symmetries of
// the square, so a future "simplify the pattern" change cannot quietly
// reintroduce the blind spot the three-stripe version had (X flip,
// transpose and 180+Y-flip all left the stripe signature alone).
TEST_F(OrientationScenario, QuadrantSignatureSeparatesEverySquareSymmetry) {
const Image upright = OffscreenPass();
ASSERT_EQ(upright.QuadrantSignature(), kUprightSignature) << "the reference image is not upright";
const int w = upright.Width();
const int h = upright.Height();
// Transposes are expressed on the largest centred square the readback
// contains, which is enough for the four quadrant centres to move.
const int side = std::min(w, h);
const int ox = (w - side) / 2;
const int oy = (h - side) / 2;
struct Symmetry {
const char* name;
const char* expected;
int (*mapX)(int x, int y, int w, int h);
int (*mapY)(int x, int y, int w, int h);
};
const Symmetry symmetries[] = {
{"Y flip", "red,white,blue,green", [](int x, int, int, int) { return x; },
[](int, int y, int, int hh) { return hh - 1 - y; }},
{"X flip", "green,blue,white,red", [](int x, int, int ww, int) { return ww - 1 - x; },
[](int, int y, int, int) { return y; }},
{"180 rotation", "white,red,green,blue", [](int x, int, int ww, int) { return ww - 1 - x; },
[](int, int y, int, int hh) { return hh - 1 - y; }},
};
for (const Symmetry& symmetry : symmetries) {
Image transformed(w, h);
for (int y = 0; y < h; ++y) {
for (int x = 0; x < w; ++x) {
const Rgba8 source = upright.At(symmetry.mapX(x, y, w, h), symmetry.mapY(x, y, w, h));
std::uint8_t* out = transformed.Data() + (std::size_t(y) * w + x) * 4;
out[0] = source.r;
out[1] = source.g;
out[2] = source.b;
out[3] = source.a;
}
}
EXPECT_EQ(transformed.QuadrantSignature(), symmetry.expected)
<< symmetry.name << " must produce its own signature, or the pattern cannot see it";
EXPECT_NE(transformed.QuadrantSignature(), kUprightSignature)
<< symmetry.name << " is INDISTINGUISHABLE from an upright frame - the pattern is too symmetric";
}
// The four symmetries that move the axes into each other. They only
// make sense on a square, so they run on the largest centred one.
struct SquareSymmetry {
const char* name;
const char* expected;
int (*sourceX)(int x, int y, int side);
int (*sourceY)(int x, int y, int side);
};
const SquareSymmetry squareSymmetries[] = {
{"transpose", "blue,red,green,white", [](int, int y, int) { return y; },
[](int x, int, int) { return x; }},
{"anti-transpose", "white,green,red,blue", [](int, int y, int s) { return s - 1 - y; },
[](int x, int, int s) { return s - 1 - x; }},
{"rotate 90 CCW", "red,blue,white,green", [](int, int y, int) { return y; },
[](int x, int, int s) { return s - 1 - x; }},
{"rotate 90 CW", "green,white,blue,red", [](int, int y, int s) { return s - 1 - y; },
[](int x, int, int) { return x; }},
};
for (const SquareSymmetry& symmetry : squareSymmetries) {
Image square(side, side);
for (int y = 0; y < side; ++y) {
for (int x = 0; x < side; ++x) {
const Rgba8 source =
upright.At(ox + symmetry.sourceX(x, y, side), oy + symmetry.sourceY(x, y, side));
std::uint8_t* out = square.Data() + (std::size_t(y) * side + x) * 4;
out[0] = source.r;
out[1] = source.g;
out[2] = source.b;
out[3] = source.a;
}
}
EXPECT_EQ(square.QuadrantSignature(), symmetry.expected)
<< symmetry.name << " must produce its own signature, or the pattern cannot see it";
EXPECT_NE(square.QuadrantSignature(), kUprightSignature)
<< symmetry.name << " is INDISTINGUISHABLE from an upright frame";
}
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,383 @@
// MobileGL - MobileGL/MG_IntegrationTest/Scenarios/ResidentIndexScenario.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
//
// Scenario C - RESIDENT index buffers across frame boundaries.
//
// WHAT THIS FILE DOES AND DOES NOT COVER, stated plainly because the answer is
// not the one it was written to find.
//
// The shipped fix (d7976326) removed cross-frame slice trust from TWO memos: the
// vertex-binding one and the EBO one. StreamedArenaScenario pins the vertex
// half - re-enable that half alone and it fails. Nothing pinned the EBO half,
// and these cases are the result of trying to build something that does.
//
// The EBO memo lives in UploadAndBindIndexBuffer and is recorded ONLY on the
// resident branch, keyed on (BufferObject*, VkBufferResource::sliceEpoch,
// frame serial). To fail with only the EBO revalidation re-enabled, a scenario
// needs a RESIDENT index buffer whose recorded slice stops describing the right
// bytes while the pointer and the epoch still match. Every case below is an
// attempt at that, run against the re-enabled buggy path with the branch
// instrumented to count reaches, acceptances, and - critically - what the
// skipped AcquireResidentSlice WOULD have done. The measurement, over this file
// plus every other scenario in the module:
//
// reached=89 accepted=81 sliceMoved=0 bytesChanged=0 epochBumped=0
//
// The buggy branch is entered 89 times and serves its recorded slice 81 times,
// and in NOT ONE of those 81 would the acquire have moved the slice, changed a
// byte of it, or bumped the epoch. The skipped work was a no-op every time.
//
// That is not luck, it is the shape of the code. A resident slice is
// `resource->buffer.GetSlice(0, size)` of a dedicated VkBuffer, so it can only
// move when CreateResidentStorage mints new storage - which bumps the epoch. Its
// bytes can only change through Respecify / SubData / FlushMappedRange - each of
// which bumps the epoch as its first act - or through
// BufferObject::SyncPersistentMappedRange, which the acquire calls and the memo
// skips. That last one is the real escape, and it is dead here: it early-outs
// when the backend has adopted the map into coherent GPU storage, and
// AcquirePersistentMap only declines when a host-visible coherent allocation
// FAILS. Instrumented across the whole module: 50 persistent coherent write
// maps, 50 adopted, 0 dispatches. A 96 MiB EBO did not change that either.
//
// So on DirectVulkan as it stands, the EBO half of the fix is not reachable from
// a GL-level test - not because the guard is sound in principle (it is the same
// unsound idea the vertex half shipped corruption with) but because the two
// mechanisms that made the vertex half observable are both absent for indices:
//
// 1. ARENA RELOCATION. The vertex memo records STREAMED slices too, and a
// streamed slice moves to a new arena block every frame BY DESIGN - the
// epoch that catches it is bumped inside the very acquire the memo skips.
// That is what StreamedVertexDataSurvivesArenaRecycling exploits. The index
// memo is never recorded on the streamed branch, so no index memo ever
// names an arena offset. Measured: StreamedIndexDataSurvivesArenaRecycling
// reaches the branch 0 times, and so does PromotedDynamicEbo below (a
// promoted DYNAMIC_DRAW buffer is SERVED by AcquireResidentSlice but still
// ROUTED as streamed, so it is not memoised either).
// 2. HOST-MAP SYNC. Dead, as above.
//
// These cases therefore stay as what they honestly are: end-to-end regression
// tests for resident index-buffer freshness across frame boundaries, and the
// standing tripwire for change (1). The moment anyone memoises the streamed or
// promoted index path - the natural next step for the same optimisation - these
// stop being redundant and start failing. Each case says below what it covers.
#include <cstdio>
#include <cstring>
#include <string>
#include <vector>
#include "../Harness/HeadlessGL.h"
#include "../Harness/ScenarioFixture.h"
#ifdef GLAPI
#undef GLAPI
#endif
#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <GL/glcorearb.h>
#undef GL_GLEXT_PROTOTYPES
namespace MGITest {
namespace {
constexpr const char* kVS = R"(#version 330 core
in vec2 aPos;
in vec3 aColor;
out vec3 vColor;
void main() { vColor = aColor; gl_Position = vec4(aPos, 0.0, 1.0); }
)";
constexpr const char* kFS = R"(#version 330 core
in vec3 vColor;
out vec4 oColor;
void main() { oColor = vec4(vColor, 1.0); }
)";
struct V {
float x, y, r, g, b;
};
constexpr int kIdx = 6;
const GLuint kLeft[kIdx] = {0, 1, 2, 0, 2, 3};
const GLuint kRight[kIdx] = {4, 5, 6, 4, 6, 7};
std::vector<V> Scene() {
return {{-1, -1, 1, 0, 0}, {0, -1, 1, 0, 0}, {0, 1, 1, 0, 0}, {-1, 1, 1, 0, 0},
{0, -1, 0, 1, 0}, {1, -1, 0, 1, 0}, {1, 1, 0, 1, 0}, {0, 1, 0, 1, 0}};
}
class ResidentIndexScenario : public ScenarioTest {
protected:
void SetUp() override {
ScenarioTest::SetUp();
if (!Ready()) return;
std::string err;
m_program = CompileProgram(kVS, kFS, &err);
ASSERT_NE(m_program, 0u) << err;
}
void TearDown() override {
if (!Ready()) return;
if (m_program != 0) glDeleteProgram(m_program);
}
// A VAO whose VBO is STATIC_DRAW (so it resolves resident and the
// vertex memo is recorded) and whose EBO is `eboName`.
unsigned int MakeVao(unsigned int vbo, unsigned int ebo) {
unsigned int vao = 0;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(8));
glBindVertexArray(0);
return vao;
}
unsigned int MakeStaticVbo() {
const std::vector<V> vertices = Scene();
unsigned int vbo = 0;
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, GLsizeiptr(vertices.size() * sizeof(V)), vertices.data(),
GL_STATIC_DRAW);
return vbo;
}
void Draw(unsigned int vao) {
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glUseProgram(m_program);
glBindVertexArray(vao);
glDrawElements(GL_TRIANGLES, kIdx, GL_UNSIGNED_INT, nullptr);
glBindVertexArray(0);
}
void Begin() {
BindDefaultFramebuffer();
ClearTo(0, 0, 0, 1);
}
Image Read() { return ReadPixels(Gl().Width(), Gl().Height()); }
void Halves(const Image& image, const char* left, const char* right, const std::string& when) {
const int w = image.Width(), h = image.Height();
EXPECT_TRUE(RegionIsMostly(image, 2, w / 2 - 2, 2, h - 2, left, 0.0, when + " [left]"));
EXPECT_TRUE(RegionIsMostly(image, w / 2 + 2, w - 2, 2, h - 2, right, 0.0, when + " [right]"));
}
unsigned int m_program = 0;
};
// A: a coherent persistent EBO rewritten on EVERY frame, with no GL call
// between the write and the draw. This is the only shape in which an
// application changes index data with nothing for the backend to notice.
//
// COVERS: the coherent-persistent index contract end to end.
// DOES NOT COVER: the EBO memo. Instrumented it reaches the cross-frame
// branch 11 times and is served its recorded slice all 11 - but the
// backend adopted the map into that same storage, so the "stale" slice IS
// where the application's writes landed. It would only discriminate on a
// stack where AcquirePersistentMap declines (see the file header). A
// 96 MiB variant was tried to force that and did not: it cost 40s and
// measured the same zero, so it is not kept.
TEST_F(ResidentIndexScenario, PersistentCoherentEboWrittenEveryFrame) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
const GLbitfield storageFlags =
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT | GL_DYNAMIC_STORAGE_BIT;
glBufferStorage(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, storageFlags);
if (FirstGLError() != GL_NO_ERROR) GTEST_SKIP() << "no immutable storage";
auto* map = static_cast<unsigned char*>(glMapBufferRange(
GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(kLeft)),
GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_COHERENT_BIT));
ASSERT_NE(map, nullptr);
const unsigned int vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 12; ++frame) {
Begin();
const bool wantRight = (frame % 2) == 1;
std::memcpy(map, wantRight ? kRight : kLeft, sizeof(kLeft));
Draw(vao);
const Image image = Read();
Halves(image, wantRight ? "black" : "red", wantRight ? "green" : "black",
"frame " + std::to_string(frame) + " of a per-frame coherent EBO rewrite");
Gl().EndFrame();
}
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glUnmapBuffer(GL_ELEMENT_ARRAY_BUFFER);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// B: usage escalation. The EBO is memoised as an index buffer, then bound
// as a VERTEX buffer in a later frame, which forces the backend to
// recreate its resident storage carrying the extra usage bit. A memo that
// survived that recreate would name a destroyed VkBuffer.
//
// COVERS: that a storage recreate driven by a DIFFERENT binding point
// retires the index memo. Reaches the branch 5 times.
TEST_F(ResidentIndexScenario, EboAlsoBoundAsVertexBufferLater) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
// Big enough to be a legal (if nonsensical) vertex source too.
std::vector<GLuint> indices(64, 0);
std::memcpy(indices.data(), kLeft, sizeof(kLeft));
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(indices.size() * 4), indices.data(), GL_STATIC_DRAW);
const unsigned int vao = MakeVao(vbo, ebo);
unsigned int vertexUseVao = 0;
glGenVertexArrays(1, &vertexUseVao);
glBindVertexArray(vertexUseVao);
glBindBuffer(GL_ARRAY_BUFFER, ebo); // the EBO, as a vertex source
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(0));
glEnableVertexAttribArray(1);
glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(V), reinterpret_cast<void*>(8));
glBindVertexArray(0);
for (int frame = 0; frame < 6; ++frame) {
Begin();
Draw(vao);
if (frame == 2) Draw(vertexUseVao); // forces the usage escalation
const Image image = Read();
if (frame != 2) {
Halves(image, "red", "black", "frame " + std::to_string(frame) + " around a usage escalation");
}
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vertexUseVao);
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// C: delete the EBO and immediately recreate it, so the frontend
// BufferObject may well land at the same address - which is all the memo's
// identity check compares. What stops it is that a fresh resource cannot
// reproduce an epoch from the process-lifetime counter; this is the test
// that says so out loud.
//
// COVERS: address reuse of a deleted index buffer. Reaches 7, accepts 6 -
// the one decline is the post-recreate draw.
TEST_F(ResidentIndexScenario, EboDeletedAndRecreatedAtTheSameName) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, GL_STATIC_DRAW);
unsigned int vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 4; ++frame) {
Begin();
Draw(vao);
Halves(Read(), "red", "black", "warmup frame " + std::to_string(frame));
Gl().EndFrame();
}
// Same VAO, same GL name, different contents.
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kRight)), kRight, GL_STATIC_DRAW);
vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 4; ++frame) {
Begin();
Draw(vao);
Halves(Read(), "black", "green", "post-recreate frame " + std::to_string(frame));
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// D: one resident EBO shared by two VAOs, so two independent memo entries
// hold the same recorded slice, mutated through one of them and drawn
// through both across frames.
//
// COVERS: that a mutation retires EVERY memo naming the buffer, not just
// the one whose VAO issued it. Reaches 8, accepts 6.
TEST_F(ResidentIndexScenario, OneEboTwoVaosMutatedAcrossFrames) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, GL_STATIC_DRAW);
const unsigned int vaoA = MakeVao(vbo, ebo);
const unsigned int vaoB = MakeVao(vbo, ebo);
for (int frame = 0; frame < 10; ++frame) {
Begin();
const bool wantRight = frame >= 5;
if (frame == 5) {
glBindVertexArray(vaoA);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(kRight)), kRight);
glBindVertexArray(0);
}
Draw((frame % 2) == 0 ? vaoA : vaoB);
Halves(Read(), wantRight ? "black" : "red", wantRight ? "green" : "black",
"shared-EBO frame " + std::to_string(frame));
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vaoB);
glDeleteVertexArrays(1, &vaoA);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
// E: a DYNAMIC_DRAW EBO left untouched long enough for the streaming path
// to PROMOTE it onto resident storage, then mutated.
//
// COVERS: promoted-buffer index freshness across a frame boundary.
// DOES NOT COVER: the EBO memo, and this is the useful part - instrumented,
// it reaches the cross-frame branch ZERO times. A promoted buffer is SERVED
// by AcquireResidentSlice but still ROUTED through the streamed branch of
// UploadAndBindIndexBuffer, which never records a memo. That asymmetry is
// exactly what makes the EBO half of the shipped fix unobservable, and this
// case is the tripwire: memoise the streamed/promoted index path and the
// reach stops being zero.
TEST_F(ResidentIndexScenario, PromotedDynamicEbo) {
const unsigned int vbo = MakeStaticVbo();
unsigned int ebo = 0;
glGenBuffers(1, &ebo);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferData(GL_ELEMENT_ARRAY_BUFFER, GLsizeiptr(sizeof(kLeft)), kLeft, GL_DYNAMIC_DRAW);
const unsigned int vao = MakeVao(vbo, ebo);
for (int frame = 0; frame < 10; ++frame) {
Begin();
Draw(vao);
Halves(Read(), "red", "black", "promotion warmup frame " + std::to_string(frame));
Gl().EndFrame();
}
for (int frame = 0; frame < 6; ++frame) {
Begin();
if (frame == 0) {
glBindVertexArray(vao);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ebo);
glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, GLsizeiptr(sizeof(kRight)), kRight);
glBindVertexArray(0);
}
Draw(vao);
Halves(Read(), "black", "green", "post-promotion frame " + std::to_string(frame));
Gl().EndFrame();
}
glDeleteVertexArrays(1, &vao);
glDeleteBuffers(1, &ebo);
glDeleteBuffers(1, &vbo);
}
} // namespace
} // namespace MGITest
@@ -0,0 +1,47 @@
#!/bin/bash
# Run the headless MobileGL integration scenarios on one backend:
# ./run_integration_test.sh espryt [gtest args...] -> DirectGLES
# ./run_integration_test.sh magma [gtest args...] -> DirectVulkan
#
# The backend is latched at initialization from MOBILEGL_BACKEND_TYPE, so one
# process is one backend; this script is the dev-box equivalent of the two ctest
# registrations in CMakeLists.txt.
#
# Pin the vendor libraries explicitly, for the same reason
# MG_Benchmark/Driver/run_driver_bench.sh does: a bare libEGL on a glvnd system
# resolves to whatever vendor comes first, which is usually Mesa/llvmpipe - a
# software rasteriser silently replacing the GPU under a GPU test. Override
# MGL_EGL_VENDOR / MGL_VK_ICD to test another driver.
#
# Set MOBILEGL_ITEST_REQUIRE_GPU=1 to turn "the harness is unusable" from a clean
# skip into a failure. Do that anywhere the machine is supposed to have a GPU: a
# run that skipped everything and a run that passed everything are otherwise the
# same green, so without it a broken driver pinning is invisible.
set -eu
HERE=$(cd "$(dirname "$0")" && pwd)
BIN=${MOBILEGL_ITEST_BIN:-$HERE/MobileGLIntegrationTest}
EGL_VENDOR=${MGL_EGL_VENDOR:-/usr/share/glvnd/egl_vendor.d/10_nvidia.json}
VK_ICD=${MGL_VK_ICD:-/usr/share/vulkan/icd.d/nvidia_icd.x86_64.json}
MODE=$1; shift
if [ ! -x "$BIN" ]; then
echo "MobileGLIntegrationTest not found at $BIN"
echo "configure with -DMOBILEGL_BUILD_INTEGRATION_TEST=ON and set MOBILEGL_ITEST_BIN"
exit 1
fi
[ -r "$EGL_VENDOR" ] && export __EGL_VENDOR_LIBRARY_FILENAMES=$EGL_VENDOR
export EGL_PLATFORM=${EGL_PLATFORM:-x11}
case "$MODE" in
espryt|DirectGLES)
export MOBILEGL_BACKEND_TYPE=DirectGLES
;;
magma|DirectVulkan)
export MOBILEGL_BACKEND_TYPE=DirectVulkan
[ -r "$VK_ICD" ] && export VK_ICD_FILENAMES=$VK_ICD
;;
*) echo "unknown mode: $MODE (espryt|magma)"; exit 1 ;;
esac
export MOBILEGL_ITEST_REQUIRE_GPU=${MOBILEGL_ITEST_REQUIRE_GPU:-}
exec "$BIN" "$@"